babylon.module.d.ts 6.1 MB

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  1. declare module "babylonjs/types" {
  2. /** Alias type for value that can be null */
  3. export type Nullable<T> = T | null;
  4. /**
  5. * Alias type for number that are floats
  6. * @ignorenaming
  7. */
  8. export type float = number;
  9. /**
  10. * Alias type for number that are doubles.
  11. * @ignorenaming
  12. */
  13. export type double = number;
  14. /**
  15. * Alias type for number that are integer
  16. * @ignorenaming
  17. */
  18. export type int = number;
  19. /** Alias type for number array or Float32Array */
  20. export type FloatArray = number[] | Float32Array;
  21. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  22. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  23. /**
  24. * Alias for types that can be used by a Buffer or VertexBuffer.
  25. */
  26. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  27. /**
  28. * Alias type for primitive types
  29. * @ignorenaming
  30. */
  31. type Primitive = undefined | null | boolean | string | number | Function;
  32. /**
  33. * Type modifier to make all the properties of an object Readonly
  34. */
  35. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  36. /**
  37. * Type modifier to make all the properties of an object Readonly recursively
  38. */
  39. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  40. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * There's one slight particularity though: a given Observable can notify its observer using a particular mask value, only the Observers registered with this mask value will be notified.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * For instance you may have a given Observable that have four different types of notifications: Move (mask = 0x01), Stop (mask = 0x02), Turn Right (mask = 0X04), Turn Left (mask = 0X08).
  163. * A given observer can register itself with only Move and Stop (mask = 0x03), then it will only be notified when one of these two occurs and will never be for Turn Left/Right.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. get observers(): Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @param insertFirst if true the callback will be inserted at the first position, hence executed before the others ones. If false (default behavior) the callback will be inserted at the last position, executed after all the others already present.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static get LogCache(): string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static set LogLevels(level: number);
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static get Now(): number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null);
  486. /**
  487. * Returns client's state
  488. */
  489. get readyState(): number;
  490. /**
  491. * Returns client's status
  492. */
  493. get status(): number;
  494. /**
  495. * Returns client's status as a text
  496. */
  497. get statusText(): string;
  498. /**
  499. * Returns client's response
  500. */
  501. get response(): any;
  502. /**
  503. * Returns client's response url
  504. */
  505. get responseURL(): string;
  506. /**
  507. * Returns client's response as text
  508. */
  509. get responseText(): string;
  510. /**
  511. * Gets or sets the expected response type
  512. */
  513. get responseType(): XMLHttpRequestResponseType;
  514. set responseType(value: XMLHttpRequestResponseType);
  515. /** @hidden */
  516. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  517. /** @hidden */
  518. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  519. /**
  520. * Cancels any network activity
  521. */
  522. abort(): void;
  523. /**
  524. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  525. * @param body defines an optional request body
  526. */
  527. send(body?: Document | BodyInit | null): void;
  528. /**
  529. * Sets the request method, request URL
  530. * @param method defines the method to use (GET, POST, etc..)
  531. * @param url defines the url to connect with
  532. */
  533. open(method: string, url: string): void;
  534. /**
  535. * Sets the value of a request header.
  536. * @param name The name of the header whose value is to be set
  537. * @param value The value to set as the body of the header
  538. */
  539. setRequestHeader(name: string, value: string): void;
  540. /**
  541. * Get the string containing the text of a particular header's value.
  542. * @param name The name of the header
  543. * @returns The string containing the text of the given header name
  544. */
  545. getResponseHeader(name: string): Nullable<string>;
  546. }
  547. }
  548. declare module "babylonjs/Misc/fileRequest" {
  549. import { Observable } from "babylonjs/Misc/observable";
  550. /**
  551. * File request interface
  552. */
  553. export interface IFileRequest {
  554. /**
  555. * Raised when the request is complete (success or error).
  556. */
  557. onCompleteObservable: Observable<IFileRequest>;
  558. /**
  559. * Aborts the request for a file.
  560. */
  561. abort: () => void;
  562. }
  563. }
  564. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  565. /**
  566. * Define options used to create a render target texture
  567. */
  568. export class RenderTargetCreationOptions {
  569. /**
  570. * Specifies is mipmaps must be generated
  571. */
  572. generateMipMaps?: boolean;
  573. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  574. generateDepthBuffer?: boolean;
  575. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  576. generateStencilBuffer?: boolean;
  577. /** Defines texture type (int by default) */
  578. type?: number;
  579. /** Defines sampling mode (trilinear by default) */
  580. samplingMode?: number;
  581. /** Defines format (RGBA by default) */
  582. format?: number;
  583. }
  584. }
  585. declare module "babylonjs/Instrumentation/timeToken" {
  586. import { Nullable } from "babylonjs/types";
  587. /**
  588. * @hidden
  589. **/
  590. export class _TimeToken {
  591. _startTimeQuery: Nullable<WebGLQuery>;
  592. _endTimeQuery: Nullable<WebGLQuery>;
  593. _timeElapsedQuery: Nullable<WebGLQuery>;
  594. _timeElapsedQueryEnded: boolean;
  595. }
  596. }
  597. declare module "babylonjs/Engines/constants" {
  598. /** Defines the cross module used constants to avoid circular dependncies */
  599. export class Constants {
  600. /** Defines that alpha blending is disabled */
  601. static readonly ALPHA_DISABLE: number;
  602. /** Defines that alpha blending is SRC ALPHA * SRC + DEST */
  603. static readonly ALPHA_ADD: number;
  604. /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  605. static readonly ALPHA_COMBINE: number;
  606. /** Defines that alpha blending is DEST - SRC * DEST */
  607. static readonly ALPHA_SUBTRACT: number;
  608. /** Defines that alpha blending is SRC * DEST */
  609. static readonly ALPHA_MULTIPLY: number;
  610. /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC) * DEST */
  611. static readonly ALPHA_MAXIMIZED: number;
  612. /** Defines that alpha blending is SRC + DEST */
  613. static readonly ALPHA_ONEONE: number;
  614. /** Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST */
  615. static readonly ALPHA_PREMULTIPLIED: number;
  616. /**
  617. * Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST
  618. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  619. */
  620. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  621. /** Defines that alpha blending is CST * SRC + (1 - CST) * DEST */
  622. static readonly ALPHA_INTERPOLATE: number;
  623. /**
  624. * Defines that alpha blending is SRC + (1 - SRC) * DEST
  625. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  626. */
  627. static readonly ALPHA_SCREENMODE: number;
  628. /**
  629. * Defines that alpha blending is SRC + DST
  630. * Alpha will be set to SRC ALPHA + DST ALPHA
  631. */
  632. static readonly ALPHA_ONEONE_ONEONE: number;
  633. /**
  634. * Defines that alpha blending is SRC * DST ALPHA + DST
  635. * Alpha will be set to 0
  636. */
  637. static readonly ALPHA_ALPHATOCOLOR: number;
  638. /**
  639. * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)
  640. */
  641. static readonly ALPHA_REVERSEONEMINUS: number;
  642. /**
  643. * Defines that alpha blending is SRC + DST * (1 - SRC ALPHA)
  644. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  645. */
  646. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  647. /**
  648. * Defines that alpha blending is SRC + DST
  649. * Alpha will be set to SRC ALPHA
  650. */
  651. static readonly ALPHA_ONEONE_ONEZERO: number;
  652. /**
  653. * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)
  654. * Alpha will be set to DST ALPHA
  655. */
  656. static readonly ALPHA_EXCLUSION: number;
  657. /** Defines that alpha blending equation a SUM */
  658. static readonly ALPHA_EQUATION_ADD: number;
  659. /** Defines that alpha blending equation a SUBSTRACTION */
  660. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  661. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  662. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  663. /** Defines that alpha blending equation a MAX operation */
  664. static readonly ALPHA_EQUATION_MAX: number;
  665. /** Defines that alpha blending equation a MIN operation */
  666. static readonly ALPHA_EQUATION_MIN: number;
  667. /**
  668. * Defines that alpha blending equation a DARKEN operation:
  669. * It takes the min of the src and sums the alpha channels.
  670. */
  671. static readonly ALPHA_EQUATION_DARKEN: number;
  672. /** Defines that the ressource is not delayed*/
  673. static readonly DELAYLOADSTATE_NONE: number;
  674. /** Defines that the ressource was successfully delay loaded */
  675. static readonly DELAYLOADSTATE_LOADED: number;
  676. /** Defines that the ressource is currently delay loading */
  677. static readonly DELAYLOADSTATE_LOADING: number;
  678. /** Defines that the ressource is delayed and has not started loading */
  679. static readonly DELAYLOADSTATE_NOTLOADED: number;
  680. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  681. static readonly NEVER: number;
  682. /** 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 */
  683. static readonly ALWAYS: number;
  684. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  685. static readonly LESS: number;
  686. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  687. static readonly EQUAL: number;
  688. /** 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 */
  689. static readonly LEQUAL: number;
  690. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  691. static readonly GREATER: number;
  692. /** 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 */
  693. static readonly GEQUAL: number;
  694. /** 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 */
  695. static readonly NOTEQUAL: number;
  696. /** Passed to stencilOperation to specify that stencil value must be kept */
  697. static readonly KEEP: number;
  698. /** Passed to stencilOperation to specify that stencil value must be replaced */
  699. static readonly REPLACE: number;
  700. /** Passed to stencilOperation to specify that stencil value must be incremented */
  701. static readonly INCR: number;
  702. /** Passed to stencilOperation to specify that stencil value must be decremented */
  703. static readonly DECR: number;
  704. /** Passed to stencilOperation to specify that stencil value must be inverted */
  705. static readonly INVERT: number;
  706. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  707. static readonly INCR_WRAP: number;
  708. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  709. static readonly DECR_WRAP: number;
  710. /** Texture is not repeating outside of 0..1 UVs */
  711. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  712. /** Texture is repeating outside of 0..1 UVs */
  713. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  714. /** Texture is repeating and mirrored */
  715. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  716. /** ALPHA */
  717. static readonly TEXTUREFORMAT_ALPHA: number;
  718. /** LUMINANCE */
  719. static readonly TEXTUREFORMAT_LUMINANCE: number;
  720. /** LUMINANCE_ALPHA */
  721. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  722. /** RGB */
  723. static readonly TEXTUREFORMAT_RGB: number;
  724. /** RGBA */
  725. static readonly TEXTUREFORMAT_RGBA: number;
  726. /** RED */
  727. static readonly TEXTUREFORMAT_RED: number;
  728. /** RED (2nd reference) */
  729. static readonly TEXTUREFORMAT_R: number;
  730. /** RG */
  731. static readonly TEXTUREFORMAT_RG: number;
  732. /** RED_INTEGER */
  733. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  734. /** RED_INTEGER (2nd reference) */
  735. static readonly TEXTUREFORMAT_R_INTEGER: number;
  736. /** RG_INTEGER */
  737. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  738. /** RGB_INTEGER */
  739. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  740. /** RGBA_INTEGER */
  741. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  742. /** UNSIGNED_BYTE */
  743. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  744. /** UNSIGNED_BYTE (2nd reference) */
  745. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  746. /** FLOAT */
  747. static readonly TEXTURETYPE_FLOAT: number;
  748. /** HALF_FLOAT */
  749. static readonly TEXTURETYPE_HALF_FLOAT: number;
  750. /** BYTE */
  751. static readonly TEXTURETYPE_BYTE: number;
  752. /** SHORT */
  753. static readonly TEXTURETYPE_SHORT: number;
  754. /** UNSIGNED_SHORT */
  755. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  756. /** INT */
  757. static readonly TEXTURETYPE_INT: number;
  758. /** UNSIGNED_INT */
  759. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  760. /** UNSIGNED_SHORT_4_4_4_4 */
  761. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  762. /** UNSIGNED_SHORT_5_5_5_1 */
  763. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  764. /** UNSIGNED_SHORT_5_6_5 */
  765. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  766. /** UNSIGNED_INT_2_10_10_10_REV */
  767. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  768. /** UNSIGNED_INT_24_8 */
  769. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  770. /** UNSIGNED_INT_10F_11F_11F_REV */
  771. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  772. /** UNSIGNED_INT_5_9_9_9_REV */
  773. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  774. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  775. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  776. /** nearest is mag = nearest and min = nearest and no mip */
  777. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  778. /** mag = nearest and min = nearest and mip = none */
  779. static readonly TEXTURE_NEAREST_NEAREST: number;
  780. /** Bilinear is mag = linear and min = linear and no mip */
  781. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  782. /** mag = linear and min = linear and mip = none */
  783. static readonly TEXTURE_LINEAR_LINEAR: number;
  784. /** Trilinear is mag = linear and min = linear and mip = linear */
  785. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  786. /** Trilinear is mag = linear and min = linear and mip = linear */
  787. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  788. /** mag = nearest and min = nearest and mip = nearest */
  789. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  790. /** mag = nearest and min = linear and mip = nearest */
  791. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  792. /** mag = nearest and min = linear and mip = linear */
  793. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  794. /** mag = nearest and min = linear and mip = none */
  795. static readonly TEXTURE_NEAREST_LINEAR: number;
  796. /** nearest is mag = nearest and min = nearest and mip = linear */
  797. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  798. /** mag = linear and min = nearest and mip = nearest */
  799. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  800. /** mag = linear and min = nearest and mip = linear */
  801. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  802. /** Bilinear is mag = linear and min = linear and mip = nearest */
  803. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  804. /** mag = linear and min = nearest and mip = none */
  805. static readonly TEXTURE_LINEAR_NEAREST: number;
  806. /** Explicit coordinates mode */
  807. static readonly TEXTURE_EXPLICIT_MODE: number;
  808. /** Spherical coordinates mode */
  809. static readonly TEXTURE_SPHERICAL_MODE: number;
  810. /** Planar coordinates mode */
  811. static readonly TEXTURE_PLANAR_MODE: number;
  812. /** Cubic coordinates mode */
  813. static readonly TEXTURE_CUBIC_MODE: number;
  814. /** Projection coordinates mode */
  815. static readonly TEXTURE_PROJECTION_MODE: number;
  816. /** Skybox coordinates mode */
  817. static readonly TEXTURE_SKYBOX_MODE: number;
  818. /** Inverse Cubic coordinates mode */
  819. static readonly TEXTURE_INVCUBIC_MODE: number;
  820. /** Equirectangular coordinates mode */
  821. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  822. /** Equirectangular Fixed coordinates mode */
  823. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  824. /** Equirectangular Fixed Mirrored coordinates mode */
  825. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  826. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  827. static readonly SCALEMODE_FLOOR: number;
  828. /** Defines that texture rescaling will look for the nearest power of 2 size */
  829. static readonly SCALEMODE_NEAREST: number;
  830. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  831. static readonly SCALEMODE_CEILING: number;
  832. /**
  833. * The dirty texture flag value
  834. */
  835. static readonly MATERIAL_TextureDirtyFlag: number;
  836. /**
  837. * The dirty light flag value
  838. */
  839. static readonly MATERIAL_LightDirtyFlag: number;
  840. /**
  841. * The dirty fresnel flag value
  842. */
  843. static readonly MATERIAL_FresnelDirtyFlag: number;
  844. /**
  845. * The dirty attribute flag value
  846. */
  847. static readonly MATERIAL_AttributesDirtyFlag: number;
  848. /**
  849. * The dirty misc flag value
  850. */
  851. static readonly MATERIAL_MiscDirtyFlag: number;
  852. /**
  853. * The all dirty flag value
  854. */
  855. static readonly MATERIAL_AllDirtyFlag: number;
  856. /**
  857. * Returns the triangle fill mode
  858. */
  859. static readonly MATERIAL_TriangleFillMode: number;
  860. /**
  861. * Returns the wireframe mode
  862. */
  863. static readonly MATERIAL_WireFrameFillMode: number;
  864. /**
  865. * Returns the point fill mode
  866. */
  867. static readonly MATERIAL_PointFillMode: number;
  868. /**
  869. * Returns the point list draw mode
  870. */
  871. static readonly MATERIAL_PointListDrawMode: number;
  872. /**
  873. * Returns the line list draw mode
  874. */
  875. static readonly MATERIAL_LineListDrawMode: number;
  876. /**
  877. * Returns the line loop draw mode
  878. */
  879. static readonly MATERIAL_LineLoopDrawMode: number;
  880. /**
  881. * Returns the line strip draw mode
  882. */
  883. static readonly MATERIAL_LineStripDrawMode: number;
  884. /**
  885. * Returns the triangle strip draw mode
  886. */
  887. static readonly MATERIAL_TriangleStripDrawMode: number;
  888. /**
  889. * Returns the triangle fan draw mode
  890. */
  891. static readonly MATERIAL_TriangleFanDrawMode: number;
  892. /**
  893. * Stores the clock-wise side orientation
  894. */
  895. static readonly MATERIAL_ClockWiseSideOrientation: number;
  896. /**
  897. * Stores the counter clock-wise side orientation
  898. */
  899. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  900. /**
  901. * Nothing
  902. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  903. */
  904. static readonly ACTION_NothingTrigger: number;
  905. /**
  906. * On pick
  907. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  908. */
  909. static readonly ACTION_OnPickTrigger: number;
  910. /**
  911. * On left pick
  912. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  913. */
  914. static readonly ACTION_OnLeftPickTrigger: number;
  915. /**
  916. * On right pick
  917. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  918. */
  919. static readonly ACTION_OnRightPickTrigger: number;
  920. /**
  921. * On center pick
  922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  923. */
  924. static readonly ACTION_OnCenterPickTrigger: number;
  925. /**
  926. * On pick down
  927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  928. */
  929. static readonly ACTION_OnPickDownTrigger: number;
  930. /**
  931. * On double pick
  932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  933. */
  934. static readonly ACTION_OnDoublePickTrigger: number;
  935. /**
  936. * On pick up
  937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  938. */
  939. static readonly ACTION_OnPickUpTrigger: number;
  940. /**
  941. * On pick out.
  942. * This trigger will only be raised if you also declared a OnPickDown
  943. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  944. */
  945. static readonly ACTION_OnPickOutTrigger: number;
  946. /**
  947. * On long press
  948. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  949. */
  950. static readonly ACTION_OnLongPressTrigger: number;
  951. /**
  952. * On pointer over
  953. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  954. */
  955. static readonly ACTION_OnPointerOverTrigger: number;
  956. /**
  957. * On pointer out
  958. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  959. */
  960. static readonly ACTION_OnPointerOutTrigger: number;
  961. /**
  962. * On every frame
  963. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  964. */
  965. static readonly ACTION_OnEveryFrameTrigger: number;
  966. /**
  967. * On intersection enter
  968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  969. */
  970. static readonly ACTION_OnIntersectionEnterTrigger: number;
  971. /**
  972. * On intersection exit
  973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  974. */
  975. static readonly ACTION_OnIntersectionExitTrigger: number;
  976. /**
  977. * On key down
  978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  979. */
  980. static readonly ACTION_OnKeyDownTrigger: number;
  981. /**
  982. * On key up
  983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  984. */
  985. static readonly ACTION_OnKeyUpTrigger: number;
  986. /**
  987. * Billboard mode will only apply to Y axis
  988. */
  989. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  990. /**
  991. * Billboard mode will apply to all axes
  992. */
  993. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  994. /**
  995. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  996. */
  997. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  998. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  999. * Test order :
  1000. * Is the bounding sphere outside the frustum ?
  1001. * If not, are the bounding box vertices outside the frustum ?
  1002. * It not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  1005. /** Culling strategy : Bounding Sphere Only.
  1006. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1007. * It's also less accurate than the standard because some not visible objects can still be selected.
  1008. * Test : is the bounding sphere outside the frustum ?
  1009. * If not, then the cullable object is in the frustum.
  1010. */
  1011. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1012. /** Culling strategy : Optimistic Inclusion.
  1013. * This in an inclusion test first, then the standard exclusion test.
  1014. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1015. * 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.
  1016. * Anyway, it's as accurate as the standard strategy.
  1017. * Test :
  1018. * Is the cullable object bounding sphere center in the frustum ?
  1019. * If not, apply the default culling strategy.
  1020. */
  1021. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1022. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1023. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1024. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1025. * 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.
  1026. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1027. * Test :
  1028. * Is the cullable object bounding sphere center in the frustum ?
  1029. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1030. */
  1031. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1032. /**
  1033. * No logging while loading
  1034. */
  1035. static readonly SCENELOADER_NO_LOGGING: number;
  1036. /**
  1037. * Minimal logging while loading
  1038. */
  1039. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1040. /**
  1041. * Summary logging while loading
  1042. */
  1043. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1044. /**
  1045. * Detailled logging while loading
  1046. */
  1047. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1048. }
  1049. }
  1050. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1051. import { Nullable } from "babylonjs/types";
  1052. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1053. /**
  1054. * This represents the required contract to create a new type of texture loader.
  1055. */
  1056. export interface IInternalTextureLoader {
  1057. /**
  1058. * Defines wether the loader supports cascade loading the different faces.
  1059. */
  1060. supportCascades: boolean;
  1061. /**
  1062. * This returns if the loader support the current file information.
  1063. * @param extension defines the file extension of the file being loaded
  1064. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1065. * @param fallback defines the fallback internal texture if any
  1066. * @param isBase64 defines whether the texture is encoded as a base64
  1067. * @param isBuffer defines whether the texture data are stored as a buffer
  1068. * @returns true if the loader can load the specified file
  1069. */
  1070. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1071. /**
  1072. * Transform the url before loading if required.
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the transformed texture
  1076. */
  1077. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1078. /**
  1079. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1080. * @param rootUrl the url of the texture
  1081. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1082. * @returns the fallback texture
  1083. */
  1084. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1085. /**
  1086. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1087. * @param data contains the texture data
  1088. * @param texture defines the BabylonJS internal texture
  1089. * @param createPolynomials will be true if polynomials have been requested
  1090. * @param onLoad defines the callback to trigger once the texture is ready
  1091. * @param onError defines the callback to trigger in case of error
  1092. */
  1093. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1094. /**
  1095. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1096. * @param data contains the texture data
  1097. * @param texture defines the BabylonJS internal texture
  1098. * @param callback defines the method to call once ready to upload
  1099. */
  1100. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1101. }
  1102. }
  1103. declare module "babylonjs/Engines/IPipelineContext" {
  1104. /**
  1105. * Class used to store and describe the pipeline context associated with an effect
  1106. */
  1107. export interface IPipelineContext {
  1108. /**
  1109. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1110. */
  1111. isAsync: boolean;
  1112. /**
  1113. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1114. */
  1115. isReady: boolean;
  1116. /** @hidden */
  1117. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1118. }
  1119. }
  1120. declare module "babylonjs/Meshes/dataBuffer" {
  1121. /**
  1122. * Class used to store gfx data (like WebGLBuffer)
  1123. */
  1124. export class DataBuffer {
  1125. /**
  1126. * Gets or sets the number of objects referencing this buffer
  1127. */
  1128. references: number;
  1129. /** Gets or sets the size of the underlying buffer */
  1130. capacity: number;
  1131. /**
  1132. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1133. */
  1134. is32Bits: boolean;
  1135. /**
  1136. * Gets the underlying buffer
  1137. */
  1138. get underlyingResource(): any;
  1139. }
  1140. }
  1141. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1142. /** @hidden */
  1143. export interface IShaderProcessor {
  1144. attributeProcessor?: (attribute: string) => string;
  1145. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1146. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1147. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1148. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1149. lineProcessor?: (line: string, isFragment: boolean) => string;
  1150. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1151. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1152. }
  1153. }
  1154. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1155. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1156. /** @hidden */
  1157. export interface ProcessingOptions {
  1158. defines: string[];
  1159. indexParameters: any;
  1160. isFragment: boolean;
  1161. shouldUseHighPrecisionShader: boolean;
  1162. supportsUniformBuffers: boolean;
  1163. shadersRepository: string;
  1164. includesShadersStore: {
  1165. [key: string]: string;
  1166. };
  1167. processor?: IShaderProcessor;
  1168. version: string;
  1169. platformName: string;
  1170. lookForClosingBracketForUniformBuffer?: boolean;
  1171. }
  1172. }
  1173. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1174. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1175. /** @hidden */
  1176. export class ShaderCodeNode {
  1177. line: string;
  1178. children: ShaderCodeNode[];
  1179. additionalDefineKey?: string;
  1180. additionalDefineValue?: string;
  1181. isValid(preprocessors: {
  1182. [key: string]: string;
  1183. }): boolean;
  1184. process(preprocessors: {
  1185. [key: string]: string;
  1186. }, options: ProcessingOptions): string;
  1187. }
  1188. }
  1189. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1190. /** @hidden */
  1191. export class ShaderCodeCursor {
  1192. private _lines;
  1193. lineIndex: number;
  1194. get currentLine(): string;
  1195. get canRead(): boolean;
  1196. set lines(value: string[]);
  1197. }
  1198. }
  1199. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1200. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1201. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1202. /** @hidden */
  1203. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1204. process(preprocessors: {
  1205. [key: string]: string;
  1206. }, options: ProcessingOptions): string;
  1207. }
  1208. }
  1209. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1210. /** @hidden */
  1211. export class ShaderDefineExpression {
  1212. isTrue(preprocessors: {
  1213. [key: string]: string;
  1214. }): boolean;
  1215. }
  1216. }
  1217. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1218. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1219. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1220. /** @hidden */
  1221. export class ShaderCodeTestNode extends ShaderCodeNode {
  1222. testExpression: ShaderDefineExpression;
  1223. isValid(preprocessors: {
  1224. [key: string]: string;
  1225. }): boolean;
  1226. }
  1227. }
  1228. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1229. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1230. /** @hidden */
  1231. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1232. define: string;
  1233. not: boolean;
  1234. constructor(define: string, not?: boolean);
  1235. isTrue(preprocessors: {
  1236. [key: string]: string;
  1237. }): boolean;
  1238. }
  1239. }
  1240. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1241. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1242. /** @hidden */
  1243. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1244. leftOperand: ShaderDefineExpression;
  1245. rightOperand: ShaderDefineExpression;
  1246. isTrue(preprocessors: {
  1247. [key: string]: string;
  1248. }): boolean;
  1249. }
  1250. }
  1251. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1252. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1253. /** @hidden */
  1254. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1255. leftOperand: ShaderDefineExpression;
  1256. rightOperand: ShaderDefineExpression;
  1257. isTrue(preprocessors: {
  1258. [key: string]: string;
  1259. }): boolean;
  1260. }
  1261. }
  1262. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1263. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1264. /** @hidden */
  1265. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1266. define: string;
  1267. operand: string;
  1268. testValue: string;
  1269. constructor(define: string, operand: string, testValue: string);
  1270. isTrue(preprocessors: {
  1271. [key: string]: string;
  1272. }): boolean;
  1273. }
  1274. }
  1275. declare module "babylonjs/Offline/IOfflineProvider" {
  1276. /**
  1277. * Class used to enable access to offline support
  1278. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1279. */
  1280. export interface IOfflineProvider {
  1281. /**
  1282. * Gets a boolean indicating if scene must be saved in the database
  1283. */
  1284. enableSceneOffline: boolean;
  1285. /**
  1286. * Gets a boolean indicating if textures must be saved in the database
  1287. */
  1288. enableTexturesOffline: boolean;
  1289. /**
  1290. * Open the offline support and make it available
  1291. * @param successCallback defines the callback to call on success
  1292. * @param errorCallback defines the callback to call on error
  1293. */
  1294. open(successCallback: () => void, errorCallback: () => void): void;
  1295. /**
  1296. * Loads an image from the offline support
  1297. * @param url defines the url to load from
  1298. * @param image defines the target DOM image
  1299. */
  1300. loadImage(url: string, image: HTMLImageElement): void;
  1301. /**
  1302. * Loads a file from offline support
  1303. * @param url defines the URL to load from
  1304. * @param sceneLoaded defines a callback to call on success
  1305. * @param progressCallBack defines a callback to call when progress changed
  1306. * @param errorCallback defines a callback to call on error
  1307. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1308. */
  1309. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1310. }
  1311. }
  1312. declare module "babylonjs/Misc/filesInputStore" {
  1313. /**
  1314. * Class used to help managing file picking and drag'n'drop
  1315. * File Storage
  1316. */
  1317. export class FilesInputStore {
  1318. /**
  1319. * List of files ready to be loaded
  1320. */
  1321. static FilesToLoad: {
  1322. [key: string]: File;
  1323. };
  1324. }
  1325. }
  1326. declare module "babylonjs/Misc/retryStrategy" {
  1327. import { WebRequest } from "babylonjs/Misc/webRequest";
  1328. /**
  1329. * Class used to define a retry strategy when error happens while loading assets
  1330. */
  1331. export class RetryStrategy {
  1332. /**
  1333. * Function used to defines an exponential back off strategy
  1334. * @param maxRetries defines the maximum number of retries (3 by default)
  1335. * @param baseInterval defines the interval between retries
  1336. * @returns the strategy function to use
  1337. */
  1338. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1339. }
  1340. }
  1341. declare module "babylonjs/Misc/baseError" {
  1342. /**
  1343. * @ignore
  1344. * Application error to support additional information when loading a file
  1345. */
  1346. export abstract class BaseError extends Error {
  1347. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1348. }
  1349. }
  1350. declare module "babylonjs/Misc/fileTools" {
  1351. import { WebRequest } from "babylonjs/Misc/webRequest";
  1352. import { Nullable } from "babylonjs/types";
  1353. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1354. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1355. import { BaseError } from "babylonjs/Misc/baseError";
  1356. /** @ignore */
  1357. export class LoadFileError extends BaseError {
  1358. request?: WebRequest;
  1359. file?: File;
  1360. /**
  1361. * Creates a new LoadFileError
  1362. * @param message defines the message of the error
  1363. * @param request defines the optional web request
  1364. * @param file defines the optional file
  1365. */
  1366. constructor(message: string, object?: WebRequest | File);
  1367. }
  1368. /** @ignore */
  1369. export class RequestFileError extends BaseError {
  1370. request: WebRequest;
  1371. /**
  1372. * Creates a new LoadFileError
  1373. * @param message defines the message of the error
  1374. * @param request defines the optional web request
  1375. */
  1376. constructor(message: string, request: WebRequest);
  1377. }
  1378. /** @ignore */
  1379. export class ReadFileError extends BaseError {
  1380. file: File;
  1381. /**
  1382. * Creates a new ReadFileError
  1383. * @param message defines the message of the error
  1384. * @param file defines the optional file
  1385. */
  1386. constructor(message: string, file: File);
  1387. }
  1388. /**
  1389. * @hidden
  1390. */
  1391. export class FileTools {
  1392. /**
  1393. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1394. */
  1395. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1396. /**
  1397. * Gets or sets the base URL to use to load assets
  1398. */
  1399. static BaseUrl: string;
  1400. /**
  1401. * Default behaviour for cors in the application.
  1402. * It can be a string if the expected behavior is identical in the entire app.
  1403. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1404. */
  1405. static CorsBehavior: string | ((url: string | string[]) => string);
  1406. /**
  1407. * Gets or sets a function used to pre-process url before using them to load assets
  1408. */
  1409. static PreprocessUrl: (url: string) => string;
  1410. /**
  1411. * Removes unwanted characters from an url
  1412. * @param url defines the url to clean
  1413. * @returns the cleaned url
  1414. */
  1415. private static _CleanUrl;
  1416. /**
  1417. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1418. * @param url define the url we are trying
  1419. * @param element define the dom element where to configure the cors policy
  1420. */
  1421. static SetCorsBehavior(url: string | string[], element: {
  1422. crossOrigin: string | null;
  1423. }): void;
  1424. /**
  1425. * Loads an image as an HTMLImageElement.
  1426. * @param input url string, ArrayBuffer, or Blob to load
  1427. * @param onLoad callback called when the image successfully loads
  1428. * @param onError callback called when the image fails to load
  1429. * @param offlineProvider offline provider for caching
  1430. * @param mimeType optional mime type
  1431. * @returns the HTMLImageElement of the loaded image
  1432. */
  1433. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1434. /**
  1435. * Reads a file from a File object
  1436. * @param file defines the file to load
  1437. * @param onSuccess defines the callback to call when data is loaded
  1438. * @param onProgress defines the callback to call during loading process
  1439. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1440. * @param onError defines the callback to call when an error occurs
  1441. * @returns a file request object
  1442. */
  1443. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1444. /**
  1445. * Loads a file from a url
  1446. * @param url url to load
  1447. * @param onSuccess callback called when the file successfully loads
  1448. * @param onProgress callback called while file is loading (if the server supports this mode)
  1449. * @param offlineProvider defines the offline provider for caching
  1450. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1451. * @param onError callback called when the file fails to load
  1452. * @returns a file request object
  1453. */
  1454. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1455. /**
  1456. * Loads a file
  1457. * @param url url to load
  1458. * @param onSuccess callback called when the file successfully loads
  1459. * @param onProgress callback called while file is loading (if the server supports this mode)
  1460. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1461. * @param onError callback called when the file fails to load
  1462. * @param onOpened callback called when the web request is opened
  1463. * @returns a file request object
  1464. */
  1465. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1466. /**
  1467. * Checks if the loaded document was accessed via `file:`-Protocol.
  1468. * @returns boolean
  1469. */
  1470. static IsFileURL(): boolean;
  1471. }
  1472. }
  1473. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1474. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1475. import { WebRequest } from "babylonjs/Misc/webRequest";
  1476. import { LoadFileError } from "babylonjs/Misc/fileTools";
  1477. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1478. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1479. /** @hidden */
  1480. export class ShaderProcessor {
  1481. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1482. private static _ProcessPrecision;
  1483. private static _ExtractOperation;
  1484. private static _BuildSubExpression;
  1485. private static _BuildExpression;
  1486. private static _MoveCursorWithinIf;
  1487. private static _MoveCursor;
  1488. private static _EvaluatePreProcessors;
  1489. private static _PreparePreProcessors;
  1490. private static _ProcessShaderConversion;
  1491. private static _ProcessIncludes;
  1492. /**
  1493. * Loads a file from a url
  1494. * @param url url to load
  1495. * @param onSuccess callback called when the file successfully loads
  1496. * @param onProgress callback called while file is loading (if the server supports this mode)
  1497. * @param offlineProvider defines the offline provider for caching
  1498. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1499. * @param onError callback called when the file fails to load
  1500. * @returns a file request object
  1501. * @hidden
  1502. */
  1503. static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1504. }
  1505. }
  1506. declare module "babylonjs/Maths/math.like" {
  1507. import { float, int, DeepImmutable } from "babylonjs/types";
  1508. /**
  1509. * @hidden
  1510. */
  1511. export interface IColor4Like {
  1512. r: float;
  1513. g: float;
  1514. b: float;
  1515. a: float;
  1516. }
  1517. /**
  1518. * @hidden
  1519. */
  1520. export interface IColor3Like {
  1521. r: float;
  1522. g: float;
  1523. b: float;
  1524. }
  1525. /**
  1526. * @hidden
  1527. */
  1528. export interface IVector4Like {
  1529. x: float;
  1530. y: float;
  1531. z: float;
  1532. w: float;
  1533. }
  1534. /**
  1535. * @hidden
  1536. */
  1537. export interface IVector3Like {
  1538. x: float;
  1539. y: float;
  1540. z: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IVector2Like {
  1546. x: float;
  1547. y: float;
  1548. }
  1549. /**
  1550. * @hidden
  1551. */
  1552. export interface IMatrixLike {
  1553. toArray(): DeepImmutable<Float32Array>;
  1554. updateFlag: int;
  1555. }
  1556. /**
  1557. * @hidden
  1558. */
  1559. export interface IViewportLike {
  1560. x: float;
  1561. y: float;
  1562. width: float;
  1563. height: float;
  1564. }
  1565. /**
  1566. * @hidden
  1567. */
  1568. export interface IPlaneLike {
  1569. normal: IVector3Like;
  1570. d: float;
  1571. normalize(): void;
  1572. }
  1573. }
  1574. declare module "babylonjs/Materials/iEffectFallbacks" {
  1575. import { Effect } from "babylonjs/Materials/effect";
  1576. /**
  1577. * Interface used to define common properties for effect fallbacks
  1578. */
  1579. export interface IEffectFallbacks {
  1580. /**
  1581. * Removes the defines that should be removed when falling back.
  1582. * @param currentDefines defines the current define statements for the shader.
  1583. * @param effect defines the current effect we try to compile
  1584. * @returns The resulting defines with defines of the current rank removed.
  1585. */
  1586. reduce(currentDefines: string, effect: Effect): string;
  1587. /**
  1588. * Removes the fallback from the bound mesh.
  1589. */
  1590. unBindMesh(): void;
  1591. /**
  1592. * Checks to see if more fallbacks are still availible.
  1593. */
  1594. hasMoreFallbacks: boolean;
  1595. }
  1596. }
  1597. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1598. /**
  1599. * Class used to evalaute queries containing `and` and `or` operators
  1600. */
  1601. export class AndOrNotEvaluator {
  1602. /**
  1603. * Evaluate a query
  1604. * @param query defines the query to evaluate
  1605. * @param evaluateCallback defines the callback used to filter result
  1606. * @returns true if the query matches
  1607. */
  1608. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1609. private static _HandleParenthesisContent;
  1610. private static _SimplifyNegation;
  1611. }
  1612. }
  1613. declare module "babylonjs/Misc/tags" {
  1614. /**
  1615. * Class used to store custom tags
  1616. */
  1617. export class Tags {
  1618. /**
  1619. * Adds support for tags on the given object
  1620. * @param obj defines the object to use
  1621. */
  1622. static EnableFor(obj: any): void;
  1623. /**
  1624. * Removes tags support
  1625. * @param obj defines the object to use
  1626. */
  1627. static DisableFor(obj: any): void;
  1628. /**
  1629. * Gets a boolean indicating if the given object has tags
  1630. * @param obj defines the object to use
  1631. * @returns a boolean
  1632. */
  1633. static HasTags(obj: any): boolean;
  1634. /**
  1635. * Gets the tags available on a given object
  1636. * @param obj defines the object to use
  1637. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1638. * @returns the tags
  1639. */
  1640. static GetTags(obj: any, asString?: boolean): any;
  1641. /**
  1642. * Adds tags to an object
  1643. * @param obj defines the object to use
  1644. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1645. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1646. */
  1647. static AddTagsTo(obj: any, tagsString: string): void;
  1648. /**
  1649. * @hidden
  1650. */
  1651. static _AddTagTo(obj: any, tag: string): void;
  1652. /**
  1653. * Removes specific tags from a specific object
  1654. * @param obj defines the object to use
  1655. * @param tagsString defines the tags to remove
  1656. */
  1657. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1658. /**
  1659. * @hidden
  1660. */
  1661. static _RemoveTagFrom(obj: any, tag: string): void;
  1662. /**
  1663. * Defines if tags hosted on an object match a given query
  1664. * @param obj defines the object to use
  1665. * @param tagsQuery defines the tag query
  1666. * @returns a boolean
  1667. */
  1668. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1669. }
  1670. }
  1671. declare module "babylonjs/Maths/math.scalar" {
  1672. /**
  1673. * Scalar computation library
  1674. */
  1675. export class Scalar {
  1676. /**
  1677. * Two pi constants convenient for computation.
  1678. */
  1679. static TwoPi: number;
  1680. /**
  1681. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1682. * @param a number
  1683. * @param b number
  1684. * @param epsilon (default = 1.401298E-45)
  1685. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1686. */
  1687. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1688. /**
  1689. * Returns a string : the upper case translation of the number i to hexadecimal.
  1690. * @param i number
  1691. * @returns the upper case translation of the number i to hexadecimal.
  1692. */
  1693. static ToHex(i: number): string;
  1694. /**
  1695. * Returns -1 if value is negative and +1 is value is positive.
  1696. * @param value the value
  1697. * @returns the value itself if it's equal to zero.
  1698. */
  1699. static Sign(value: number): number;
  1700. /**
  1701. * Returns the value itself if it's between min and max.
  1702. * Returns min if the value is lower than min.
  1703. * Returns max if the value is greater than max.
  1704. * @param value the value to clmap
  1705. * @param min the min value to clamp to (default: 0)
  1706. * @param max the max value to clamp to (default: 1)
  1707. * @returns the clamped value
  1708. */
  1709. static Clamp(value: number, min?: number, max?: number): number;
  1710. /**
  1711. * the log2 of value.
  1712. * @param value the value to compute log2 of
  1713. * @returns the log2 of value.
  1714. */
  1715. static Log2(value: number): number;
  1716. /**
  1717. * Loops the value, so that it is never larger than length and never smaller than 0.
  1718. *
  1719. * This is similar to the modulo operator but it works with floating point numbers.
  1720. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1721. * With t = 5 and length = 2.5, the result would be 0.0.
  1722. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1723. * @param value the value
  1724. * @param length the length
  1725. * @returns the looped value
  1726. */
  1727. static Repeat(value: number, length: number): number;
  1728. /**
  1729. * Normalize the value between 0.0 and 1.0 using min and max values
  1730. * @param value value to normalize
  1731. * @param min max to normalize between
  1732. * @param max min to normalize between
  1733. * @returns the normalized value
  1734. */
  1735. static Normalize(value: number, min: number, max: number): number;
  1736. /**
  1737. * Denormalize the value from 0.0 and 1.0 using min and max values
  1738. * @param normalized value to denormalize
  1739. * @param min max to denormalize between
  1740. * @param max min to denormalize between
  1741. * @returns the denormalized value
  1742. */
  1743. static Denormalize(normalized: number, min: number, max: number): number;
  1744. /**
  1745. * Calculates the shortest difference between two given angles given in degrees.
  1746. * @param current current angle in degrees
  1747. * @param target target angle in degrees
  1748. * @returns the delta
  1749. */
  1750. static DeltaAngle(current: number, target: number): number;
  1751. /**
  1752. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1753. * @param tx value
  1754. * @param length length
  1755. * @returns The returned value will move back and forth between 0 and length
  1756. */
  1757. static PingPong(tx: number, length: number): number;
  1758. /**
  1759. * Interpolates between min and max with smoothing at the limits.
  1760. *
  1761. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1762. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1763. * @param from from
  1764. * @param to to
  1765. * @param tx value
  1766. * @returns the smooth stepped value
  1767. */
  1768. static SmoothStep(from: number, to: number, tx: number): number;
  1769. /**
  1770. * Moves a value current towards target.
  1771. *
  1772. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1773. * Negative values of maxDelta pushes the value away from target.
  1774. * @param current current value
  1775. * @param target target value
  1776. * @param maxDelta max distance to move
  1777. * @returns resulting value
  1778. */
  1779. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1780. /**
  1781. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1782. *
  1783. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1784. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1785. * @param current current value
  1786. * @param target target value
  1787. * @param maxDelta max distance to move
  1788. * @returns resulting angle
  1789. */
  1790. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1791. /**
  1792. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1793. * @param start start value
  1794. * @param end target value
  1795. * @param amount amount to lerp between
  1796. * @returns the lerped value
  1797. */
  1798. static Lerp(start: number, end: number, amount: number): number;
  1799. /**
  1800. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1801. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1802. * @param start start value
  1803. * @param end target value
  1804. * @param amount amount to lerp between
  1805. * @returns the lerped value
  1806. */
  1807. static LerpAngle(start: number, end: number, amount: number): number;
  1808. /**
  1809. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1810. * @param a start value
  1811. * @param b target value
  1812. * @param value value between a and b
  1813. * @returns the inverseLerp value
  1814. */
  1815. static InverseLerp(a: number, b: number, value: number): number;
  1816. /**
  1817. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1818. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1819. * @param value1 spline value
  1820. * @param tangent1 spline value
  1821. * @param value2 spline value
  1822. * @param tangent2 spline value
  1823. * @param amount input value
  1824. * @returns hermite result
  1825. */
  1826. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1827. /**
  1828. * Returns a random float number between and min and max values
  1829. * @param min min value of random
  1830. * @param max max value of random
  1831. * @returns random value
  1832. */
  1833. static RandomRange(min: number, max: number): number;
  1834. /**
  1835. * This function returns percentage of a number in a given range.
  1836. *
  1837. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1838. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1839. * @param number to convert to percentage
  1840. * @param min min range
  1841. * @param max max range
  1842. * @returns the percentage
  1843. */
  1844. static RangeToPercent(number: number, min: number, max: number): number;
  1845. /**
  1846. * This function returns number that corresponds to the percentage in a given range.
  1847. *
  1848. * PercentToRange(0.34,0,100) will return 34.
  1849. * @param percent to convert to number
  1850. * @param min min range
  1851. * @param max max range
  1852. * @returns the number
  1853. */
  1854. static PercentToRange(percent: number, min: number, max: number): number;
  1855. /**
  1856. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1857. * @param angle The angle to normalize in radian.
  1858. * @return The converted angle.
  1859. */
  1860. static NormalizeRadians(angle: number): number;
  1861. }
  1862. }
  1863. declare module "babylonjs/Maths/math.constants" {
  1864. /**
  1865. * Constant used to convert a value to gamma space
  1866. * @ignorenaming
  1867. */
  1868. export const ToGammaSpace: number;
  1869. /**
  1870. * Constant used to convert a value to linear space
  1871. * @ignorenaming
  1872. */
  1873. export const ToLinearSpace = 2.2;
  1874. /**
  1875. * Constant used to define the minimal number value in Babylon.js
  1876. * @ignorenaming
  1877. */
  1878. let Epsilon: number;
  1879. export { Epsilon };
  1880. }
  1881. declare module "babylonjs/Maths/math.viewport" {
  1882. /**
  1883. * Class used to represent a viewport on screen
  1884. */
  1885. export class Viewport {
  1886. /** viewport left coordinate */
  1887. x: number;
  1888. /** viewport top coordinate */
  1889. y: number;
  1890. /**viewport width */
  1891. width: number;
  1892. /** viewport height */
  1893. height: number;
  1894. /**
  1895. * Creates a Viewport object located at (x, y) and sized (width, height)
  1896. * @param x defines viewport left coordinate
  1897. * @param y defines viewport top coordinate
  1898. * @param width defines the viewport width
  1899. * @param height defines the viewport height
  1900. */
  1901. constructor(
  1902. /** viewport left coordinate */
  1903. x: number,
  1904. /** viewport top coordinate */
  1905. y: number,
  1906. /**viewport width */
  1907. width: number,
  1908. /** viewport height */
  1909. height: number);
  1910. /**
  1911. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1912. * @param renderWidth defines the rendering width
  1913. * @param renderHeight defines the rendering height
  1914. * @returns a new Viewport
  1915. */
  1916. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1917. /**
  1918. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1919. * @param renderWidth defines the rendering width
  1920. * @param renderHeight defines the rendering height
  1921. * @param ref defines the target viewport
  1922. * @returns the current viewport
  1923. */
  1924. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1925. /**
  1926. * Returns a new Viewport copied from the current one
  1927. * @returns a new Viewport
  1928. */
  1929. clone(): Viewport;
  1930. }
  1931. }
  1932. declare module "babylonjs/Misc/arrayTools" {
  1933. /**
  1934. * Class containing a set of static utilities functions for arrays.
  1935. */
  1936. export class ArrayTools {
  1937. /**
  1938. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1939. * @param size the number of element to construct and put in the array
  1940. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1941. * @returns a new array filled with new objects
  1942. */
  1943. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1944. }
  1945. }
  1946. declare module "babylonjs/Maths/math.vector" {
  1947. import { Viewport } from "babylonjs/Maths/math.viewport";
  1948. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1949. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1950. /**
  1951. * Class representing a vector containing 2 coordinates
  1952. */
  1953. export class Vector2 {
  1954. /** defines the first coordinate */
  1955. x: number;
  1956. /** defines the second coordinate */
  1957. y: number;
  1958. /**
  1959. * Creates a new Vector2 from the given x and y coordinates
  1960. * @param x defines the first coordinate
  1961. * @param y defines the second coordinate
  1962. */
  1963. constructor(
  1964. /** defines the first coordinate */
  1965. x?: number,
  1966. /** defines the second coordinate */
  1967. y?: number);
  1968. /**
  1969. * Gets a string with the Vector2 coordinates
  1970. * @returns a string with the Vector2 coordinates
  1971. */
  1972. toString(): string;
  1973. /**
  1974. * Gets class name
  1975. * @returns the string "Vector2"
  1976. */
  1977. getClassName(): string;
  1978. /**
  1979. * Gets current vector hash code
  1980. * @returns the Vector2 hash code as a number
  1981. */
  1982. getHashCode(): number;
  1983. /**
  1984. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1985. * @param array defines the source array
  1986. * @param index defines the offset in source array
  1987. * @returns the current Vector2
  1988. */
  1989. toArray(array: FloatArray, index?: number): Vector2;
  1990. /**
  1991. * Copy the current vector to an array
  1992. * @returns a new array with 2 elements: the Vector2 coordinates.
  1993. */
  1994. asArray(): number[];
  1995. /**
  1996. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1997. * @param source defines the source Vector2
  1998. * @returns the current updated Vector2
  1999. */
  2000. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  2001. /**
  2002. * Sets the Vector2 coordinates with the given floats
  2003. * @param x defines the first coordinate
  2004. * @param y defines the second coordinate
  2005. * @returns the current updated Vector2
  2006. */
  2007. copyFromFloats(x: number, y: number): Vector2;
  2008. /**
  2009. * Sets the Vector2 coordinates with the given floats
  2010. * @param x defines the first coordinate
  2011. * @param y defines the second coordinate
  2012. * @returns the current updated Vector2
  2013. */
  2014. set(x: number, y: number): Vector2;
  2015. /**
  2016. * Add another vector with the current one
  2017. * @param otherVector defines the other vector
  2018. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  2019. */
  2020. add(otherVector: DeepImmutable<Vector2>): Vector2;
  2021. /**
  2022. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2023. * @param otherVector defines the other vector
  2024. * @param result defines the target vector
  2025. * @returns the unmodified current Vector2
  2026. */
  2027. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2028. /**
  2029. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2030. * @param otherVector defines the other vector
  2031. * @returns the current updated Vector2
  2032. */
  2033. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2034. /**
  2035. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2036. * @param otherVector defines the other vector
  2037. * @returns a new Vector2
  2038. */
  2039. addVector3(otherVector: Vector3): Vector2;
  2040. /**
  2041. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2042. * @param otherVector defines the other vector
  2043. * @returns a new Vector2
  2044. */
  2045. subtract(otherVector: Vector2): Vector2;
  2046. /**
  2047. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2048. * @param otherVector defines the other vector
  2049. * @param result defines the target vector
  2050. * @returns the unmodified current Vector2
  2051. */
  2052. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2053. /**
  2054. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2055. * @param otherVector defines the other vector
  2056. * @returns the current updated Vector2
  2057. */
  2058. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2059. /**
  2060. * Multiplies in place the current Vector2 coordinates by the given ones
  2061. * @param otherVector defines the other vector
  2062. * @returns the current updated Vector2
  2063. */
  2064. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2065. /**
  2066. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2067. * @param otherVector defines the other vector
  2068. * @returns a new Vector2
  2069. */
  2070. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2071. /**
  2072. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2073. * @param otherVector defines the other vector
  2074. * @param result defines the target vector
  2075. * @returns the unmodified current Vector2
  2076. */
  2077. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2078. /**
  2079. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2080. * @param x defines the first coordinate
  2081. * @param y defines the second coordinate
  2082. * @returns a new Vector2
  2083. */
  2084. multiplyByFloats(x: number, y: number): Vector2;
  2085. /**
  2086. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2087. * @param otherVector defines the other vector
  2088. * @returns a new Vector2
  2089. */
  2090. divide(otherVector: Vector2): Vector2;
  2091. /**
  2092. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2093. * @param otherVector defines the other vector
  2094. * @param result defines the target vector
  2095. * @returns the unmodified current Vector2
  2096. */
  2097. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2098. /**
  2099. * Divides the current Vector2 coordinates by the given ones
  2100. * @param otherVector defines the other vector
  2101. * @returns the current updated Vector2
  2102. */
  2103. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2104. /**
  2105. * Gets a new Vector2 with current Vector2 negated coordinates
  2106. * @returns a new Vector2
  2107. */
  2108. negate(): Vector2;
  2109. /**
  2110. * Multiply the Vector2 coordinates by scale
  2111. * @param scale defines the scaling factor
  2112. * @returns the current updated Vector2
  2113. */
  2114. scaleInPlace(scale: number): Vector2;
  2115. /**
  2116. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2117. * @param scale defines the scaling factor
  2118. * @returns a new Vector2
  2119. */
  2120. scale(scale: number): Vector2;
  2121. /**
  2122. * Scale the current Vector2 values by a factor to a given Vector2
  2123. * @param scale defines the scale factor
  2124. * @param result defines the Vector2 object where to store the result
  2125. * @returns the unmodified current Vector2
  2126. */
  2127. scaleToRef(scale: number, result: Vector2): Vector2;
  2128. /**
  2129. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2130. * @param scale defines the scale factor
  2131. * @param result defines the Vector2 object where to store the result
  2132. * @returns the unmodified current Vector2
  2133. */
  2134. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2135. /**
  2136. * Gets a boolean if two vectors are equals
  2137. * @param otherVector defines the other vector
  2138. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2139. */
  2140. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2141. /**
  2142. * Gets a boolean if two vectors are equals (using an epsilon value)
  2143. * @param otherVector defines the other vector
  2144. * @param epsilon defines the minimal distance to consider equality
  2145. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2146. */
  2147. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2148. /**
  2149. * Gets a new Vector2 from current Vector2 floored values
  2150. * @returns a new Vector2
  2151. */
  2152. floor(): Vector2;
  2153. /**
  2154. * Gets a new Vector2 from current Vector2 floored values
  2155. * @returns a new Vector2
  2156. */
  2157. fract(): Vector2;
  2158. /**
  2159. * Gets the length of the vector
  2160. * @returns the vector length (float)
  2161. */
  2162. length(): number;
  2163. /**
  2164. * Gets the vector squared length
  2165. * @returns the vector squared length (float)
  2166. */
  2167. lengthSquared(): number;
  2168. /**
  2169. * Normalize the vector
  2170. * @returns the current updated Vector2
  2171. */
  2172. normalize(): Vector2;
  2173. /**
  2174. * Gets a new Vector2 copied from the Vector2
  2175. * @returns a new Vector2
  2176. */
  2177. clone(): Vector2;
  2178. /**
  2179. * Gets a new Vector2(0, 0)
  2180. * @returns a new Vector2
  2181. */
  2182. static Zero(): Vector2;
  2183. /**
  2184. * Gets a new Vector2(1, 1)
  2185. * @returns a new Vector2
  2186. */
  2187. static One(): Vector2;
  2188. /**
  2189. * Gets a new Vector2 set from the given index element of the given array
  2190. * @param array defines the data source
  2191. * @param offset defines the offset in the data source
  2192. * @returns a new Vector2
  2193. */
  2194. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2195. /**
  2196. * Sets "result" from the given index element of the given array
  2197. * @param array defines the data source
  2198. * @param offset defines the offset in the data source
  2199. * @param result defines the target vector
  2200. */
  2201. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2202. /**
  2203. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2204. * @param value1 defines 1st point of control
  2205. * @param value2 defines 2nd point of control
  2206. * @param value3 defines 3rd point of control
  2207. * @param value4 defines 4th point of control
  2208. * @param amount defines the interpolation factor
  2209. * @returns a new Vector2
  2210. */
  2211. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2212. /**
  2213. * 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".
  2214. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2215. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2216. * @param value defines the value to clamp
  2217. * @param min defines the lower limit
  2218. * @param max defines the upper limit
  2219. * @returns a new Vector2
  2220. */
  2221. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2222. /**
  2223. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2224. * @param value1 defines the 1st control point
  2225. * @param tangent1 defines the outgoing tangent
  2226. * @param value2 defines the 2nd control point
  2227. * @param tangent2 defines the incoming tangent
  2228. * @param amount defines the interpolation factor
  2229. * @returns a new Vector2
  2230. */
  2231. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2232. /**
  2233. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2234. * @param start defines the start vector
  2235. * @param end defines the end vector
  2236. * @param amount defines the interpolation factor
  2237. * @returns a new Vector2
  2238. */
  2239. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2240. /**
  2241. * Gets the dot product of the vector "left" and the vector "right"
  2242. * @param left defines first vector
  2243. * @param right defines second vector
  2244. * @returns the dot product (float)
  2245. */
  2246. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2247. /**
  2248. * Returns a new Vector2 equal to the normalized given vector
  2249. * @param vector defines the vector to normalize
  2250. * @returns a new Vector2
  2251. */
  2252. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2253. /**
  2254. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2255. * @param left defines 1st vector
  2256. * @param right defines 2nd vector
  2257. * @returns a new Vector2
  2258. */
  2259. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2260. /**
  2261. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2262. * @param left defines 1st vector
  2263. * @param right defines 2nd vector
  2264. * @returns a new Vector2
  2265. */
  2266. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2267. /**
  2268. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2269. * @param vector defines the vector to transform
  2270. * @param transformation defines the matrix to apply
  2271. * @returns a new Vector2
  2272. */
  2273. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2274. /**
  2275. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2276. * @param vector defines the vector to transform
  2277. * @param transformation defines the matrix to apply
  2278. * @param result defines the target vector
  2279. */
  2280. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2281. /**
  2282. * Determines if a given vector is included in a triangle
  2283. * @param p defines the vector to test
  2284. * @param p0 defines 1st triangle point
  2285. * @param p1 defines 2nd triangle point
  2286. * @param p2 defines 3rd triangle point
  2287. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2288. */
  2289. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2290. /**
  2291. * Gets the distance between the vectors "value1" and "value2"
  2292. * @param value1 defines first vector
  2293. * @param value2 defines second vector
  2294. * @returns the distance between vectors
  2295. */
  2296. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2297. /**
  2298. * Returns the squared distance between the vectors "value1" and "value2"
  2299. * @param value1 defines first vector
  2300. * @param value2 defines second vector
  2301. * @returns the squared distance between vectors
  2302. */
  2303. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2304. /**
  2305. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2306. * @param value1 defines first vector
  2307. * @param value2 defines second vector
  2308. * @returns a new Vector2
  2309. */
  2310. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2311. /**
  2312. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2313. * @param p defines the middle point
  2314. * @param segA defines one point of the segment
  2315. * @param segB defines the other point of the segment
  2316. * @returns the shortest distance
  2317. */
  2318. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2319. }
  2320. /**
  2321. * Class used to store (x,y,z) vector representation
  2322. * A Vector3 is the main object used in 3D geometry
  2323. * It can represent etiher the coordinates of a point the space, either a direction
  2324. * Reminder: js uses a left handed forward facing system
  2325. */
  2326. export class Vector3 {
  2327. /**
  2328. * Defines the first coordinates (on X axis)
  2329. */
  2330. x: number;
  2331. /**
  2332. * Defines the second coordinates (on Y axis)
  2333. */
  2334. y: number;
  2335. /**
  2336. * Defines the third coordinates (on Z axis)
  2337. */
  2338. z: number;
  2339. private static _UpReadOnly;
  2340. private static _ZeroReadOnly;
  2341. /**
  2342. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2343. * @param x defines the first coordinates (on X axis)
  2344. * @param y defines the second coordinates (on Y axis)
  2345. * @param z defines the third coordinates (on Z axis)
  2346. */
  2347. constructor(
  2348. /**
  2349. * Defines the first coordinates (on X axis)
  2350. */
  2351. x?: number,
  2352. /**
  2353. * Defines the second coordinates (on Y axis)
  2354. */
  2355. y?: number,
  2356. /**
  2357. * Defines the third coordinates (on Z axis)
  2358. */
  2359. z?: number);
  2360. /**
  2361. * Creates a string representation of the Vector3
  2362. * @returns a string with the Vector3 coordinates.
  2363. */
  2364. toString(): string;
  2365. /**
  2366. * Gets the class name
  2367. * @returns the string "Vector3"
  2368. */
  2369. getClassName(): string;
  2370. /**
  2371. * Creates the Vector3 hash code
  2372. * @returns a number which tends to be unique between Vector3 instances
  2373. */
  2374. getHashCode(): number;
  2375. /**
  2376. * Creates an array containing three elements : the coordinates of the Vector3
  2377. * @returns a new array of numbers
  2378. */
  2379. asArray(): number[];
  2380. /**
  2381. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2382. * @param array defines the destination array
  2383. * @param index defines the offset in the destination array
  2384. * @returns the current Vector3
  2385. */
  2386. toArray(array: FloatArray, index?: number): Vector3;
  2387. /**
  2388. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2389. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2390. */
  2391. toQuaternion(): Quaternion;
  2392. /**
  2393. * Adds the given vector to the current Vector3
  2394. * @param otherVector defines the second operand
  2395. * @returns the current updated Vector3
  2396. */
  2397. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2398. /**
  2399. * Adds the given coordinates to the current Vector3
  2400. * @param x defines the x coordinate of the operand
  2401. * @param y defines the y coordinate of the operand
  2402. * @param z defines the z coordinate of the operand
  2403. * @returns the current updated Vector3
  2404. */
  2405. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2406. /**
  2407. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2408. * @param otherVector defines the second operand
  2409. * @returns the resulting Vector3
  2410. */
  2411. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2412. /**
  2413. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2414. * @param otherVector defines the second operand
  2415. * @param result defines the Vector3 object where to store the result
  2416. * @returns the current Vector3
  2417. */
  2418. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2419. /**
  2420. * Subtract the given vector from the current Vector3
  2421. * @param otherVector defines the second operand
  2422. * @returns the current updated Vector3
  2423. */
  2424. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2425. /**
  2426. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2427. * @param otherVector defines the second operand
  2428. * @returns the resulting Vector3
  2429. */
  2430. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2431. /**
  2432. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2433. * @param otherVector defines the second operand
  2434. * @param result defines the Vector3 object where to store the result
  2435. * @returns the current Vector3
  2436. */
  2437. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2438. /**
  2439. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2440. * @param x defines the x coordinate of the operand
  2441. * @param y defines the y coordinate of the operand
  2442. * @param z defines the z coordinate of the operand
  2443. * @returns the resulting Vector3
  2444. */
  2445. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2446. /**
  2447. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2448. * @param x defines the x coordinate of the operand
  2449. * @param y defines the y coordinate of the operand
  2450. * @param z defines the z coordinate of the operand
  2451. * @param result defines the Vector3 object where to store the result
  2452. * @returns the current Vector3
  2453. */
  2454. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2455. /**
  2456. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2457. * @returns a new Vector3
  2458. */
  2459. negate(): Vector3;
  2460. /**
  2461. * Negate this vector in place
  2462. * @returns this
  2463. */
  2464. negateInPlace(): Vector3;
  2465. /**
  2466. * Multiplies the Vector3 coordinates by the float "scale"
  2467. * @param scale defines the multiplier factor
  2468. * @returns the current updated Vector3
  2469. */
  2470. scaleInPlace(scale: number): Vector3;
  2471. /**
  2472. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2473. * @param scale defines the multiplier factor
  2474. * @returns a new Vector3
  2475. */
  2476. scale(scale: number): Vector3;
  2477. /**
  2478. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2479. * @param scale defines the multiplier factor
  2480. * @param result defines the Vector3 object where to store the result
  2481. * @returns the current Vector3
  2482. */
  2483. scaleToRef(scale: number, result: Vector3): Vector3;
  2484. /**
  2485. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2486. * @param scale defines the scale factor
  2487. * @param result defines the Vector3 object where to store the result
  2488. * @returns the unmodified current Vector3
  2489. */
  2490. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2491. /**
  2492. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2493. * @param otherVector defines the second operand
  2494. * @returns true if both vectors are equals
  2495. */
  2496. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2497. /**
  2498. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2499. * @param otherVector defines the second operand
  2500. * @param epsilon defines the minimal distance to define values as equals
  2501. * @returns true if both vectors are distant less than epsilon
  2502. */
  2503. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2504. /**
  2505. * Returns true if the current Vector3 coordinates equals the given floats
  2506. * @param x defines the x coordinate of the operand
  2507. * @param y defines the y coordinate of the operand
  2508. * @param z defines the z coordinate of the operand
  2509. * @returns true if both vectors are equals
  2510. */
  2511. equalsToFloats(x: number, y: number, z: number): boolean;
  2512. /**
  2513. * Multiplies the current Vector3 coordinates by the given ones
  2514. * @param otherVector defines the second operand
  2515. * @returns the current updated Vector3
  2516. */
  2517. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2518. /**
  2519. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2520. * @param otherVector defines the second operand
  2521. * @returns the new Vector3
  2522. */
  2523. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2524. /**
  2525. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2526. * @param otherVector defines the second operand
  2527. * @param result defines the Vector3 object where to store the result
  2528. * @returns the current Vector3
  2529. */
  2530. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2531. /**
  2532. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2533. * @param x defines the x coordinate of the operand
  2534. * @param y defines the y coordinate of the operand
  2535. * @param z defines the z coordinate of the operand
  2536. * @returns the new Vector3
  2537. */
  2538. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2539. /**
  2540. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2541. * @param otherVector defines the second operand
  2542. * @returns the new Vector3
  2543. */
  2544. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2545. /**
  2546. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2547. * @param otherVector defines the second operand
  2548. * @param result defines the Vector3 object where to store the result
  2549. * @returns the current Vector3
  2550. */
  2551. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2552. /**
  2553. * Divides the current Vector3 coordinates by the given ones.
  2554. * @param otherVector defines the second operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. divideInPlace(otherVector: Vector3): Vector3;
  2558. /**
  2559. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2560. * @param other defines the second operand
  2561. * @returns the current updated Vector3
  2562. */
  2563. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2564. /**
  2565. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2566. * @param other defines the second operand
  2567. * @returns the current updated Vector3
  2568. */
  2569. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2570. /**
  2571. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2572. * @param x defines the x coordinate of the operand
  2573. * @param y defines the y coordinate of the operand
  2574. * @param z defines the z coordinate of the operand
  2575. * @returns the current updated Vector3
  2576. */
  2577. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2578. /**
  2579. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2580. * @param x defines the x coordinate of the operand
  2581. * @param y defines the y coordinate of the operand
  2582. * @param z defines the z coordinate of the operand
  2583. * @returns the current updated Vector3
  2584. */
  2585. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2586. /**
  2587. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2588. * Check if is non uniform within a certain amount of decimal places to account for this
  2589. * @param epsilon the amount the values can differ
  2590. * @returns if the the vector is non uniform to a certain number of decimal places
  2591. */
  2592. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2593. /**
  2594. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2595. */
  2596. get isNonUniform(): boolean;
  2597. /**
  2598. * Gets a new Vector3 from current Vector3 floored values
  2599. * @returns a new Vector3
  2600. */
  2601. floor(): Vector3;
  2602. /**
  2603. * Gets a new Vector3 from current Vector3 floored values
  2604. * @returns a new Vector3
  2605. */
  2606. fract(): Vector3;
  2607. /**
  2608. * Gets the length of the Vector3
  2609. * @returns the length of the Vector3
  2610. */
  2611. length(): number;
  2612. /**
  2613. * Gets the squared length of the Vector3
  2614. * @returns squared length of the Vector3
  2615. */
  2616. lengthSquared(): number;
  2617. /**
  2618. * Normalize the current Vector3.
  2619. * Please note that this is an in place operation.
  2620. * @returns the current updated Vector3
  2621. */
  2622. normalize(): Vector3;
  2623. /**
  2624. * Reorders the x y z properties of the vector in place
  2625. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2626. * @returns the current updated vector
  2627. */
  2628. reorderInPlace(order: string): this;
  2629. /**
  2630. * Rotates the vector around 0,0,0 by a quaternion
  2631. * @param quaternion the rotation quaternion
  2632. * @param result vector to store the result
  2633. * @returns the resulting vector
  2634. */
  2635. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2636. /**
  2637. * Rotates a vector around a given point
  2638. * @param quaternion the rotation quaternion
  2639. * @param point the point to rotate around
  2640. * @param result vector to store the result
  2641. * @returns the resulting vector
  2642. */
  2643. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2644. /**
  2645. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2646. * The cross product is then orthogonal to both current and "other"
  2647. * @param other defines the right operand
  2648. * @returns the cross product
  2649. */
  2650. cross(other: Vector3): Vector3;
  2651. /**
  2652. * Normalize the current Vector3 with the given input length.
  2653. * Please note that this is an in place operation.
  2654. * @param len the length of the vector
  2655. * @returns the current updated Vector3
  2656. */
  2657. normalizeFromLength(len: number): Vector3;
  2658. /**
  2659. * Normalize the current Vector3 to a new vector
  2660. * @returns the new Vector3
  2661. */
  2662. normalizeToNew(): Vector3;
  2663. /**
  2664. * Normalize the current Vector3 to the reference
  2665. * @param reference define the Vector3 to update
  2666. * @returns the updated Vector3
  2667. */
  2668. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2669. /**
  2670. * Creates a new Vector3 copied from the current Vector3
  2671. * @returns the new Vector3
  2672. */
  2673. clone(): Vector3;
  2674. /**
  2675. * Copies the given vector coordinates to the current Vector3 ones
  2676. * @param source defines the source Vector3
  2677. * @returns the current updated Vector3
  2678. */
  2679. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2680. /**
  2681. * Copies the given floats to the current Vector3 coordinates
  2682. * @param x defines the x coordinate of the operand
  2683. * @param y defines the y coordinate of the operand
  2684. * @param z defines the z coordinate of the operand
  2685. * @returns the current updated Vector3
  2686. */
  2687. copyFromFloats(x: number, y: number, z: number): Vector3;
  2688. /**
  2689. * Copies the given floats to the current Vector3 coordinates
  2690. * @param x defines the x coordinate of the operand
  2691. * @param y defines the y coordinate of the operand
  2692. * @param z defines the z coordinate of the operand
  2693. * @returns the current updated Vector3
  2694. */
  2695. set(x: number, y: number, z: number): Vector3;
  2696. /**
  2697. * Copies the given float to the current Vector3 coordinates
  2698. * @param v defines the x, y and z coordinates of the operand
  2699. * @returns the current updated Vector3
  2700. */
  2701. setAll(v: number): Vector3;
  2702. /**
  2703. * Get the clip factor between two vectors
  2704. * @param vector0 defines the first operand
  2705. * @param vector1 defines the second operand
  2706. * @param axis defines the axis to use
  2707. * @param size defines the size along the axis
  2708. * @returns the clip factor
  2709. */
  2710. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2711. /**
  2712. * Get angle between two vectors
  2713. * @param vector0 angle between vector0 and vector1
  2714. * @param vector1 angle between vector0 and vector1
  2715. * @param normal direction of the normal
  2716. * @return the angle between vector0 and vector1
  2717. */
  2718. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2719. /**
  2720. * Returns a new Vector3 set from the index "offset" of the given array
  2721. * @param array defines the source array
  2722. * @param offset defines the offset in the source array
  2723. * @returns the new Vector3
  2724. */
  2725. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2726. /**
  2727. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2728. * @param array defines the source array
  2729. * @param offset defines the offset in the source array
  2730. * @returns the new Vector3
  2731. * @deprecated Please use FromArray instead.
  2732. */
  2733. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2734. /**
  2735. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2736. * @param array defines the source array
  2737. * @param offset defines the offset in the source array
  2738. * @param result defines the Vector3 where to store the result
  2739. */
  2740. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2741. /**
  2742. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2743. * @param array defines the source array
  2744. * @param offset defines the offset in the source array
  2745. * @param result defines the Vector3 where to store the result
  2746. * @deprecated Please use FromArrayToRef instead.
  2747. */
  2748. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2749. /**
  2750. * Sets the given vector "result" with the given floats.
  2751. * @param x defines the x coordinate of the source
  2752. * @param y defines the y coordinate of the source
  2753. * @param z defines the z coordinate of the source
  2754. * @param result defines the Vector3 where to store the result
  2755. */
  2756. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2759. * @returns a new empty Vector3
  2760. */
  2761. static Zero(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2764. * @returns a new unit Vector3
  2765. */
  2766. static One(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2769. * @returns a new up Vector3
  2770. */
  2771. static Up(): Vector3;
  2772. /**
  2773. * Gets a up Vector3 that must not be updated
  2774. */
  2775. static get UpReadOnly(): DeepImmutable<Vector3>;
  2776. /**
  2777. * Gets a zero Vector3 that must not be updated
  2778. */
  2779. static get ZeroReadOnly(): DeepImmutable<Vector3>;
  2780. /**
  2781. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2782. * @returns a new down Vector3
  2783. */
  2784. static Down(): Vector3;
  2785. /**
  2786. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2787. * @returns a new forward Vector3
  2788. */
  2789. static Forward(): Vector3;
  2790. /**
  2791. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2792. * @returns a new forward Vector3
  2793. */
  2794. static Backward(): Vector3;
  2795. /**
  2796. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2797. * @returns a new right Vector3
  2798. */
  2799. static Right(): Vector3;
  2800. /**
  2801. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2802. * @returns a new left Vector3
  2803. */
  2804. static Left(): Vector3;
  2805. /**
  2806. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2807. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2808. * @param vector defines the Vector3 to transform
  2809. * @param transformation defines the transformation matrix
  2810. * @returns the transformed Vector3
  2811. */
  2812. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2813. /**
  2814. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2815. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2816. * @param vector defines the Vector3 to transform
  2817. * @param transformation defines the transformation matrix
  2818. * @param result defines the Vector3 where to store the result
  2819. */
  2820. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2821. /**
  2822. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2823. * This method computes tranformed coordinates only, not transformed direction vectors
  2824. * @param x define the x coordinate of the source vector
  2825. * @param y define the y coordinate of the source vector
  2826. * @param z define the z coordinate of the source vector
  2827. * @param transformation defines the transformation matrix
  2828. * @param result defines the Vector3 where to store the result
  2829. */
  2830. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2831. /**
  2832. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2833. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2834. * @param vector defines the Vector3 to transform
  2835. * @param transformation defines the transformation matrix
  2836. * @returns the new Vector3
  2837. */
  2838. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2839. /**
  2840. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2841. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2842. * @param vector defines the Vector3 to transform
  2843. * @param transformation defines the transformation matrix
  2844. * @param result defines the Vector3 where to store the result
  2845. */
  2846. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2847. /**
  2848. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2849. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2850. * @param x define the x coordinate of the source vector
  2851. * @param y define the y coordinate of the source vector
  2852. * @param z define the z coordinate of the source vector
  2853. * @param transformation defines the transformation matrix
  2854. * @param result defines the Vector3 where to store the result
  2855. */
  2856. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2857. /**
  2858. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2859. * @param value1 defines the first control point
  2860. * @param value2 defines the second control point
  2861. * @param value3 defines the third control point
  2862. * @param value4 defines the fourth control point
  2863. * @param amount defines the amount on the spline to use
  2864. * @returns the new Vector3
  2865. */
  2866. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2867. /**
  2868. * 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"
  2869. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2870. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2871. * @param value defines the current value
  2872. * @param min defines the lower range value
  2873. * @param max defines the upper range value
  2874. * @returns the new Vector3
  2875. */
  2876. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2877. /**
  2878. * 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"
  2879. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2880. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2881. * @param value defines the current value
  2882. * @param min defines the lower range value
  2883. * @param max defines the upper range value
  2884. * @param result defines the Vector3 where to store the result
  2885. */
  2886. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2887. /**
  2888. * Checks if a given vector is inside a specific range
  2889. * @param v defines the vector to test
  2890. * @param min defines the minimum range
  2891. * @param max defines the maximum range
  2892. */
  2893. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2894. /**
  2895. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2896. * @param value1 defines the first control point
  2897. * @param tangent1 defines the first tangent vector
  2898. * @param value2 defines the second control point
  2899. * @param tangent2 defines the second tangent vector
  2900. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2901. * @returns the new Vector3
  2902. */
  2903. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2904. /**
  2905. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2906. * @param start defines the start value
  2907. * @param end defines the end value
  2908. * @param amount max defines amount between both (between 0 and 1)
  2909. * @returns the new Vector3
  2910. */
  2911. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2912. /**
  2913. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2914. * @param start defines the start value
  2915. * @param end defines the end value
  2916. * @param amount max defines amount between both (between 0 and 1)
  2917. * @param result defines the Vector3 where to store the result
  2918. */
  2919. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2920. /**
  2921. * Returns the dot product (float) between the vectors "left" and "right"
  2922. * @param left defines the left operand
  2923. * @param right defines the right operand
  2924. * @returns the dot product
  2925. */
  2926. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2927. /**
  2928. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2929. * The cross product is then orthogonal to both "left" and "right"
  2930. * @param left defines the left operand
  2931. * @param right defines the right operand
  2932. * @returns the cross product
  2933. */
  2934. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2935. /**
  2936. * Sets the given vector "result" with the cross product of "left" and "right"
  2937. * The cross product is then orthogonal to both "left" and "right"
  2938. * @param left defines the left operand
  2939. * @param right defines the right operand
  2940. * @param result defines the Vector3 where to store the result
  2941. */
  2942. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2943. /**
  2944. * Returns a new Vector3 as the normalization of the given vector
  2945. * @param vector defines the Vector3 to normalize
  2946. * @returns the new Vector3
  2947. */
  2948. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2949. /**
  2950. * Sets the given vector "result" with the normalization of the given first vector
  2951. * @param vector defines the Vector3 to normalize
  2952. * @param result defines the Vector3 where to store the result
  2953. */
  2954. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2955. /**
  2956. * Project a Vector3 onto screen space
  2957. * @param vector defines the Vector3 to project
  2958. * @param world defines the world matrix to use
  2959. * @param transform defines the transform (view x projection) matrix to use
  2960. * @param viewport defines the screen viewport to use
  2961. * @returns the new Vector3
  2962. */
  2963. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2964. /** @hidden */
  2965. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2966. /**
  2967. * Unproject from screen space to object space
  2968. * @param source defines the screen space Vector3 to use
  2969. * @param viewportWidth defines the current width of the viewport
  2970. * @param viewportHeight defines the current height of the viewport
  2971. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2972. * @param transform defines the transform (view x projection) matrix to use
  2973. * @returns the new Vector3
  2974. */
  2975. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2976. /**
  2977. * Unproject from screen space to object space
  2978. * @param source defines the screen space Vector3 to use
  2979. * @param viewportWidth defines the current width of the viewport
  2980. * @param viewportHeight defines the current height of the viewport
  2981. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2982. * @param view defines the view matrix to use
  2983. * @param projection defines the projection matrix to use
  2984. * @returns the new Vector3
  2985. */
  2986. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2987. /**
  2988. * Unproject from screen space to object space
  2989. * @param source defines the screen space Vector3 to use
  2990. * @param viewportWidth defines the current width of the viewport
  2991. * @param viewportHeight defines the current height of the viewport
  2992. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2993. * @param view defines the view matrix to use
  2994. * @param projection defines the projection matrix to use
  2995. * @param result defines the Vector3 where to store the result
  2996. */
  2997. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2998. /**
  2999. * Unproject from screen space to object space
  3000. * @param sourceX defines the screen space x coordinate to use
  3001. * @param sourceY defines the screen space y coordinate to use
  3002. * @param sourceZ defines the screen space z coordinate to use
  3003. * @param viewportWidth defines the current width of the viewport
  3004. * @param viewportHeight defines the current height of the viewport
  3005. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  3006. * @param view defines the view matrix to use
  3007. * @param projection defines the projection matrix to use
  3008. * @param result defines the Vector3 where to store the result
  3009. */
  3010. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  3011. /**
  3012. * Gets the minimal coordinate values between two Vector3
  3013. * @param left defines the first operand
  3014. * @param right defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Gets the maximal coordinate values between two Vector3
  3020. * @param left defines the first operand
  3021. * @param right defines the second operand
  3022. * @returns the new Vector3
  3023. */
  3024. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  3025. /**
  3026. * Returns the distance between the vectors "value1" and "value2"
  3027. * @param value1 defines the first operand
  3028. * @param value2 defines the second operand
  3029. * @returns the distance
  3030. */
  3031. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3032. /**
  3033. * Returns the squared distance between the vectors "value1" and "value2"
  3034. * @param value1 defines the first operand
  3035. * @param value2 defines the second operand
  3036. * @returns the squared distance
  3037. */
  3038. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3039. /**
  3040. * Returns a new Vector3 located at the center between "value1" and "value2"
  3041. * @param value1 defines the first operand
  3042. * @param value2 defines the second operand
  3043. * @returns the new Vector3
  3044. */
  3045. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3046. /**
  3047. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3048. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3049. * to something in order to rotate it from its local system to the given target system
  3050. * Note: axis1, axis2 and axis3 are normalized during this operation
  3051. * @param axis1 defines the first axis
  3052. * @param axis2 defines the second axis
  3053. * @param axis3 defines the third axis
  3054. * @returns a new Vector3
  3055. */
  3056. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3057. /**
  3058. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3059. * @param axis1 defines the first axis
  3060. * @param axis2 defines the second axis
  3061. * @param axis3 defines the third axis
  3062. * @param ref defines the Vector3 where to store the result
  3063. */
  3064. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3065. }
  3066. /**
  3067. * Vector4 class created for EulerAngle class conversion to Quaternion
  3068. */
  3069. export class Vector4 {
  3070. /** x value of the vector */
  3071. x: number;
  3072. /** y value of the vector */
  3073. y: number;
  3074. /** z value of the vector */
  3075. z: number;
  3076. /** w value of the vector */
  3077. w: number;
  3078. /**
  3079. * Creates a Vector4 object from the given floats.
  3080. * @param x x value of the vector
  3081. * @param y y value of the vector
  3082. * @param z z value of the vector
  3083. * @param w w value of the vector
  3084. */
  3085. constructor(
  3086. /** x value of the vector */
  3087. x: number,
  3088. /** y value of the vector */
  3089. y: number,
  3090. /** z value of the vector */
  3091. z: number,
  3092. /** w value of the vector */
  3093. w: number);
  3094. /**
  3095. * Returns the string with the Vector4 coordinates.
  3096. * @returns a string containing all the vector values
  3097. */
  3098. toString(): string;
  3099. /**
  3100. * Returns the string "Vector4".
  3101. * @returns "Vector4"
  3102. */
  3103. getClassName(): string;
  3104. /**
  3105. * Returns the Vector4 hash code.
  3106. * @returns a unique hash code
  3107. */
  3108. getHashCode(): number;
  3109. /**
  3110. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3111. * @returns the resulting array
  3112. */
  3113. asArray(): number[];
  3114. /**
  3115. * Populates the given array from the given index with the Vector4 coordinates.
  3116. * @param array array to populate
  3117. * @param index index of the array to start at (default: 0)
  3118. * @returns the Vector4.
  3119. */
  3120. toArray(array: FloatArray, index?: number): Vector4;
  3121. /**
  3122. * Adds the given vector to the current Vector4.
  3123. * @param otherVector the vector to add
  3124. * @returns the updated Vector4.
  3125. */
  3126. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3127. /**
  3128. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3129. * @param otherVector the vector to add
  3130. * @returns the resulting vector
  3131. */
  3132. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3133. /**
  3134. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3135. * @param otherVector the vector to add
  3136. * @param result the vector to store the result
  3137. * @returns the current Vector4.
  3138. */
  3139. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3140. /**
  3141. * Subtract in place the given vector from the current Vector4.
  3142. * @param otherVector the vector to subtract
  3143. * @returns the updated Vector4.
  3144. */
  3145. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3146. /**
  3147. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3148. * @param otherVector the vector to add
  3149. * @returns the new vector with the result
  3150. */
  3151. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3152. /**
  3153. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3154. * @param otherVector the vector to subtract
  3155. * @param result the vector to store the result
  3156. * @returns the current Vector4.
  3157. */
  3158. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3159. /**
  3160. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3161. */
  3162. /**
  3163. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3164. * @param x value to subtract
  3165. * @param y value to subtract
  3166. * @param z value to subtract
  3167. * @param w value to subtract
  3168. * @returns new vector containing the result
  3169. */
  3170. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3171. /**
  3172. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3173. * @param x value to subtract
  3174. * @param y value to subtract
  3175. * @param z value to subtract
  3176. * @param w value to subtract
  3177. * @param result the vector to store the result in
  3178. * @returns the current Vector4.
  3179. */
  3180. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3181. /**
  3182. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3183. * @returns a new vector with the negated values
  3184. */
  3185. negate(): Vector4;
  3186. /**
  3187. * Multiplies the current Vector4 coordinates by scale (float).
  3188. * @param scale the number to scale with
  3189. * @returns the updated Vector4.
  3190. */
  3191. scaleInPlace(scale: number): Vector4;
  3192. /**
  3193. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3194. * @param scale the number to scale with
  3195. * @returns a new vector with the result
  3196. */
  3197. scale(scale: number): Vector4;
  3198. /**
  3199. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3200. * @param scale the number to scale with
  3201. * @param result a vector to store the result in
  3202. * @returns the current Vector4.
  3203. */
  3204. scaleToRef(scale: number, result: Vector4): Vector4;
  3205. /**
  3206. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3207. * @param scale defines the scale factor
  3208. * @param result defines the Vector4 object where to store the result
  3209. * @returns the unmodified current Vector4
  3210. */
  3211. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3212. /**
  3213. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3214. * @param otherVector the vector to compare against
  3215. * @returns true if they are equal
  3216. */
  3217. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3218. /**
  3219. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3220. * @param otherVector vector to compare against
  3221. * @param epsilon (Default: very small number)
  3222. * @returns true if they are equal
  3223. */
  3224. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3225. /**
  3226. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3227. * @param x x value to compare against
  3228. * @param y y value to compare against
  3229. * @param z z value to compare against
  3230. * @param w w value to compare against
  3231. * @returns true if equal
  3232. */
  3233. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3234. /**
  3235. * Multiplies in place the current Vector4 by the given one.
  3236. * @param otherVector vector to multiple with
  3237. * @returns the updated Vector4.
  3238. */
  3239. multiplyInPlace(otherVector: Vector4): Vector4;
  3240. /**
  3241. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3242. * @param otherVector vector to multiple with
  3243. * @returns resulting new vector
  3244. */
  3245. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3246. /**
  3247. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3248. * @param otherVector vector to multiple with
  3249. * @param result vector to store the result
  3250. * @returns the current Vector4.
  3251. */
  3252. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3253. /**
  3254. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3255. * @param x x value multiply with
  3256. * @param y y value multiply with
  3257. * @param z z value multiply with
  3258. * @param w w value multiply with
  3259. * @returns resulting new vector
  3260. */
  3261. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3262. /**
  3263. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3264. * @param otherVector vector to devide with
  3265. * @returns resulting new vector
  3266. */
  3267. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3268. /**
  3269. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3270. * @param otherVector vector to devide with
  3271. * @param result vector to store the result
  3272. * @returns the current Vector4.
  3273. */
  3274. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3275. /**
  3276. * Divides the current Vector3 coordinates by the given ones.
  3277. * @param otherVector vector to devide with
  3278. * @returns the updated Vector3.
  3279. */
  3280. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3281. /**
  3282. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3283. * @param other defines the second operand
  3284. * @returns the current updated Vector4
  3285. */
  3286. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3287. /**
  3288. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3289. * @param other defines the second operand
  3290. * @returns the current updated Vector4
  3291. */
  3292. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3293. /**
  3294. * Gets a new Vector4 from current Vector4 floored values
  3295. * @returns a new Vector4
  3296. */
  3297. floor(): Vector4;
  3298. /**
  3299. * Gets a new Vector4 from current Vector3 floored values
  3300. * @returns a new Vector4
  3301. */
  3302. fract(): Vector4;
  3303. /**
  3304. * Returns the Vector4 length (float).
  3305. * @returns the length
  3306. */
  3307. length(): number;
  3308. /**
  3309. * Returns the Vector4 squared length (float).
  3310. * @returns the length squared
  3311. */
  3312. lengthSquared(): number;
  3313. /**
  3314. * Normalizes in place the Vector4.
  3315. * @returns the updated Vector4.
  3316. */
  3317. normalize(): Vector4;
  3318. /**
  3319. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3320. * @returns this converted to a new vector3
  3321. */
  3322. toVector3(): Vector3;
  3323. /**
  3324. * Returns a new Vector4 copied from the current one.
  3325. * @returns the new cloned vector
  3326. */
  3327. clone(): Vector4;
  3328. /**
  3329. * Updates the current Vector4 with the given one coordinates.
  3330. * @param source the source vector to copy from
  3331. * @returns the updated Vector4.
  3332. */
  3333. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3334. /**
  3335. * Updates the current Vector4 coordinates with the given floats.
  3336. * @param x float to copy from
  3337. * @param y float to copy from
  3338. * @param z float to copy from
  3339. * @param w float to copy from
  3340. * @returns the updated Vector4.
  3341. */
  3342. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3343. /**
  3344. * Updates the current Vector4 coordinates with the given floats.
  3345. * @param x float to set from
  3346. * @param y float to set from
  3347. * @param z float to set from
  3348. * @param w float to set from
  3349. * @returns the updated Vector4.
  3350. */
  3351. set(x: number, y: number, z: number, w: number): Vector4;
  3352. /**
  3353. * Copies the given float to the current Vector3 coordinates
  3354. * @param v defines the x, y, z and w coordinates of the operand
  3355. * @returns the current updated Vector3
  3356. */
  3357. setAll(v: number): Vector4;
  3358. /**
  3359. * Returns a new Vector4 set from the starting index of the given array.
  3360. * @param array the array to pull values from
  3361. * @param offset the offset into the array to start at
  3362. * @returns the new vector
  3363. */
  3364. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3365. /**
  3366. * Updates the given vector "result" from the starting index of the given array.
  3367. * @param array the array to pull values from
  3368. * @param offset the offset into the array to start at
  3369. * @param result the vector to store the result in
  3370. */
  3371. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3372. /**
  3373. * Updates the given vector "result" from the starting index of the given Float32Array.
  3374. * @param array the array to pull values from
  3375. * @param offset the offset into the array to start at
  3376. * @param result the vector to store the result in
  3377. */
  3378. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3379. /**
  3380. * Updates the given vector "result" coordinates from the given floats.
  3381. * @param x float to set from
  3382. * @param y float to set from
  3383. * @param z float to set from
  3384. * @param w float to set from
  3385. * @param result the vector to the floats in
  3386. */
  3387. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3388. /**
  3389. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3390. * @returns the new vector
  3391. */
  3392. static Zero(): Vector4;
  3393. /**
  3394. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3395. * @returns the new vector
  3396. */
  3397. static One(): Vector4;
  3398. /**
  3399. * Returns a new normalized Vector4 from the given one.
  3400. * @param vector the vector to normalize
  3401. * @returns the vector
  3402. */
  3403. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3404. /**
  3405. * Updates the given vector "result" from the normalization of the given one.
  3406. * @param vector the vector to normalize
  3407. * @param result the vector to store the result in
  3408. */
  3409. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3410. /**
  3411. * Returns a vector with the minimum values from the left and right vectors
  3412. * @param left left vector to minimize
  3413. * @param right right vector to minimize
  3414. * @returns a new vector with the minimum of the left and right vector values
  3415. */
  3416. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a vector with the maximum values from the left and right vectors
  3419. * @param left left vector to maximize
  3420. * @param right right vector to maximize
  3421. * @returns a new vector with the maximum of the left and right vector values
  3422. */
  3423. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3424. /**
  3425. * Returns the distance (float) between the vectors "value1" and "value2".
  3426. * @param value1 value to calulate the distance between
  3427. * @param value2 value to calulate the distance between
  3428. * @return the distance between the two vectors
  3429. */
  3430. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3431. /**
  3432. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3433. * @param value1 value to calulate the distance between
  3434. * @param value2 value to calulate the distance between
  3435. * @return the distance between the two vectors squared
  3436. */
  3437. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3438. /**
  3439. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3440. * @param value1 value to calulate the center between
  3441. * @param value2 value to calulate the center between
  3442. * @return the center between the two vectors
  3443. */
  3444. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3445. /**
  3446. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3447. * This methods computes transformed normalized direction vectors only.
  3448. * @param vector the vector to transform
  3449. * @param transformation the transformation matrix to apply
  3450. * @returns the new vector
  3451. */
  3452. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3453. /**
  3454. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3455. * This methods computes transformed normalized direction vectors only.
  3456. * @param vector the vector to transform
  3457. * @param transformation the transformation matrix to apply
  3458. * @param result the vector to store the result in
  3459. */
  3460. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3461. /**
  3462. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3463. * This methods computes transformed normalized direction vectors only.
  3464. * @param x value to transform
  3465. * @param y value to transform
  3466. * @param z value to transform
  3467. * @param w value to transform
  3468. * @param transformation the transformation matrix to apply
  3469. * @param result the vector to store the results in
  3470. */
  3471. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3472. /**
  3473. * Creates a new Vector4 from a Vector3
  3474. * @param source defines the source data
  3475. * @param w defines the 4th component (default is 0)
  3476. * @returns a new Vector4
  3477. */
  3478. static FromVector3(source: Vector3, w?: number): Vector4;
  3479. }
  3480. /**
  3481. * Class used to store quaternion data
  3482. * @see https://en.wikipedia.org/wiki/Quaternion
  3483. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3484. */
  3485. export class Quaternion {
  3486. /** defines the first component (0 by default) */
  3487. x: number;
  3488. /** defines the second component (0 by default) */
  3489. y: number;
  3490. /** defines the third component (0 by default) */
  3491. z: number;
  3492. /** defines the fourth component (1.0 by default) */
  3493. w: number;
  3494. /**
  3495. * Creates a new Quaternion from the given floats
  3496. * @param x defines the first component (0 by default)
  3497. * @param y defines the second component (0 by default)
  3498. * @param z defines the third component (0 by default)
  3499. * @param w defines the fourth component (1.0 by default)
  3500. */
  3501. constructor(
  3502. /** defines the first component (0 by default) */
  3503. x?: number,
  3504. /** defines the second component (0 by default) */
  3505. y?: number,
  3506. /** defines the third component (0 by default) */
  3507. z?: number,
  3508. /** defines the fourth component (1.0 by default) */
  3509. w?: number);
  3510. /**
  3511. * Gets a string representation for the current quaternion
  3512. * @returns a string with the Quaternion coordinates
  3513. */
  3514. toString(): string;
  3515. /**
  3516. * Gets the class name of the quaternion
  3517. * @returns the string "Quaternion"
  3518. */
  3519. getClassName(): string;
  3520. /**
  3521. * Gets a hash code for this quaternion
  3522. * @returns the quaternion hash code
  3523. */
  3524. getHashCode(): number;
  3525. /**
  3526. * Copy the quaternion to an array
  3527. * @returns a new array populated with 4 elements from the quaternion coordinates
  3528. */
  3529. asArray(): number[];
  3530. /**
  3531. * Check if two quaternions are equals
  3532. * @param otherQuaternion defines the second operand
  3533. * @return true if the current quaternion and the given one coordinates are strictly equals
  3534. */
  3535. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3536. /**
  3537. * Gets a boolean if two quaternions are equals (using an epsilon value)
  3538. * @param otherQuaternion defines the other quaternion
  3539. * @param epsilon defines the minimal distance to consider equality
  3540. * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.
  3541. */
  3542. equalsWithEpsilon(otherQuaternion: DeepImmutable<Quaternion>, epsilon?: number): boolean;
  3543. /**
  3544. * Clone the current quaternion
  3545. * @returns a new quaternion copied from the current one
  3546. */
  3547. clone(): Quaternion;
  3548. /**
  3549. * Copy a quaternion to the current one
  3550. * @param other defines the other quaternion
  3551. * @returns the updated current quaternion
  3552. */
  3553. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3554. /**
  3555. * Updates the current quaternion with the given float coordinates
  3556. * @param x defines the x coordinate
  3557. * @param y defines the y coordinate
  3558. * @param z defines the z coordinate
  3559. * @param w defines the w coordinate
  3560. * @returns the updated current quaternion
  3561. */
  3562. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3563. /**
  3564. * Updates the current quaternion from the given float coordinates
  3565. * @param x defines the x coordinate
  3566. * @param y defines the y coordinate
  3567. * @param z defines the z coordinate
  3568. * @param w defines the w coordinate
  3569. * @returns the updated current quaternion
  3570. */
  3571. set(x: number, y: number, z: number, w: number): Quaternion;
  3572. /**
  3573. * Adds two quaternions
  3574. * @param other defines the second operand
  3575. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3576. */
  3577. add(other: DeepImmutable<Quaternion>): Quaternion;
  3578. /**
  3579. * Add a quaternion to the current one
  3580. * @param other defines the quaternion to add
  3581. * @returns the current quaternion
  3582. */
  3583. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3584. /**
  3585. * Subtract two quaternions
  3586. * @param other defines the second operand
  3587. * @returns a new quaternion as the subtraction result of the given one from the current one
  3588. */
  3589. subtract(other: Quaternion): Quaternion;
  3590. /**
  3591. * Multiplies the current quaternion by a scale factor
  3592. * @param value defines the scale factor
  3593. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3594. */
  3595. scale(value: number): Quaternion;
  3596. /**
  3597. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3598. * @param scale defines the scale factor
  3599. * @param result defines the Quaternion object where to store the result
  3600. * @returns the unmodified current quaternion
  3601. */
  3602. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3603. /**
  3604. * Multiplies in place the current quaternion by a scale factor
  3605. * @param value defines the scale factor
  3606. * @returns the current modified quaternion
  3607. */
  3608. scaleInPlace(value: number): Quaternion;
  3609. /**
  3610. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3611. * @param scale defines the scale factor
  3612. * @param result defines the Quaternion object where to store the result
  3613. * @returns the unmodified current quaternion
  3614. */
  3615. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3616. /**
  3617. * Multiplies two quaternions
  3618. * @param q1 defines the second operand
  3619. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3620. */
  3621. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3622. /**
  3623. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3624. * @param q1 defines the second operand
  3625. * @param result defines the target quaternion
  3626. * @returns the current quaternion
  3627. */
  3628. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3629. /**
  3630. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3631. * @param q1 defines the second operand
  3632. * @returns the currentupdated quaternion
  3633. */
  3634. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3635. /**
  3636. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3637. * @param ref defines the target quaternion
  3638. * @returns the current quaternion
  3639. */
  3640. conjugateToRef(ref: Quaternion): Quaternion;
  3641. /**
  3642. * Conjugates in place (1-q) the current quaternion
  3643. * @returns the current updated quaternion
  3644. */
  3645. conjugateInPlace(): Quaternion;
  3646. /**
  3647. * Conjugates in place (1-q) the current quaternion
  3648. * @returns a new quaternion
  3649. */
  3650. conjugate(): Quaternion;
  3651. /**
  3652. * Gets length of current quaternion
  3653. * @returns the quaternion length (float)
  3654. */
  3655. length(): number;
  3656. /**
  3657. * Normalize in place the current quaternion
  3658. * @returns the current updated quaternion
  3659. */
  3660. normalize(): Quaternion;
  3661. /**
  3662. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3663. * @param order is a reserved parameter and is ignore for now
  3664. * @returns a new Vector3 containing the Euler angles
  3665. */
  3666. toEulerAngles(order?: string): Vector3;
  3667. /**
  3668. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3669. * @param result defines the vector which will be filled with the Euler angles
  3670. * @param order is a reserved parameter and is ignore for now
  3671. * @returns the current unchanged quaternion
  3672. */
  3673. toEulerAnglesToRef(result: Vector3): Quaternion;
  3674. /**
  3675. * Updates the given rotation matrix with the current quaternion values
  3676. * @param result defines the target matrix
  3677. * @returns the current unchanged quaternion
  3678. */
  3679. toRotationMatrix(result: Matrix): Quaternion;
  3680. /**
  3681. * Updates the current quaternion from the given rotation matrix values
  3682. * @param matrix defines the source matrix
  3683. * @returns the current updated quaternion
  3684. */
  3685. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3686. /**
  3687. * Creates a new quaternion from a rotation matrix
  3688. * @param matrix defines the source matrix
  3689. * @returns a new quaternion created from the given rotation matrix values
  3690. */
  3691. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3692. /**
  3693. * Updates the given quaternion with the given rotation matrix values
  3694. * @param matrix defines the source matrix
  3695. * @param result defines the target quaternion
  3696. */
  3697. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3698. /**
  3699. * Returns the dot product (float) between the quaternions "left" and "right"
  3700. * @param left defines the left operand
  3701. * @param right defines the right operand
  3702. * @returns the dot product
  3703. */
  3704. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3705. /**
  3706. * Checks if the two quaternions are close to each other
  3707. * @param quat0 defines the first quaternion to check
  3708. * @param quat1 defines the second quaternion to check
  3709. * @returns true if the two quaternions are close to each other
  3710. */
  3711. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3712. /**
  3713. * Creates an empty quaternion
  3714. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3715. */
  3716. static Zero(): Quaternion;
  3717. /**
  3718. * Inverse a given quaternion
  3719. * @param q defines the source quaternion
  3720. * @returns a new quaternion as the inverted current quaternion
  3721. */
  3722. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3723. /**
  3724. * Inverse a given quaternion
  3725. * @param q defines the source quaternion
  3726. * @param result the quaternion the result will be stored in
  3727. * @returns the result quaternion
  3728. */
  3729. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3730. /**
  3731. * Creates an identity quaternion
  3732. * @returns the identity quaternion
  3733. */
  3734. static Identity(): Quaternion;
  3735. /**
  3736. * Gets a boolean indicating if the given quaternion is identity
  3737. * @param quaternion defines the quaternion to check
  3738. * @returns true if the quaternion is identity
  3739. */
  3740. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3741. /**
  3742. * Creates a quaternion from a rotation around an axis
  3743. * @param axis defines the axis to use
  3744. * @param angle defines the angle to use
  3745. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3746. */
  3747. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3748. /**
  3749. * Creates a rotation around an axis and stores it into the given quaternion
  3750. * @param axis defines the axis to use
  3751. * @param angle defines the angle to use
  3752. * @param result defines the target quaternion
  3753. * @returns the target quaternion
  3754. */
  3755. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3756. /**
  3757. * Creates a new quaternion from data stored into an array
  3758. * @param array defines the data source
  3759. * @param offset defines the offset in the source array where the data starts
  3760. * @returns a new quaternion
  3761. */
  3762. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3763. /**
  3764. * Create a quaternion from Euler rotation angles
  3765. * @param x Pitch
  3766. * @param y Yaw
  3767. * @param z Roll
  3768. * @returns the new Quaternion
  3769. */
  3770. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3771. /**
  3772. * Updates a quaternion from Euler rotation angles
  3773. * @param x Pitch
  3774. * @param y Yaw
  3775. * @param z Roll
  3776. * @param result the quaternion to store the result
  3777. * @returns the updated quaternion
  3778. */
  3779. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3780. /**
  3781. * Create a quaternion from Euler rotation vector
  3782. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3783. * @returns the new Quaternion
  3784. */
  3785. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3786. /**
  3787. * Updates a quaternion from Euler rotation vector
  3788. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3789. * @param result the quaternion to store the result
  3790. * @returns the updated quaternion
  3791. */
  3792. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3793. /**
  3794. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3795. * @param yaw defines the rotation around Y axis
  3796. * @param pitch defines the rotation around X axis
  3797. * @param roll defines the rotation around Z axis
  3798. * @returns the new quaternion
  3799. */
  3800. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3801. /**
  3802. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3803. * @param yaw defines the rotation around Y axis
  3804. * @param pitch defines the rotation around X axis
  3805. * @param roll defines the rotation around Z axis
  3806. * @param result defines the target quaternion
  3807. */
  3808. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3809. /**
  3810. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3811. * @param alpha defines the rotation around first axis
  3812. * @param beta defines the rotation around second axis
  3813. * @param gamma defines the rotation around third axis
  3814. * @returns the new quaternion
  3815. */
  3816. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3817. /**
  3818. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3819. * @param alpha defines the rotation around first axis
  3820. * @param beta defines the rotation around second axis
  3821. * @param gamma defines the rotation around third axis
  3822. * @param result defines the target quaternion
  3823. */
  3824. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3825. /**
  3826. * 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)
  3827. * @param axis1 defines the first axis
  3828. * @param axis2 defines the second axis
  3829. * @param axis3 defines the third axis
  3830. * @returns the new quaternion
  3831. */
  3832. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3833. /**
  3834. * 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
  3835. * @param axis1 defines the first axis
  3836. * @param axis2 defines the second axis
  3837. * @param axis3 defines the third axis
  3838. * @param ref defines the target quaternion
  3839. */
  3840. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3841. /**
  3842. * Interpolates between two quaternions
  3843. * @param left defines first quaternion
  3844. * @param right defines second quaternion
  3845. * @param amount defines the gradient to use
  3846. * @returns the new interpolated quaternion
  3847. */
  3848. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3849. /**
  3850. * Interpolates between two quaternions and stores it into a target quaternion
  3851. * @param left defines first quaternion
  3852. * @param right defines second quaternion
  3853. * @param amount defines the gradient to use
  3854. * @param result defines the target quaternion
  3855. */
  3856. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3857. /**
  3858. * Interpolate between two quaternions using Hermite interpolation
  3859. * @param value1 defines first quaternion
  3860. * @param tangent1 defines the incoming tangent
  3861. * @param value2 defines second quaternion
  3862. * @param tangent2 defines the outgoing tangent
  3863. * @param amount defines the target quaternion
  3864. * @returns the new interpolated quaternion
  3865. */
  3866. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3867. }
  3868. /**
  3869. * Class used to store matrix data (4x4)
  3870. */
  3871. export class Matrix {
  3872. private static _updateFlagSeed;
  3873. private static _identityReadOnly;
  3874. private _isIdentity;
  3875. private _isIdentityDirty;
  3876. private _isIdentity3x2;
  3877. private _isIdentity3x2Dirty;
  3878. /**
  3879. * Gets the update flag of the matrix which is an unique number for the matrix.
  3880. * It will be incremented every time the matrix data change.
  3881. * You can use it to speed the comparison between two versions of the same matrix.
  3882. */
  3883. updateFlag: number;
  3884. private readonly _m;
  3885. /**
  3886. * Gets the internal data of the matrix
  3887. */
  3888. get m(): DeepImmutable<Float32Array>;
  3889. /** @hidden */
  3890. _markAsUpdated(): void;
  3891. /** @hidden */
  3892. private _updateIdentityStatus;
  3893. /**
  3894. * Creates an empty matrix (filled with zeros)
  3895. */
  3896. constructor();
  3897. /**
  3898. * Check if the current matrix is identity
  3899. * @returns true is the matrix is the identity matrix
  3900. */
  3901. isIdentity(): boolean;
  3902. /**
  3903. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3904. * @returns true is the matrix is the identity matrix
  3905. */
  3906. isIdentityAs3x2(): boolean;
  3907. /**
  3908. * Gets the determinant of the matrix
  3909. * @returns the matrix determinant
  3910. */
  3911. determinant(): number;
  3912. /**
  3913. * Returns the matrix as a Float32Array
  3914. * @returns the matrix underlying array
  3915. */
  3916. toArray(): DeepImmutable<Float32Array>;
  3917. /**
  3918. * Returns the matrix as a Float32Array
  3919. * @returns the matrix underlying array.
  3920. */
  3921. asArray(): DeepImmutable<Float32Array>;
  3922. /**
  3923. * Inverts the current matrix in place
  3924. * @returns the current inverted matrix
  3925. */
  3926. invert(): Matrix;
  3927. /**
  3928. * Sets all the matrix elements to zero
  3929. * @returns the current matrix
  3930. */
  3931. reset(): Matrix;
  3932. /**
  3933. * Adds the current matrix with a second one
  3934. * @param other defines the matrix to add
  3935. * @returns a new matrix as the addition of the current matrix and the given one
  3936. */
  3937. add(other: DeepImmutable<Matrix>): Matrix;
  3938. /**
  3939. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3940. * @param other defines the matrix to add
  3941. * @param result defines the target matrix
  3942. * @returns the current matrix
  3943. */
  3944. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3945. /**
  3946. * Adds in place the given matrix to the current matrix
  3947. * @param other defines the second operand
  3948. * @returns the current updated matrix
  3949. */
  3950. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3951. /**
  3952. * Sets the given matrix to the current inverted Matrix
  3953. * @param other defines the target matrix
  3954. * @returns the unmodified current matrix
  3955. */
  3956. invertToRef(other: Matrix): Matrix;
  3957. /**
  3958. * add a value at the specified position in the current Matrix
  3959. * @param index the index of the value within the matrix. between 0 and 15.
  3960. * @param value the value to be added
  3961. * @returns the current updated matrix
  3962. */
  3963. addAtIndex(index: number, value: number): Matrix;
  3964. /**
  3965. * mutiply the specified position in the current Matrix by a value
  3966. * @param index the index of the value within the matrix. between 0 and 15.
  3967. * @param value the value to be added
  3968. * @returns the current updated matrix
  3969. */
  3970. multiplyAtIndex(index: number, value: number): Matrix;
  3971. /**
  3972. * Inserts the translation vector (using 3 floats) in the current matrix
  3973. * @param x defines the 1st component of the translation
  3974. * @param y defines the 2nd component of the translation
  3975. * @param z defines the 3rd component of the translation
  3976. * @returns the current updated matrix
  3977. */
  3978. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3979. /**
  3980. * Adds the translation vector (using 3 floats) in the current matrix
  3981. * @param x defines the 1st component of the translation
  3982. * @param y defines the 2nd component of the translation
  3983. * @param z defines the 3rd component of the translation
  3984. * @returns the current updated matrix
  3985. */
  3986. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3987. /**
  3988. * Inserts the translation vector in the current matrix
  3989. * @param vector3 defines the translation to insert
  3990. * @returns the current updated matrix
  3991. */
  3992. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3993. /**
  3994. * Gets the translation value of the current matrix
  3995. * @returns a new Vector3 as the extracted translation from the matrix
  3996. */
  3997. getTranslation(): Vector3;
  3998. /**
  3999. * Fill a Vector3 with the extracted translation from the matrix
  4000. * @param result defines the Vector3 where to store the translation
  4001. * @returns the current matrix
  4002. */
  4003. getTranslationToRef(result: Vector3): Matrix;
  4004. /**
  4005. * Remove rotation and scaling part from the matrix
  4006. * @returns the updated matrix
  4007. */
  4008. removeRotationAndScaling(): Matrix;
  4009. /**
  4010. * Multiply two matrices
  4011. * @param other defines the second operand
  4012. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  4013. */
  4014. multiply(other: DeepImmutable<Matrix>): Matrix;
  4015. /**
  4016. * Copy the current matrix from the given one
  4017. * @param other defines the source matrix
  4018. * @returns the current updated matrix
  4019. */
  4020. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  4021. /**
  4022. * Populates the given array from the starting index with the current matrix values
  4023. * @param array defines the target array
  4024. * @param offset defines the offset in the target array where to start storing values
  4025. * @returns the current matrix
  4026. */
  4027. copyToArray(array: Float32Array, offset?: number): Matrix;
  4028. /**
  4029. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  4030. * @param other defines the second operand
  4031. * @param result defines the matrix where to store the multiplication
  4032. * @returns the current matrix
  4033. */
  4034. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4035. /**
  4036. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4037. * @param other defines the second operand
  4038. * @param result defines the array where to store the multiplication
  4039. * @param offset defines the offset in the target array where to start storing values
  4040. * @returns the current matrix
  4041. */
  4042. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4043. /**
  4044. * Check equality between this matrix and a second one
  4045. * @param value defines the second matrix to compare
  4046. * @returns true is the current matrix and the given one values are strictly equal
  4047. */
  4048. equals(value: DeepImmutable<Matrix>): boolean;
  4049. /**
  4050. * Clone the current matrix
  4051. * @returns a new matrix from the current matrix
  4052. */
  4053. clone(): Matrix;
  4054. /**
  4055. * Returns the name of the current matrix class
  4056. * @returns the string "Matrix"
  4057. */
  4058. getClassName(): string;
  4059. /**
  4060. * Gets the hash code of the current matrix
  4061. * @returns the hash code
  4062. */
  4063. getHashCode(): number;
  4064. /**
  4065. * Decomposes the current Matrix into a translation, rotation and scaling components
  4066. * @param scale defines the scale vector3 given as a reference to update
  4067. * @param rotation defines the rotation quaternion given as a reference to update
  4068. * @param translation defines the translation vector3 given as a reference to update
  4069. * @returns true if operation was successful
  4070. */
  4071. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4072. /**
  4073. * Gets specific row of the matrix
  4074. * @param index defines the number of the row to get
  4075. * @returns the index-th row of the current matrix as a new Vector4
  4076. */
  4077. getRow(index: number): Nullable<Vector4>;
  4078. /**
  4079. * Sets the index-th row of the current matrix to the vector4 values
  4080. * @param index defines the number of the row to set
  4081. * @param row defines the target vector4
  4082. * @returns the updated current matrix
  4083. */
  4084. setRow(index: number, row: Vector4): Matrix;
  4085. /**
  4086. * Compute the transpose of the matrix
  4087. * @returns the new transposed matrix
  4088. */
  4089. transpose(): Matrix;
  4090. /**
  4091. * Compute the transpose of the matrix and store it in a given matrix
  4092. * @param result defines the target matrix
  4093. * @returns the current matrix
  4094. */
  4095. transposeToRef(result: Matrix): Matrix;
  4096. /**
  4097. * Sets the index-th row of the current matrix with the given 4 x float values
  4098. * @param index defines the row index
  4099. * @param x defines the x component to set
  4100. * @param y defines the y component to set
  4101. * @param z defines the z component to set
  4102. * @param w defines the w component to set
  4103. * @returns the updated current matrix
  4104. */
  4105. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4106. /**
  4107. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4108. * @param scale defines the scale factor
  4109. * @returns a new matrix
  4110. */
  4111. scale(scale: number): Matrix;
  4112. /**
  4113. * Scale the current matrix values by a factor to a given result matrix
  4114. * @param scale defines the scale factor
  4115. * @param result defines the matrix to store the result
  4116. * @returns the current matrix
  4117. */
  4118. scaleToRef(scale: number, result: Matrix): Matrix;
  4119. /**
  4120. * Scale the current matrix values by a factor and add the result to a given matrix
  4121. * @param scale defines the scale factor
  4122. * @param result defines the Matrix to store the result
  4123. * @returns the current matrix
  4124. */
  4125. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4126. /**
  4127. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4128. * @param ref matrix to store the result
  4129. */
  4130. toNormalMatrix(ref: Matrix): void;
  4131. /**
  4132. * Gets only rotation part of the current matrix
  4133. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4134. */
  4135. getRotationMatrix(): Matrix;
  4136. /**
  4137. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4138. * @param result defines the target matrix to store data to
  4139. * @returns the current matrix
  4140. */
  4141. getRotationMatrixToRef(result: Matrix): Matrix;
  4142. /**
  4143. * Toggles model matrix from being right handed to left handed in place and vice versa
  4144. */
  4145. toggleModelMatrixHandInPlace(): void;
  4146. /**
  4147. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4148. */
  4149. toggleProjectionMatrixHandInPlace(): void;
  4150. /**
  4151. * Creates a matrix from an array
  4152. * @param array defines the source array
  4153. * @param offset defines an offset in the source array
  4154. * @returns a new Matrix set from the starting index of the given array
  4155. */
  4156. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4157. /**
  4158. * Copy the content of an array into a given matrix
  4159. * @param array defines the source array
  4160. * @param offset defines an offset in the source array
  4161. * @param result defines the target matrix
  4162. */
  4163. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4164. /**
  4165. * Stores an array into a matrix after having multiplied each component by a given factor
  4166. * @param array defines the source array
  4167. * @param offset defines the offset in the source array
  4168. * @param scale defines the scaling factor
  4169. * @param result defines the target matrix
  4170. */
  4171. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4172. /**
  4173. * Gets an identity matrix that must not be updated
  4174. */
  4175. static get IdentityReadOnly(): DeepImmutable<Matrix>;
  4176. /**
  4177. * Stores a list of values (16) inside a given matrix
  4178. * @param initialM11 defines 1st value of 1st row
  4179. * @param initialM12 defines 2nd value of 1st row
  4180. * @param initialM13 defines 3rd value of 1st row
  4181. * @param initialM14 defines 4th value of 1st row
  4182. * @param initialM21 defines 1st value of 2nd row
  4183. * @param initialM22 defines 2nd value of 2nd row
  4184. * @param initialM23 defines 3rd value of 2nd row
  4185. * @param initialM24 defines 4th value of 2nd row
  4186. * @param initialM31 defines 1st value of 3rd row
  4187. * @param initialM32 defines 2nd value of 3rd row
  4188. * @param initialM33 defines 3rd value of 3rd row
  4189. * @param initialM34 defines 4th value of 3rd row
  4190. * @param initialM41 defines 1st value of 4th row
  4191. * @param initialM42 defines 2nd value of 4th row
  4192. * @param initialM43 defines 3rd value of 4th row
  4193. * @param initialM44 defines 4th value of 4th row
  4194. * @param result defines the target matrix
  4195. */
  4196. 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;
  4197. /**
  4198. * Creates new matrix from a list of values (16)
  4199. * @param initialM11 defines 1st value of 1st row
  4200. * @param initialM12 defines 2nd value of 1st row
  4201. * @param initialM13 defines 3rd value of 1st row
  4202. * @param initialM14 defines 4th value of 1st row
  4203. * @param initialM21 defines 1st value of 2nd row
  4204. * @param initialM22 defines 2nd value of 2nd row
  4205. * @param initialM23 defines 3rd value of 2nd row
  4206. * @param initialM24 defines 4th value of 2nd row
  4207. * @param initialM31 defines 1st value of 3rd row
  4208. * @param initialM32 defines 2nd value of 3rd row
  4209. * @param initialM33 defines 3rd value of 3rd row
  4210. * @param initialM34 defines 4th value of 3rd row
  4211. * @param initialM41 defines 1st value of 4th row
  4212. * @param initialM42 defines 2nd value of 4th row
  4213. * @param initialM43 defines 3rd value of 4th row
  4214. * @param initialM44 defines 4th value of 4th row
  4215. * @returns the new matrix
  4216. */
  4217. 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;
  4218. /**
  4219. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4220. * @param scale defines the scale vector3
  4221. * @param rotation defines the rotation quaternion
  4222. * @param translation defines the translation vector3
  4223. * @returns a new matrix
  4224. */
  4225. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4226. /**
  4227. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4228. * @param scale defines the scale vector3
  4229. * @param rotation defines the rotation quaternion
  4230. * @param translation defines the translation vector3
  4231. * @param result defines the target matrix
  4232. */
  4233. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4234. /**
  4235. * Creates a new identity matrix
  4236. * @returns a new identity matrix
  4237. */
  4238. static Identity(): Matrix;
  4239. /**
  4240. * Creates a new identity matrix and stores the result in a given matrix
  4241. * @param result defines the target matrix
  4242. */
  4243. static IdentityToRef(result: Matrix): void;
  4244. /**
  4245. * Creates a new zero matrix
  4246. * @returns a new zero matrix
  4247. */
  4248. static Zero(): Matrix;
  4249. /**
  4250. * Creates a new rotation matrix for "angle" radians around the X axis
  4251. * @param angle defines the angle (in radians) to use
  4252. * @return the new matrix
  4253. */
  4254. static RotationX(angle: number): Matrix;
  4255. /**
  4256. * Creates a new matrix as the invert of a given matrix
  4257. * @param source defines the source matrix
  4258. * @returns the new matrix
  4259. */
  4260. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4261. /**
  4262. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4263. * @param angle defines the angle (in radians) to use
  4264. * @param result defines the target matrix
  4265. */
  4266. static RotationXToRef(angle: number, result: Matrix): void;
  4267. /**
  4268. * Creates a new rotation matrix for "angle" radians around the Y axis
  4269. * @param angle defines the angle (in radians) to use
  4270. * @return the new matrix
  4271. */
  4272. static RotationY(angle: number): Matrix;
  4273. /**
  4274. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4275. * @param angle defines the angle (in radians) to use
  4276. * @param result defines the target matrix
  4277. */
  4278. static RotationYToRef(angle: number, result: Matrix): void;
  4279. /**
  4280. * Creates a new rotation matrix for "angle" radians around the Z axis
  4281. * @param angle defines the angle (in radians) to use
  4282. * @return the new matrix
  4283. */
  4284. static RotationZ(angle: number): Matrix;
  4285. /**
  4286. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4287. * @param angle defines the angle (in radians) to use
  4288. * @param result defines the target matrix
  4289. */
  4290. static RotationZToRef(angle: number, result: Matrix): void;
  4291. /**
  4292. * Creates a new rotation matrix for "angle" radians around the given axis
  4293. * @param axis defines the axis to use
  4294. * @param angle defines the angle (in radians) to use
  4295. * @return the new matrix
  4296. */
  4297. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4298. /**
  4299. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4300. * @param axis defines the axis to use
  4301. * @param angle defines the angle (in radians) to use
  4302. * @param result defines the target matrix
  4303. */
  4304. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4305. /**
  4306. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4307. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4308. * @param from defines the vector to align
  4309. * @param to defines the vector to align to
  4310. * @param result defines the target matrix
  4311. */
  4312. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4313. /**
  4314. * Creates a rotation matrix
  4315. * @param yaw defines the yaw angle in radians (Y axis)
  4316. * @param pitch defines the pitch angle in radians (X axis)
  4317. * @param roll defines the roll angle in radians (X axis)
  4318. * @returns the new rotation matrix
  4319. */
  4320. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4321. /**
  4322. * Creates a rotation matrix and stores it in a given matrix
  4323. * @param yaw defines the yaw angle in radians (Y axis)
  4324. * @param pitch defines the pitch angle in radians (X axis)
  4325. * @param roll defines the roll angle in radians (X axis)
  4326. * @param result defines the target matrix
  4327. */
  4328. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4329. /**
  4330. * Creates a scaling matrix
  4331. * @param x defines the scale factor on X axis
  4332. * @param y defines the scale factor on Y axis
  4333. * @param z defines the scale factor on Z axis
  4334. * @returns the new matrix
  4335. */
  4336. static Scaling(x: number, y: number, z: number): Matrix;
  4337. /**
  4338. * Creates a scaling matrix and stores it in a given matrix
  4339. * @param x defines the scale factor on X axis
  4340. * @param y defines the scale factor on Y axis
  4341. * @param z defines the scale factor on Z axis
  4342. * @param result defines the target matrix
  4343. */
  4344. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4345. /**
  4346. * Creates a translation matrix
  4347. * @param x defines the translation on X axis
  4348. * @param y defines the translation on Y axis
  4349. * @param z defines the translationon Z axis
  4350. * @returns the new matrix
  4351. */
  4352. static Translation(x: number, y: number, z: number): Matrix;
  4353. /**
  4354. * Creates a translation matrix and stores it in a given matrix
  4355. * @param x defines the translation on X axis
  4356. * @param y defines the translation on Y axis
  4357. * @param z defines the translationon Z axis
  4358. * @param result defines the target matrix
  4359. */
  4360. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4361. /**
  4362. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4363. * @param startValue defines the start value
  4364. * @param endValue defines the end value
  4365. * @param gradient defines the gradient factor
  4366. * @returns the new matrix
  4367. */
  4368. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4369. /**
  4370. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4371. * @param startValue defines the start value
  4372. * @param endValue defines the end value
  4373. * @param gradient defines the gradient factor
  4374. * @param result defines the Matrix object where to store data
  4375. */
  4376. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4377. /**
  4378. * Builds a new matrix whose values are computed by:
  4379. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4380. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4381. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4382. * @param startValue defines the first matrix
  4383. * @param endValue defines the second matrix
  4384. * @param gradient defines the gradient between the two matrices
  4385. * @returns the new matrix
  4386. */
  4387. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4388. /**
  4389. * Update a matrix to values which are computed by:
  4390. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4391. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4392. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4393. * @param startValue defines the first matrix
  4394. * @param endValue defines the second matrix
  4395. * @param gradient defines the gradient between the two matrices
  4396. * @param result defines the target matrix
  4397. */
  4398. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4399. /**
  4400. * 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"
  4401. * This function works in left handed mode
  4402. * @param eye defines the final position of the entity
  4403. * @param target defines where the entity should look at
  4404. * @param up defines the up vector for the entity
  4405. * @returns the new matrix
  4406. */
  4407. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4408. /**
  4409. * 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".
  4410. * This function works in left handed mode
  4411. * @param eye defines the final position of the entity
  4412. * @param target defines where the entity should look at
  4413. * @param up defines the up vector for the entity
  4414. * @param result defines the target matrix
  4415. */
  4416. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4417. /**
  4418. * 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"
  4419. * This function works in right handed mode
  4420. * @param eye defines the final position of the entity
  4421. * @param target defines where the entity should look at
  4422. * @param up defines the up vector for the entity
  4423. * @returns the new matrix
  4424. */
  4425. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4426. /**
  4427. * 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".
  4428. * This function works in right handed mode
  4429. * @param eye defines the final position of the entity
  4430. * @param target defines where the entity should look at
  4431. * @param up defines the up vector for the entity
  4432. * @param result defines the target matrix
  4433. */
  4434. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4435. /**
  4436. * Create a left-handed orthographic projection matrix
  4437. * @param width defines the viewport width
  4438. * @param height defines the viewport height
  4439. * @param znear defines the near clip plane
  4440. * @param zfar defines the far clip plane
  4441. * @returns a new matrix as a left-handed orthographic projection matrix
  4442. */
  4443. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4444. /**
  4445. * Store a left-handed orthographic projection to a given matrix
  4446. * @param width defines the viewport width
  4447. * @param height defines the viewport height
  4448. * @param znear defines the near clip plane
  4449. * @param zfar defines the far clip plane
  4450. * @param result defines the target matrix
  4451. */
  4452. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4453. /**
  4454. * Create a left-handed orthographic projection matrix
  4455. * @param left defines the viewport left coordinate
  4456. * @param right defines the viewport right coordinate
  4457. * @param bottom defines the viewport bottom coordinate
  4458. * @param top defines the viewport top coordinate
  4459. * @param znear defines the near clip plane
  4460. * @param zfar defines the far clip plane
  4461. * @returns a new matrix as a left-handed orthographic projection matrix
  4462. */
  4463. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4464. /**
  4465. * Stores a left-handed orthographic projection into a given matrix
  4466. * @param left defines the viewport left coordinate
  4467. * @param right defines the viewport right coordinate
  4468. * @param bottom defines the viewport bottom coordinate
  4469. * @param top defines the viewport top coordinate
  4470. * @param znear defines the near clip plane
  4471. * @param zfar defines the far clip plane
  4472. * @param result defines the target matrix
  4473. */
  4474. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4475. /**
  4476. * Creates a right-handed orthographic projection matrix
  4477. * @param left defines the viewport left coordinate
  4478. * @param right defines the viewport right coordinate
  4479. * @param bottom defines the viewport bottom coordinate
  4480. * @param top defines the viewport top coordinate
  4481. * @param znear defines the near clip plane
  4482. * @param zfar defines the far clip plane
  4483. * @returns a new matrix as a right-handed orthographic projection matrix
  4484. */
  4485. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4486. /**
  4487. * Stores a right-handed orthographic projection into a given matrix
  4488. * @param left defines the viewport left coordinate
  4489. * @param right defines the viewport right coordinate
  4490. * @param bottom defines the viewport bottom coordinate
  4491. * @param top defines the viewport top coordinate
  4492. * @param znear defines the near clip plane
  4493. * @param zfar defines the far clip plane
  4494. * @param result defines the target matrix
  4495. */
  4496. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4497. /**
  4498. * Creates a left-handed perspective projection matrix
  4499. * @param width defines the viewport width
  4500. * @param height defines the viewport height
  4501. * @param znear defines the near clip plane
  4502. * @param zfar defines the far clip plane
  4503. * @returns a new matrix as a left-handed perspective projection matrix
  4504. */
  4505. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4506. /**
  4507. * Creates a left-handed perspective projection matrix
  4508. * @param fov defines the horizontal field of view
  4509. * @param aspect defines the aspect ratio
  4510. * @param znear defines the near clip plane
  4511. * @param zfar defines the far clip plane
  4512. * @returns a new matrix as a left-handed perspective projection matrix
  4513. */
  4514. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4515. /**
  4516. * Stores a left-handed perspective projection into a given matrix
  4517. * @param fov defines the horizontal field of view
  4518. * @param aspect defines the aspect ratio
  4519. * @param znear defines the near clip plane
  4520. * @param zfar defines the far clip plane
  4521. * @param result defines the target matrix
  4522. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4523. */
  4524. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4525. /**
  4526. * Stores a left-handed perspective projection into a given matrix with depth reversed
  4527. * @param fov defines the horizontal field of view
  4528. * @param aspect defines the aspect ratio
  4529. * @param znear defines the near clip plane
  4530. * @param zfar not used as infinity is used as far clip
  4531. * @param result defines the target matrix
  4532. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4533. */
  4534. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4535. /**
  4536. * Creates a right-handed perspective projection matrix
  4537. * @param fov defines the horizontal field of view
  4538. * @param aspect defines the aspect ratio
  4539. * @param znear defines the near clip plane
  4540. * @param zfar defines the far clip plane
  4541. * @returns a new matrix as a right-handed perspective projection matrix
  4542. */
  4543. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4544. /**
  4545. * Stores a right-handed perspective projection into a given matrix
  4546. * @param fov defines the horizontal field of view
  4547. * @param aspect defines the aspect ratio
  4548. * @param znear defines the near clip plane
  4549. * @param zfar defines the far clip plane
  4550. * @param result defines the target matrix
  4551. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4552. */
  4553. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4554. /**
  4555. * Stores a right-handed perspective projection into a given matrix
  4556. * @param fov defines the horizontal field of view
  4557. * @param aspect defines the aspect ratio
  4558. * @param znear defines the near clip plane
  4559. * @param zfar not used as infinity is used as far clip
  4560. * @param result defines the target matrix
  4561. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4562. */
  4563. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4564. /**
  4565. * Stores a perspective projection for WebVR info a given matrix
  4566. * @param fov defines the field of view
  4567. * @param znear defines the near clip plane
  4568. * @param zfar defines the far clip plane
  4569. * @param result defines the target matrix
  4570. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4571. */
  4572. static PerspectiveFovWebVRToRef(fov: {
  4573. upDegrees: number;
  4574. downDegrees: number;
  4575. leftDegrees: number;
  4576. rightDegrees: number;
  4577. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4578. /**
  4579. * Computes a complete transformation matrix
  4580. * @param viewport defines the viewport to use
  4581. * @param world defines the world matrix
  4582. * @param view defines the view matrix
  4583. * @param projection defines the projection matrix
  4584. * @param zmin defines the near clip plane
  4585. * @param zmax defines the far clip plane
  4586. * @returns the transformation matrix
  4587. */
  4588. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4589. /**
  4590. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4591. * @param matrix defines the matrix to use
  4592. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4593. */
  4594. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4595. /**
  4596. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4597. * @param matrix defines the matrix to use
  4598. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4599. */
  4600. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4601. /**
  4602. * Compute the transpose of a given matrix
  4603. * @param matrix defines the matrix to transpose
  4604. * @returns the new matrix
  4605. */
  4606. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4607. /**
  4608. * Compute the transpose of a matrix and store it in a target matrix
  4609. * @param matrix defines the matrix to transpose
  4610. * @param result defines the target matrix
  4611. */
  4612. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4613. /**
  4614. * Computes a reflection matrix from a plane
  4615. * @param plane defines the reflection plane
  4616. * @returns a new matrix
  4617. */
  4618. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4619. /**
  4620. * Computes a reflection matrix from a plane
  4621. * @param plane defines the reflection plane
  4622. * @param result defines the target matrix
  4623. */
  4624. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4625. /**
  4626. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4627. * @param xaxis defines the value of the 1st axis
  4628. * @param yaxis defines the value of the 2nd axis
  4629. * @param zaxis defines the value of the 3rd axis
  4630. * @param result defines the target matrix
  4631. */
  4632. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4633. /**
  4634. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4635. * @param quat defines the quaternion to use
  4636. * @param result defines the target matrix
  4637. */
  4638. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4639. }
  4640. /**
  4641. * @hidden
  4642. */
  4643. export class TmpVectors {
  4644. static Vector2: Vector2[];
  4645. static Vector3: Vector3[];
  4646. static Vector4: Vector4[];
  4647. static Quaternion: Quaternion[];
  4648. static Matrix: Matrix[];
  4649. }
  4650. }
  4651. declare module "babylonjs/Maths/math.path" {
  4652. import { DeepImmutable, Nullable } from "babylonjs/types";
  4653. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4654. /**
  4655. * Defines potential orientation for back face culling
  4656. */
  4657. export enum Orientation {
  4658. /**
  4659. * Clockwise
  4660. */
  4661. CW = 0,
  4662. /** Counter clockwise */
  4663. CCW = 1
  4664. }
  4665. /** Class used to represent a Bezier curve */
  4666. export class BezierCurve {
  4667. /**
  4668. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4669. * @param t defines the time
  4670. * @param x1 defines the left coordinate on X axis
  4671. * @param y1 defines the left coordinate on Y axis
  4672. * @param x2 defines the right coordinate on X axis
  4673. * @param y2 defines the right coordinate on Y axis
  4674. * @returns the interpolated value
  4675. */
  4676. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4677. }
  4678. /**
  4679. * Defines angle representation
  4680. */
  4681. export class Angle {
  4682. private _radians;
  4683. /**
  4684. * Creates an Angle object of "radians" radians (float).
  4685. * @param radians the angle in radians
  4686. */
  4687. constructor(radians: number);
  4688. /**
  4689. * Get value in degrees
  4690. * @returns the Angle value in degrees (float)
  4691. */
  4692. degrees(): number;
  4693. /**
  4694. * Get value in radians
  4695. * @returns the Angle value in radians (float)
  4696. */
  4697. radians(): number;
  4698. /**
  4699. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4700. * @param a defines first vector
  4701. * @param b defines second vector
  4702. * @returns a new Angle
  4703. */
  4704. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4705. /**
  4706. * Gets a new Angle object from the given float in radians
  4707. * @param radians defines the angle value in radians
  4708. * @returns a new Angle
  4709. */
  4710. static FromRadians(radians: number): Angle;
  4711. /**
  4712. * Gets a new Angle object from the given float in degrees
  4713. * @param degrees defines the angle value in degrees
  4714. * @returns a new Angle
  4715. */
  4716. static FromDegrees(degrees: number): Angle;
  4717. }
  4718. /**
  4719. * This represents an arc in a 2d space.
  4720. */
  4721. export class Arc2 {
  4722. /** Defines the start point of the arc */
  4723. startPoint: Vector2;
  4724. /** Defines the mid point of the arc */
  4725. midPoint: Vector2;
  4726. /** Defines the end point of the arc */
  4727. endPoint: Vector2;
  4728. /**
  4729. * Defines the center point of the arc.
  4730. */
  4731. centerPoint: Vector2;
  4732. /**
  4733. * Defines the radius of the arc.
  4734. */
  4735. radius: number;
  4736. /**
  4737. * Defines the angle of the arc (from mid point to end point).
  4738. */
  4739. angle: Angle;
  4740. /**
  4741. * Defines the start angle of the arc (from start point to middle point).
  4742. */
  4743. startAngle: Angle;
  4744. /**
  4745. * Defines the orientation of the arc (clock wise/counter clock wise).
  4746. */
  4747. orientation: Orientation;
  4748. /**
  4749. * Creates an Arc object from the three given points : start, middle and end.
  4750. * @param startPoint Defines the start point of the arc
  4751. * @param midPoint Defines the midlle point of the arc
  4752. * @param endPoint Defines the end point of the arc
  4753. */
  4754. constructor(
  4755. /** Defines the start point of the arc */
  4756. startPoint: Vector2,
  4757. /** Defines the mid point of the arc */
  4758. midPoint: Vector2,
  4759. /** Defines the end point of the arc */
  4760. endPoint: Vector2);
  4761. }
  4762. /**
  4763. * Represents a 2D path made up of multiple 2D points
  4764. */
  4765. export class Path2 {
  4766. private _points;
  4767. private _length;
  4768. /**
  4769. * If the path start and end point are the same
  4770. */
  4771. closed: boolean;
  4772. /**
  4773. * Creates a Path2 object from the starting 2D coordinates x and y.
  4774. * @param x the starting points x value
  4775. * @param y the starting points y value
  4776. */
  4777. constructor(x: number, y: number);
  4778. /**
  4779. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4780. * @param x the added points x value
  4781. * @param y the added points y value
  4782. * @returns the updated Path2.
  4783. */
  4784. addLineTo(x: number, y: number): Path2;
  4785. /**
  4786. * 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.
  4787. * @param midX middle point x value
  4788. * @param midY middle point y value
  4789. * @param endX end point x value
  4790. * @param endY end point y value
  4791. * @param numberOfSegments (default: 36)
  4792. * @returns the updated Path2.
  4793. */
  4794. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4795. /**
  4796. * Closes the Path2.
  4797. * @returns the Path2.
  4798. */
  4799. close(): Path2;
  4800. /**
  4801. * Gets the sum of the distance between each sequential point in the path
  4802. * @returns the Path2 total length (float).
  4803. */
  4804. length(): number;
  4805. /**
  4806. * Gets the points which construct the path
  4807. * @returns the Path2 internal array of points.
  4808. */
  4809. getPoints(): Vector2[];
  4810. /**
  4811. * Retreives the point at the distance aways from the starting point
  4812. * @param normalizedLengthPosition the length along the path to retreive the point from
  4813. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4814. */
  4815. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4816. /**
  4817. * Creates a new path starting from an x and y position
  4818. * @param x starting x value
  4819. * @param y starting y value
  4820. * @returns a new Path2 starting at the coordinates (x, y).
  4821. */
  4822. static StartingAt(x: number, y: number): Path2;
  4823. }
  4824. /**
  4825. * Represents a 3D path made up of multiple 3D points
  4826. */
  4827. export class Path3D {
  4828. /**
  4829. * an array of Vector3, the curve axis of the Path3D
  4830. */
  4831. path: Vector3[];
  4832. private _curve;
  4833. private _distances;
  4834. private _tangents;
  4835. private _normals;
  4836. private _binormals;
  4837. private _raw;
  4838. private _alignTangentsWithPath;
  4839. private readonly _pointAtData;
  4840. /**
  4841. * new Path3D(path, normal, raw)
  4842. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4843. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4844. * @param path an array of Vector3, the curve axis of the Path3D
  4845. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4846. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4847. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  4848. */
  4849. constructor(
  4850. /**
  4851. * an array of Vector3, the curve axis of the Path3D
  4852. */
  4853. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  4854. /**
  4855. * Returns the Path3D array of successive Vector3 designing its curve.
  4856. * @returns the Path3D array of successive Vector3 designing its curve.
  4857. */
  4858. getCurve(): Vector3[];
  4859. /**
  4860. * Returns the Path3D array of successive Vector3 designing its curve.
  4861. * @returns the Path3D array of successive Vector3 designing its curve.
  4862. */
  4863. getPoints(): Vector3[];
  4864. /**
  4865. * @returns the computed length (float) of the path.
  4866. */
  4867. length(): number;
  4868. /**
  4869. * Returns an array populated with tangent vectors on each Path3D curve point.
  4870. * @returns an array populated with tangent vectors on each Path3D curve point.
  4871. */
  4872. getTangents(): Vector3[];
  4873. /**
  4874. * Returns an array populated with normal vectors on each Path3D curve point.
  4875. * @returns an array populated with normal vectors on each Path3D curve point.
  4876. */
  4877. getNormals(): Vector3[];
  4878. /**
  4879. * Returns an array populated with binormal vectors on each Path3D curve point.
  4880. * @returns an array populated with binormal vectors on each Path3D curve point.
  4881. */
  4882. getBinormals(): Vector3[];
  4883. /**
  4884. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4885. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4886. */
  4887. getDistances(): number[];
  4888. /**
  4889. * Returns an interpolated point along this path
  4890. * @param position the position of the point along this path, from 0.0 to 1.0
  4891. * @returns a new Vector3 as the point
  4892. */
  4893. getPointAt(position: number): Vector3;
  4894. /**
  4895. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4896. * @param position the position of the point along this path, from 0.0 to 1.0
  4897. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  4898. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  4899. */
  4900. getTangentAt(position: number, interpolated?: boolean): Vector3;
  4901. /**
  4902. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  4903. * @param position the position of the point along this path, from 0.0 to 1.0
  4904. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  4905. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  4906. */
  4907. getNormalAt(position: number, interpolated?: boolean): Vector3;
  4908. /**
  4909. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  4910. * @param position the position of the point along this path, from 0.0 to 1.0
  4911. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  4912. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  4913. */
  4914. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  4915. /**
  4916. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  4917. * @param position the position of the point along this path, from 0.0 to 1.0
  4918. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  4919. */
  4920. getDistanceAt(position: number): number;
  4921. /**
  4922. * Returns the array index of the previous point of an interpolated point along this path
  4923. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4924. * @returns the array index
  4925. */
  4926. getPreviousPointIndexAt(position: number): number;
  4927. /**
  4928. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  4929. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  4930. * @returns the sub position
  4931. */
  4932. getSubPositionAt(position: number): number;
  4933. /**
  4934. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  4935. * @param target the vector of which to get the closest position to
  4936. * @returns the position of the closest virtual point on this path to the target vector
  4937. */
  4938. getClosestPositionTo(target: Vector3): number;
  4939. /**
  4940. * Returns a sub path (slice) of this path
  4941. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4942. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  4943. * @returns a sub path (slice) of this path
  4944. */
  4945. slice(start?: number, end?: number): Path3D;
  4946. /**
  4947. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4948. * @param path path which all values are copied into the curves points
  4949. * @param firstNormal which should be projected onto the curve
  4950. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  4951. * @returns the same object updated.
  4952. */
  4953. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  4954. private _compute;
  4955. private _getFirstNonNullVector;
  4956. private _getLastNonNullVector;
  4957. private _normalVector;
  4958. /**
  4959. * Updates the point at data for an interpolated point along this curve
  4960. * @param position the position of the point along this curve, from 0.0 to 1.0
  4961. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  4962. * @returns the (updated) point at data
  4963. */
  4964. private _updatePointAtData;
  4965. /**
  4966. * Updates the point at data from the specified parameters
  4967. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  4968. * @param point the interpolated point
  4969. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  4970. */
  4971. private _setPointAtData;
  4972. /**
  4973. * Updates the point at interpolation matrix for the tangents, normals and binormals
  4974. */
  4975. private _updateInterpolationMatrix;
  4976. }
  4977. /**
  4978. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4979. * A Curve3 is designed from a series of successive Vector3.
  4980. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4981. */
  4982. export class Curve3 {
  4983. private _points;
  4984. private _length;
  4985. /**
  4986. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4987. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4988. * @param v1 (Vector3) the control point
  4989. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4990. * @param nbPoints (integer) the wanted number of points in the curve
  4991. * @returns the created Curve3
  4992. */
  4993. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4994. /**
  4995. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4996. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4997. * @param v1 (Vector3) the first control point
  4998. * @param v2 (Vector3) the second control point
  4999. * @param v3 (Vector3) the end point of the Cubic Bezier
  5000. * @param nbPoints (integer) the wanted number of points in the curve
  5001. * @returns the created Curve3
  5002. */
  5003. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  5004. /**
  5005. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  5006. * @param p1 (Vector3) the origin point of the Hermite Spline
  5007. * @param t1 (Vector3) the tangent vector at the origin point
  5008. * @param p2 (Vector3) the end point of the Hermite Spline
  5009. * @param t2 (Vector3) the tangent vector at the end point
  5010. * @param nbPoints (integer) the wanted number of points in the curve
  5011. * @returns the created Curve3
  5012. */
  5013. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  5014. /**
  5015. * Returns a Curve3 object along a CatmullRom Spline curve :
  5016. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  5017. * @param nbPoints (integer) the wanted number of points between each curve control points
  5018. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  5019. * @returns the created Curve3
  5020. */
  5021. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  5022. /**
  5023. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  5024. * A Curve3 is designed from a series of successive Vector3.
  5025. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  5026. * @param points points which make up the curve
  5027. */
  5028. constructor(points: Vector3[]);
  5029. /**
  5030. * @returns the Curve3 stored array of successive Vector3
  5031. */
  5032. getPoints(): Vector3[];
  5033. /**
  5034. * @returns the computed length (float) of the curve.
  5035. */
  5036. length(): number;
  5037. /**
  5038. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  5039. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  5040. * curveA and curveB keep unchanged.
  5041. * @param curve the curve to continue from this curve
  5042. * @returns the newly constructed curve
  5043. */
  5044. continue(curve: DeepImmutable<Curve3>): Curve3;
  5045. private _computeLength;
  5046. }
  5047. }
  5048. declare module "babylonjs/Animations/easing" {
  5049. /**
  5050. * This represents the main contract an easing function should follow.
  5051. * Easing functions are used throughout the animation system.
  5052. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5053. */
  5054. export interface IEasingFunction {
  5055. /**
  5056. * Given an input gradient between 0 and 1, this returns the corrseponding value
  5057. * of the easing function.
  5058. * The link below provides some of the most common examples of easing functions.
  5059. * @see https://easings.net/
  5060. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5061. * @returns the corresponding value on the curve defined by the easing function
  5062. */
  5063. ease(gradient: number): number;
  5064. }
  5065. /**
  5066. * Base class used for every default easing function.
  5067. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5068. */
  5069. export class EasingFunction implements IEasingFunction {
  5070. /**
  5071. * Interpolation follows the mathematical formula associated with the easing function.
  5072. */
  5073. static readonly EASINGMODE_EASEIN: number;
  5074. /**
  5075. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  5076. */
  5077. static readonly EASINGMODE_EASEOUT: number;
  5078. /**
  5079. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  5080. */
  5081. static readonly EASINGMODE_EASEINOUT: number;
  5082. private _easingMode;
  5083. /**
  5084. * Sets the easing mode of the current function.
  5085. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  5086. */
  5087. setEasingMode(easingMode: number): void;
  5088. /**
  5089. * Gets the current easing mode.
  5090. * @returns the easing mode
  5091. */
  5092. getEasingMode(): number;
  5093. /**
  5094. * @hidden
  5095. */
  5096. easeInCore(gradient: number): number;
  5097. /**
  5098. * Given an input gradient between 0 and 1, this returns the corresponding value
  5099. * of the easing function.
  5100. * @param gradient Defines the value between 0 and 1 we want the easing value for
  5101. * @returns the corresponding value on the curve defined by the easing function
  5102. */
  5103. ease(gradient: number): number;
  5104. }
  5105. /**
  5106. * Easing function with a circle shape (see link below).
  5107. * @see https://easings.net/#easeInCirc
  5108. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5109. */
  5110. export class CircleEase extends EasingFunction implements IEasingFunction {
  5111. /** @hidden */
  5112. easeInCore(gradient: number): number;
  5113. }
  5114. /**
  5115. * Easing function with a ease back shape (see link below).
  5116. * @see https://easings.net/#easeInBack
  5117. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5118. */
  5119. export class BackEase extends EasingFunction implements IEasingFunction {
  5120. /** Defines the amplitude of the function */
  5121. amplitude: number;
  5122. /**
  5123. * Instantiates a back ease easing
  5124. * @see https://easings.net/#easeInBack
  5125. * @param amplitude Defines the amplitude of the function
  5126. */
  5127. constructor(
  5128. /** Defines the amplitude of the function */
  5129. amplitude?: number);
  5130. /** @hidden */
  5131. easeInCore(gradient: number): number;
  5132. }
  5133. /**
  5134. * Easing function with a bouncing shape (see link below).
  5135. * @see https://easings.net/#easeInBounce
  5136. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5137. */
  5138. export class BounceEase extends EasingFunction implements IEasingFunction {
  5139. /** Defines the number of bounces */
  5140. bounces: number;
  5141. /** Defines the amplitude of the bounce */
  5142. bounciness: number;
  5143. /**
  5144. * Instantiates a bounce easing
  5145. * @see https://easings.net/#easeInBounce
  5146. * @param bounces Defines the number of bounces
  5147. * @param bounciness Defines the amplitude of the bounce
  5148. */
  5149. constructor(
  5150. /** Defines the number of bounces */
  5151. bounces?: number,
  5152. /** Defines the amplitude of the bounce */
  5153. bounciness?: number);
  5154. /** @hidden */
  5155. easeInCore(gradient: number): number;
  5156. }
  5157. /**
  5158. * Easing function with a power of 3 shape (see link below).
  5159. * @see https://easings.net/#easeInCubic
  5160. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5161. */
  5162. export class CubicEase extends EasingFunction implements IEasingFunction {
  5163. /** @hidden */
  5164. easeInCore(gradient: number): number;
  5165. }
  5166. /**
  5167. * Easing function with an elastic shape (see link below).
  5168. * @see https://easings.net/#easeInElastic
  5169. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5170. */
  5171. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5172. /** Defines the number of oscillations*/
  5173. oscillations: number;
  5174. /** Defines the amplitude of the oscillations*/
  5175. springiness: number;
  5176. /**
  5177. * Instantiates an elastic easing function
  5178. * @see https://easings.net/#easeInElastic
  5179. * @param oscillations Defines the number of oscillations
  5180. * @param springiness Defines the amplitude of the oscillations
  5181. */
  5182. constructor(
  5183. /** Defines the number of oscillations*/
  5184. oscillations?: number,
  5185. /** Defines the amplitude of the oscillations*/
  5186. springiness?: number);
  5187. /** @hidden */
  5188. easeInCore(gradient: number): number;
  5189. }
  5190. /**
  5191. * Easing function with an exponential shape (see link below).
  5192. * @see https://easings.net/#easeInExpo
  5193. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5194. */
  5195. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5196. /** Defines the exponent of the function */
  5197. exponent: number;
  5198. /**
  5199. * Instantiates an exponential easing function
  5200. * @see https://easings.net/#easeInExpo
  5201. * @param exponent Defines the exponent of the function
  5202. */
  5203. constructor(
  5204. /** Defines the exponent of the function */
  5205. exponent?: number);
  5206. /** @hidden */
  5207. easeInCore(gradient: number): number;
  5208. }
  5209. /**
  5210. * Easing function with a power shape (see link below).
  5211. * @see https://easings.net/#easeInQuad
  5212. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5213. */
  5214. export class PowerEase extends EasingFunction implements IEasingFunction {
  5215. /** Defines the power of the function */
  5216. power: number;
  5217. /**
  5218. * Instantiates an power base easing function
  5219. * @see https://easings.net/#easeInQuad
  5220. * @param power Defines the power of the function
  5221. */
  5222. constructor(
  5223. /** Defines the power of the function */
  5224. power?: number);
  5225. /** @hidden */
  5226. easeInCore(gradient: number): number;
  5227. }
  5228. /**
  5229. * Easing function with a power of 2 shape (see link below).
  5230. * @see https://easings.net/#easeInQuad
  5231. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5232. */
  5233. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5234. /** @hidden */
  5235. easeInCore(gradient: number): number;
  5236. }
  5237. /**
  5238. * Easing function with a power of 4 shape (see link below).
  5239. * @see https://easings.net/#easeInQuart
  5240. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5241. */
  5242. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5243. /** @hidden */
  5244. easeInCore(gradient: number): number;
  5245. }
  5246. /**
  5247. * Easing function with a power of 5 shape (see link below).
  5248. * @see https://easings.net/#easeInQuint
  5249. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5250. */
  5251. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5252. /** @hidden */
  5253. easeInCore(gradient: number): number;
  5254. }
  5255. /**
  5256. * Easing function with a sin shape (see link below).
  5257. * @see https://easings.net/#easeInSine
  5258. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5259. */
  5260. export class SineEase extends EasingFunction implements IEasingFunction {
  5261. /** @hidden */
  5262. easeInCore(gradient: number): number;
  5263. }
  5264. /**
  5265. * Easing function with a bezier shape (see link below).
  5266. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5267. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5268. */
  5269. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5270. /** Defines the x component of the start tangent in the bezier curve */
  5271. x1: number;
  5272. /** Defines the y component of the start tangent in the bezier curve */
  5273. y1: number;
  5274. /** Defines the x component of the end tangent in the bezier curve */
  5275. x2: number;
  5276. /** Defines the y component of the end tangent in the bezier curve */
  5277. y2: number;
  5278. /**
  5279. * Instantiates a bezier function
  5280. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5281. * @param x1 Defines the x component of the start tangent in the bezier curve
  5282. * @param y1 Defines the y component of the start tangent in the bezier curve
  5283. * @param x2 Defines the x component of the end tangent in the bezier curve
  5284. * @param y2 Defines the y component of the end tangent in the bezier curve
  5285. */
  5286. constructor(
  5287. /** Defines the x component of the start tangent in the bezier curve */
  5288. x1?: number,
  5289. /** Defines the y component of the start tangent in the bezier curve */
  5290. y1?: number,
  5291. /** Defines the x component of the end tangent in the bezier curve */
  5292. x2?: number,
  5293. /** Defines the y component of the end tangent in the bezier curve */
  5294. y2?: number);
  5295. /** @hidden */
  5296. easeInCore(gradient: number): number;
  5297. }
  5298. }
  5299. declare module "babylonjs/Maths/math.color" {
  5300. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5301. /**
  5302. * Class used to hold a RBG color
  5303. */
  5304. export class Color3 {
  5305. /**
  5306. * Defines the red component (between 0 and 1, default is 0)
  5307. */
  5308. r: number;
  5309. /**
  5310. * Defines the green component (between 0 and 1, default is 0)
  5311. */
  5312. g: number;
  5313. /**
  5314. * Defines the blue component (between 0 and 1, default is 0)
  5315. */
  5316. b: number;
  5317. /**
  5318. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5319. * @param r defines the red component (between 0 and 1, default is 0)
  5320. * @param g defines the green component (between 0 and 1, default is 0)
  5321. * @param b defines the blue component (between 0 and 1, default is 0)
  5322. */
  5323. constructor(
  5324. /**
  5325. * Defines the red component (between 0 and 1, default is 0)
  5326. */
  5327. r?: number,
  5328. /**
  5329. * Defines the green component (between 0 and 1, default is 0)
  5330. */
  5331. g?: number,
  5332. /**
  5333. * Defines the blue component (between 0 and 1, default is 0)
  5334. */
  5335. b?: number);
  5336. /**
  5337. * Creates a string with the Color3 current values
  5338. * @returns the string representation of the Color3 object
  5339. */
  5340. toString(): string;
  5341. /**
  5342. * Returns the string "Color3"
  5343. * @returns "Color3"
  5344. */
  5345. getClassName(): string;
  5346. /**
  5347. * Compute the Color3 hash code
  5348. * @returns an unique number that can be used to hash Color3 objects
  5349. */
  5350. getHashCode(): number;
  5351. /**
  5352. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5353. * @param array defines the array where to store the r,g,b components
  5354. * @param index defines an optional index in the target array to define where to start storing values
  5355. * @returns the current Color3 object
  5356. */
  5357. toArray(array: FloatArray, index?: number): Color3;
  5358. /**
  5359. * Returns a new Color4 object from the current Color3 and the given alpha
  5360. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5361. * @returns a new Color4 object
  5362. */
  5363. toColor4(alpha?: number): Color4;
  5364. /**
  5365. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5366. * @returns the new array
  5367. */
  5368. asArray(): number[];
  5369. /**
  5370. * Returns the luminance value
  5371. * @returns a float value
  5372. */
  5373. toLuminance(): number;
  5374. /**
  5375. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5376. * @param otherColor defines the second operand
  5377. * @returns the new Color3 object
  5378. */
  5379. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5380. /**
  5381. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5382. * @param otherColor defines the second operand
  5383. * @param result defines the Color3 object where to store the result
  5384. * @returns the current Color3
  5385. */
  5386. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5387. /**
  5388. * Determines equality between Color3 objects
  5389. * @param otherColor defines the second operand
  5390. * @returns true if the rgb values are equal to the given ones
  5391. */
  5392. equals(otherColor: DeepImmutable<Color3>): boolean;
  5393. /**
  5394. * Determines equality between the current Color3 object and a set of r,b,g values
  5395. * @param r defines the red component to check
  5396. * @param g defines the green component to check
  5397. * @param b defines the blue component to check
  5398. * @returns true if the rgb values are equal to the given ones
  5399. */
  5400. equalsFloats(r: number, g: number, b: number): boolean;
  5401. /**
  5402. * Multiplies in place each rgb value by scale
  5403. * @param scale defines the scaling factor
  5404. * @returns the updated Color3
  5405. */
  5406. scale(scale: number): Color3;
  5407. /**
  5408. * Multiplies the rgb values by scale and stores the result into "result"
  5409. * @param scale defines the scaling factor
  5410. * @param result defines the Color3 object where to store the result
  5411. * @returns the unmodified current Color3
  5412. */
  5413. scaleToRef(scale: number, result: Color3): Color3;
  5414. /**
  5415. * Scale the current Color3 values by a factor and add the result to a given Color3
  5416. * @param scale defines the scale factor
  5417. * @param result defines color to store the result into
  5418. * @returns the unmodified current Color3
  5419. */
  5420. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5421. /**
  5422. * Clamps the rgb values by the min and max values and stores the result into "result"
  5423. * @param min defines minimum clamping value (default is 0)
  5424. * @param max defines maximum clamping value (default is 1)
  5425. * @param result defines color to store the result into
  5426. * @returns the original Color3
  5427. */
  5428. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5429. /**
  5430. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5431. * @param otherColor defines the second operand
  5432. * @returns the new Color3
  5433. */
  5434. add(otherColor: DeepImmutable<Color3>): Color3;
  5435. /**
  5436. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5437. * @param otherColor defines the second operand
  5438. * @param result defines Color3 object to store the result into
  5439. * @returns the unmodified current Color3
  5440. */
  5441. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5442. /**
  5443. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5444. * @param otherColor defines the second operand
  5445. * @returns the new Color3
  5446. */
  5447. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5448. /**
  5449. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5450. * @param otherColor defines the second operand
  5451. * @param result defines Color3 object to store the result into
  5452. * @returns the unmodified current Color3
  5453. */
  5454. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5455. /**
  5456. * Copy the current object
  5457. * @returns a new Color3 copied the current one
  5458. */
  5459. clone(): Color3;
  5460. /**
  5461. * Copies the rgb values from the source in the current Color3
  5462. * @param source defines the source Color3 object
  5463. * @returns the updated Color3 object
  5464. */
  5465. copyFrom(source: DeepImmutable<Color3>): Color3;
  5466. /**
  5467. * Updates the Color3 rgb values from the given floats
  5468. * @param r defines the red component to read from
  5469. * @param g defines the green component to read from
  5470. * @param b defines the blue component to read from
  5471. * @returns the current Color3 object
  5472. */
  5473. copyFromFloats(r: number, g: number, b: number): Color3;
  5474. /**
  5475. * Updates the Color3 rgb values from the given floats
  5476. * @param r defines the red component to read from
  5477. * @param g defines the green component to read from
  5478. * @param b defines the blue component to read from
  5479. * @returns the current Color3 object
  5480. */
  5481. set(r: number, g: number, b: number): Color3;
  5482. /**
  5483. * Compute the Color3 hexadecimal code as a string
  5484. * @returns a string containing the hexadecimal representation of the Color3 object
  5485. */
  5486. toHexString(): string;
  5487. /**
  5488. * Computes a new Color3 converted from the current one to linear space
  5489. * @returns a new Color3 object
  5490. */
  5491. toLinearSpace(): Color3;
  5492. /**
  5493. * Converts current color in rgb space to HSV values
  5494. * @returns a new color3 representing the HSV values
  5495. */
  5496. toHSV(): Color3;
  5497. /**
  5498. * Converts current color in rgb space to HSV values
  5499. * @param result defines the Color3 where to store the HSV values
  5500. */
  5501. toHSVToRef(result: Color3): void;
  5502. /**
  5503. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5504. * @param convertedColor defines the Color3 object where to store the linear space version
  5505. * @returns the unmodified Color3
  5506. */
  5507. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5508. /**
  5509. * Computes a new Color3 converted from the current one to gamma space
  5510. * @returns a new Color3 object
  5511. */
  5512. toGammaSpace(): Color3;
  5513. /**
  5514. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5515. * @param convertedColor defines the Color3 object where to store the gamma space version
  5516. * @returns the unmodified Color3
  5517. */
  5518. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5519. private static _BlackReadOnly;
  5520. /**
  5521. * Convert Hue, saturation and value to a Color3 (RGB)
  5522. * @param hue defines the hue
  5523. * @param saturation defines the saturation
  5524. * @param value defines the value
  5525. * @param result defines the Color3 where to store the RGB values
  5526. */
  5527. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5528. /**
  5529. * Creates a new Color3 from the string containing valid hexadecimal values
  5530. * @param hex defines a string containing valid hexadecimal values
  5531. * @returns a new Color3 object
  5532. */
  5533. static FromHexString(hex: string): Color3;
  5534. /**
  5535. * Creates a new Color3 from the starting index of the given array
  5536. * @param array defines the source array
  5537. * @param offset defines an offset in the source array
  5538. * @returns a new Color3 object
  5539. */
  5540. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5541. /**
  5542. * Creates a new Color3 from integer values (< 256)
  5543. * @param r defines the red component to read from (value between 0 and 255)
  5544. * @param g defines the green component to read from (value between 0 and 255)
  5545. * @param b defines the blue component to read from (value between 0 and 255)
  5546. * @returns a new Color3 object
  5547. */
  5548. static FromInts(r: number, g: number, b: number): Color3;
  5549. /**
  5550. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5551. * @param start defines the start Color3 value
  5552. * @param end defines the end Color3 value
  5553. * @param amount defines the gradient value between start and end
  5554. * @returns a new Color3 object
  5555. */
  5556. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5557. /**
  5558. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5559. * @param left defines the start value
  5560. * @param right defines the end value
  5561. * @param amount defines the gradient factor
  5562. * @param result defines the Color3 object where to store the result
  5563. */
  5564. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5565. /**
  5566. * Returns a Color3 value containing a red color
  5567. * @returns a new Color3 object
  5568. */
  5569. static Red(): Color3;
  5570. /**
  5571. * Returns a Color3 value containing a green color
  5572. * @returns a new Color3 object
  5573. */
  5574. static Green(): Color3;
  5575. /**
  5576. * Returns a Color3 value containing a blue color
  5577. * @returns a new Color3 object
  5578. */
  5579. static Blue(): Color3;
  5580. /**
  5581. * Returns a Color3 value containing a black color
  5582. * @returns a new Color3 object
  5583. */
  5584. static Black(): Color3;
  5585. /**
  5586. * Gets a Color3 value containing a black color that must not be updated
  5587. */
  5588. static get BlackReadOnly(): DeepImmutable<Color3>;
  5589. /**
  5590. * Returns a Color3 value containing a white color
  5591. * @returns a new Color3 object
  5592. */
  5593. static White(): Color3;
  5594. /**
  5595. * Returns a Color3 value containing a purple color
  5596. * @returns a new Color3 object
  5597. */
  5598. static Purple(): Color3;
  5599. /**
  5600. * Returns a Color3 value containing a magenta color
  5601. * @returns a new Color3 object
  5602. */
  5603. static Magenta(): Color3;
  5604. /**
  5605. * Returns a Color3 value containing a yellow color
  5606. * @returns a new Color3 object
  5607. */
  5608. static Yellow(): Color3;
  5609. /**
  5610. * Returns a Color3 value containing a gray color
  5611. * @returns a new Color3 object
  5612. */
  5613. static Gray(): Color3;
  5614. /**
  5615. * Returns a Color3 value containing a teal color
  5616. * @returns a new Color3 object
  5617. */
  5618. static Teal(): Color3;
  5619. /**
  5620. * Returns a Color3 value containing a random color
  5621. * @returns a new Color3 object
  5622. */
  5623. static Random(): Color3;
  5624. }
  5625. /**
  5626. * Class used to hold a RBGA color
  5627. */
  5628. export class Color4 {
  5629. /**
  5630. * Defines the red component (between 0 and 1, default is 0)
  5631. */
  5632. r: number;
  5633. /**
  5634. * Defines the green component (between 0 and 1, default is 0)
  5635. */
  5636. g: number;
  5637. /**
  5638. * Defines the blue component (between 0 and 1, default is 0)
  5639. */
  5640. b: number;
  5641. /**
  5642. * Defines the alpha component (between 0 and 1, default is 1)
  5643. */
  5644. a: number;
  5645. /**
  5646. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5647. * @param r defines the red component (between 0 and 1, default is 0)
  5648. * @param g defines the green component (between 0 and 1, default is 0)
  5649. * @param b defines the blue component (between 0 and 1, default is 0)
  5650. * @param a defines the alpha component (between 0 and 1, default is 1)
  5651. */
  5652. constructor(
  5653. /**
  5654. * Defines the red component (between 0 and 1, default is 0)
  5655. */
  5656. r?: number,
  5657. /**
  5658. * Defines the green component (between 0 and 1, default is 0)
  5659. */
  5660. g?: number,
  5661. /**
  5662. * Defines the blue component (between 0 and 1, default is 0)
  5663. */
  5664. b?: number,
  5665. /**
  5666. * Defines the alpha component (between 0 and 1, default is 1)
  5667. */
  5668. a?: number);
  5669. /**
  5670. * Adds in place the given Color4 values to the current Color4 object
  5671. * @param right defines the second operand
  5672. * @returns the current updated Color4 object
  5673. */
  5674. addInPlace(right: DeepImmutable<Color4>): Color4;
  5675. /**
  5676. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5677. * @returns the new array
  5678. */
  5679. asArray(): number[];
  5680. /**
  5681. * Stores from the starting index in the given array the Color4 successive values
  5682. * @param array defines the array where to store the r,g,b components
  5683. * @param index defines an optional index in the target array to define where to start storing values
  5684. * @returns the current Color4 object
  5685. */
  5686. toArray(array: number[], index?: number): Color4;
  5687. /**
  5688. * Determines equality between Color4 objects
  5689. * @param otherColor defines the second operand
  5690. * @returns true if the rgba values are equal to the given ones
  5691. */
  5692. equals(otherColor: DeepImmutable<Color4>): boolean;
  5693. /**
  5694. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5695. * @param right defines the second operand
  5696. * @returns a new Color4 object
  5697. */
  5698. add(right: DeepImmutable<Color4>): Color4;
  5699. /**
  5700. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5701. * @param right defines the second operand
  5702. * @returns a new Color4 object
  5703. */
  5704. subtract(right: DeepImmutable<Color4>): Color4;
  5705. /**
  5706. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5707. * @param right defines the second operand
  5708. * @param result defines the Color4 object where to store the result
  5709. * @returns the current Color4 object
  5710. */
  5711. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5712. /**
  5713. * Creates a new Color4 with the current Color4 values multiplied by scale
  5714. * @param scale defines the scaling factor to apply
  5715. * @returns a new Color4 object
  5716. */
  5717. scale(scale: number): Color4;
  5718. /**
  5719. * Multiplies the current Color4 values by scale and stores the result in "result"
  5720. * @param scale defines the scaling factor to apply
  5721. * @param result defines the Color4 object where to store the result
  5722. * @returns the current unmodified Color4
  5723. */
  5724. scaleToRef(scale: number, result: Color4): Color4;
  5725. /**
  5726. * Scale the current Color4 values by a factor and add the result to a given Color4
  5727. * @param scale defines the scale factor
  5728. * @param result defines the Color4 object where to store the result
  5729. * @returns the unmodified current Color4
  5730. */
  5731. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5732. /**
  5733. * Clamps the rgb values by the min and max values and stores the result into "result"
  5734. * @param min defines minimum clamping value (default is 0)
  5735. * @param max defines maximum clamping value (default is 1)
  5736. * @param result defines color to store the result into.
  5737. * @returns the cuurent Color4
  5738. */
  5739. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5740. /**
  5741. * Multipy an Color4 value by another and return a new Color4 object
  5742. * @param color defines the Color4 value to multiply by
  5743. * @returns a new Color4 object
  5744. */
  5745. multiply(color: Color4): Color4;
  5746. /**
  5747. * Multipy a Color4 value by another and push the result in a reference value
  5748. * @param color defines the Color4 value to multiply by
  5749. * @param result defines the Color4 to fill the result in
  5750. * @returns the result Color4
  5751. */
  5752. multiplyToRef(color: Color4, result: Color4): Color4;
  5753. /**
  5754. * Creates a string with the Color4 current values
  5755. * @returns the string representation of the Color4 object
  5756. */
  5757. toString(): string;
  5758. /**
  5759. * Returns the string "Color4"
  5760. * @returns "Color4"
  5761. */
  5762. getClassName(): string;
  5763. /**
  5764. * Compute the Color4 hash code
  5765. * @returns an unique number that can be used to hash Color4 objects
  5766. */
  5767. getHashCode(): number;
  5768. /**
  5769. * Creates a new Color4 copied from the current one
  5770. * @returns a new Color4 object
  5771. */
  5772. clone(): Color4;
  5773. /**
  5774. * Copies the given Color4 values into the current one
  5775. * @param source defines the source Color4 object
  5776. * @returns the current updated Color4 object
  5777. */
  5778. copyFrom(source: Color4): Color4;
  5779. /**
  5780. * Copies the given float values into the current one
  5781. * @param r defines the red component to read from
  5782. * @param g defines the green component to read from
  5783. * @param b defines the blue component to read from
  5784. * @param a defines the alpha component to read from
  5785. * @returns the current updated Color4 object
  5786. */
  5787. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5788. /**
  5789. * Copies the given float values into the current one
  5790. * @param r defines the red component to read from
  5791. * @param g defines the green component to read from
  5792. * @param b defines the blue component to read from
  5793. * @param a defines the alpha component to read from
  5794. * @returns the current updated Color4 object
  5795. */
  5796. set(r: number, g: number, b: number, a: number): Color4;
  5797. /**
  5798. * Compute the Color4 hexadecimal code as a string
  5799. * @returns a string containing the hexadecimal representation of the Color4 object
  5800. */
  5801. toHexString(): string;
  5802. /**
  5803. * Computes a new Color4 converted from the current one to linear space
  5804. * @returns a new Color4 object
  5805. */
  5806. toLinearSpace(): Color4;
  5807. /**
  5808. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5809. * @param convertedColor defines the Color4 object where to store the linear space version
  5810. * @returns the unmodified Color4
  5811. */
  5812. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5813. /**
  5814. * Computes a new Color4 converted from the current one to gamma space
  5815. * @returns a new Color4 object
  5816. */
  5817. toGammaSpace(): Color4;
  5818. /**
  5819. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5820. * @param convertedColor defines the Color4 object where to store the gamma space version
  5821. * @returns the unmodified Color4
  5822. */
  5823. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5824. /**
  5825. * Creates a new Color4 from the string containing valid hexadecimal values
  5826. * @param hex defines a string containing valid hexadecimal values
  5827. * @returns a new Color4 object
  5828. */
  5829. static FromHexString(hex: string): Color4;
  5830. /**
  5831. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5832. * @param left defines the start value
  5833. * @param right defines the end value
  5834. * @param amount defines the gradient factor
  5835. * @returns a new Color4 object
  5836. */
  5837. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5838. /**
  5839. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5840. * @param left defines the start value
  5841. * @param right defines the end value
  5842. * @param amount defines the gradient factor
  5843. * @param result defines the Color4 object where to store data
  5844. */
  5845. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5846. /**
  5847. * Creates a new Color4 from a Color3 and an alpha value
  5848. * @param color3 defines the source Color3 to read from
  5849. * @param alpha defines the alpha component (1.0 by default)
  5850. * @returns a new Color4 object
  5851. */
  5852. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5853. /**
  5854. * Creates a new Color4 from the starting index element of the given array
  5855. * @param array defines the source array to read from
  5856. * @param offset defines the offset in the source array
  5857. * @returns a new Color4 object
  5858. */
  5859. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5860. /**
  5861. * Creates a new Color3 from integer values (< 256)
  5862. * @param r defines the red component to read from (value between 0 and 255)
  5863. * @param g defines the green component to read from (value between 0 and 255)
  5864. * @param b defines the blue component to read from (value between 0 and 255)
  5865. * @param a defines the alpha component to read from (value between 0 and 255)
  5866. * @returns a new Color3 object
  5867. */
  5868. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5869. /**
  5870. * Check the content of a given array and convert it to an array containing RGBA data
  5871. * If the original array was already containing count * 4 values then it is returned directly
  5872. * @param colors defines the array to check
  5873. * @param count defines the number of RGBA data to expect
  5874. * @returns an array containing count * 4 values (RGBA)
  5875. */
  5876. static CheckColors4(colors: number[], count: number): number[];
  5877. }
  5878. /**
  5879. * @hidden
  5880. */
  5881. export class TmpColors {
  5882. static Color3: Color3[];
  5883. static Color4: Color4[];
  5884. }
  5885. }
  5886. declare module "babylonjs/Animations/animationKey" {
  5887. /**
  5888. * Defines an interface which represents an animation key frame
  5889. */
  5890. export interface IAnimationKey {
  5891. /**
  5892. * Frame of the key frame
  5893. */
  5894. frame: number;
  5895. /**
  5896. * Value at the specifies key frame
  5897. */
  5898. value: any;
  5899. /**
  5900. * The input tangent for the cubic hermite spline
  5901. */
  5902. inTangent?: any;
  5903. /**
  5904. * The output tangent for the cubic hermite spline
  5905. */
  5906. outTangent?: any;
  5907. /**
  5908. * The animation interpolation type
  5909. */
  5910. interpolation?: AnimationKeyInterpolation;
  5911. }
  5912. /**
  5913. * Enum for the animation key frame interpolation type
  5914. */
  5915. export enum AnimationKeyInterpolation {
  5916. /**
  5917. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5918. */
  5919. STEP = 1
  5920. }
  5921. }
  5922. declare module "babylonjs/Animations/animationRange" {
  5923. /**
  5924. * Represents the range of an animation
  5925. */
  5926. export class AnimationRange {
  5927. /**The name of the animation range**/
  5928. name: string;
  5929. /**The starting frame of the animation */
  5930. from: number;
  5931. /**The ending frame of the animation*/
  5932. to: number;
  5933. /**
  5934. * Initializes the range of an animation
  5935. * @param name The name of the animation range
  5936. * @param from The starting frame of the animation
  5937. * @param to The ending frame of the animation
  5938. */
  5939. constructor(
  5940. /**The name of the animation range**/
  5941. name: string,
  5942. /**The starting frame of the animation */
  5943. from: number,
  5944. /**The ending frame of the animation*/
  5945. to: number);
  5946. /**
  5947. * Makes a copy of the animation range
  5948. * @returns A copy of the animation range
  5949. */
  5950. clone(): AnimationRange;
  5951. }
  5952. }
  5953. declare module "babylonjs/Animations/animationEvent" {
  5954. /**
  5955. * Composed of a frame, and an action function
  5956. */
  5957. export class AnimationEvent {
  5958. /** The frame for which the event is triggered **/
  5959. frame: number;
  5960. /** The event to perform when triggered **/
  5961. action: (currentFrame: number) => void;
  5962. /** Specifies if the event should be triggered only once**/
  5963. onlyOnce?: boolean | undefined;
  5964. /**
  5965. * Specifies if the animation event is done
  5966. */
  5967. isDone: boolean;
  5968. /**
  5969. * Initializes the animation event
  5970. * @param frame The frame for which the event is triggered
  5971. * @param action The event to perform when triggered
  5972. * @param onlyOnce Specifies if the event should be triggered only once
  5973. */
  5974. constructor(
  5975. /** The frame for which the event is triggered **/
  5976. frame: number,
  5977. /** The event to perform when triggered **/
  5978. action: (currentFrame: number) => void,
  5979. /** Specifies if the event should be triggered only once**/
  5980. onlyOnce?: boolean | undefined);
  5981. /** @hidden */
  5982. _clone(): AnimationEvent;
  5983. }
  5984. }
  5985. declare module "babylonjs/Behaviors/behavior" {
  5986. import { Nullable } from "babylonjs/types";
  5987. /**
  5988. * Interface used to define a behavior
  5989. */
  5990. export interface Behavior<T> {
  5991. /** gets or sets behavior's name */
  5992. name: string;
  5993. /**
  5994. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5995. */
  5996. init(): void;
  5997. /**
  5998. * Called when the behavior is attached to a target
  5999. * @param target defines the target where the behavior is attached to
  6000. */
  6001. attach(target: T): void;
  6002. /**
  6003. * Called when the behavior is detached from its target
  6004. */
  6005. detach(): void;
  6006. }
  6007. /**
  6008. * Interface implemented by classes supporting behaviors
  6009. */
  6010. export interface IBehaviorAware<T> {
  6011. /**
  6012. * Attach a behavior
  6013. * @param behavior defines the behavior to attach
  6014. * @returns the current host
  6015. */
  6016. addBehavior(behavior: Behavior<T>): T;
  6017. /**
  6018. * Remove a behavior from the current object
  6019. * @param behavior defines the behavior to detach
  6020. * @returns the current host
  6021. */
  6022. removeBehavior(behavior: Behavior<T>): T;
  6023. /**
  6024. * Gets a behavior using its name to search
  6025. * @param name defines the name to search
  6026. * @returns the behavior or null if not found
  6027. */
  6028. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  6029. }
  6030. }
  6031. declare module "babylonjs/Misc/smartArray" {
  6032. /**
  6033. * Defines an array and its length.
  6034. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  6035. */
  6036. export interface ISmartArrayLike<T> {
  6037. /**
  6038. * The data of the array.
  6039. */
  6040. data: Array<T>;
  6041. /**
  6042. * The active length of the array.
  6043. */
  6044. length: number;
  6045. }
  6046. /**
  6047. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6048. */
  6049. export class SmartArray<T> implements ISmartArrayLike<T> {
  6050. /**
  6051. * The full set of data from the array.
  6052. */
  6053. data: Array<T>;
  6054. /**
  6055. * The active length of the array.
  6056. */
  6057. length: number;
  6058. protected _id: number;
  6059. /**
  6060. * Instantiates a Smart Array.
  6061. * @param capacity defines the default capacity of the array.
  6062. */
  6063. constructor(capacity: number);
  6064. /**
  6065. * Pushes a value at the end of the active data.
  6066. * @param value defines the object to push in the array.
  6067. */
  6068. push(value: T): void;
  6069. /**
  6070. * Iterates over the active data and apply the lambda to them.
  6071. * @param func defines the action to apply on each value.
  6072. */
  6073. forEach(func: (content: T) => void): void;
  6074. /**
  6075. * Sorts the full sets of data.
  6076. * @param compareFn defines the comparison function to apply.
  6077. */
  6078. sort(compareFn: (a: T, b: T) => number): void;
  6079. /**
  6080. * Resets the active data to an empty array.
  6081. */
  6082. reset(): void;
  6083. /**
  6084. * Releases all the data from the array as well as the array.
  6085. */
  6086. dispose(): void;
  6087. /**
  6088. * Concats the active data with a given array.
  6089. * @param array defines the data to concatenate with.
  6090. */
  6091. concat(array: any): void;
  6092. /**
  6093. * Returns the position of a value in the active data.
  6094. * @param value defines the value to find the index for
  6095. * @returns the index if found in the active data otherwise -1
  6096. */
  6097. indexOf(value: T): number;
  6098. /**
  6099. * Returns whether an element is part of the active data.
  6100. * @param value defines the value to look for
  6101. * @returns true if found in the active data otherwise false
  6102. */
  6103. contains(value: T): boolean;
  6104. private static _GlobalId;
  6105. }
  6106. /**
  6107. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  6108. * The data in this array can only be present once
  6109. */
  6110. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  6111. private _duplicateId;
  6112. /**
  6113. * Pushes a value at the end of the active data.
  6114. * THIS DOES NOT PREVENT DUPPLICATE DATA
  6115. * @param value defines the object to push in the array.
  6116. */
  6117. push(value: T): void;
  6118. /**
  6119. * Pushes a value at the end of the active data.
  6120. * If the data is already present, it won t be added again
  6121. * @param value defines the object to push in the array.
  6122. * @returns true if added false if it was already present
  6123. */
  6124. pushNoDuplicate(value: T): boolean;
  6125. /**
  6126. * Resets the active data to an empty array.
  6127. */
  6128. reset(): void;
  6129. /**
  6130. * Concats the active data with a given array.
  6131. * This ensures no dupplicate will be present in the result.
  6132. * @param array defines the data to concatenate with.
  6133. */
  6134. concatWithNoDuplicate(array: any): void;
  6135. }
  6136. }
  6137. declare module "babylonjs/Cameras/cameraInputsManager" {
  6138. import { Nullable } from "babylonjs/types";
  6139. import { Camera } from "babylonjs/Cameras/camera";
  6140. /**
  6141. * @ignore
  6142. * This is a list of all the different input types that are available in the application.
  6143. * Fo instance: ArcRotateCameraGamepadInput...
  6144. */
  6145. export var CameraInputTypes: {};
  6146. /**
  6147. * This is the contract to implement in order to create a new input class.
  6148. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6149. */
  6150. export interface ICameraInput<TCamera extends Camera> {
  6151. /**
  6152. * Defines the camera the input is attached to.
  6153. */
  6154. camera: Nullable<TCamera>;
  6155. /**
  6156. * Gets the class name of the current intput.
  6157. * @returns the class name
  6158. */
  6159. getClassName(): string;
  6160. /**
  6161. * Get the friendly name associated with the input class.
  6162. * @returns the input friendly name
  6163. */
  6164. getSimpleName(): string;
  6165. /**
  6166. * Attach the input controls to a specific dom element to get the input from.
  6167. * @param element Defines the element the controls should be listened from
  6168. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6169. */
  6170. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6171. /**
  6172. * Detach the current controls from the specified dom element.
  6173. * @param element Defines the element to stop listening the inputs from
  6174. */
  6175. detachControl(element: Nullable<HTMLElement>): void;
  6176. /**
  6177. * Update the current camera state depending on the inputs that have been used this frame.
  6178. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6179. */
  6180. checkInputs?: () => void;
  6181. }
  6182. /**
  6183. * Represents a map of input types to input instance or input index to input instance.
  6184. */
  6185. export interface CameraInputsMap<TCamera extends Camera> {
  6186. /**
  6187. * Accessor to the input by input type.
  6188. */
  6189. [name: string]: ICameraInput<TCamera>;
  6190. /**
  6191. * Accessor to the input by input index.
  6192. */
  6193. [idx: number]: ICameraInput<TCamera>;
  6194. }
  6195. /**
  6196. * This represents the input manager used within a camera.
  6197. * It helps dealing with all the different kind of input attached to a camera.
  6198. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6199. */
  6200. export class CameraInputsManager<TCamera extends Camera> {
  6201. /**
  6202. * Defines the list of inputs attahed to the camera.
  6203. */
  6204. attached: CameraInputsMap<TCamera>;
  6205. /**
  6206. * Defines the dom element the camera is collecting inputs from.
  6207. * This is null if the controls have not been attached.
  6208. */
  6209. attachedElement: Nullable<HTMLElement>;
  6210. /**
  6211. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6212. */
  6213. noPreventDefault: boolean;
  6214. /**
  6215. * Defined the camera the input manager belongs to.
  6216. */
  6217. camera: TCamera;
  6218. /**
  6219. * Update the current camera state depending on the inputs that have been used this frame.
  6220. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6221. */
  6222. checkInputs: () => void;
  6223. /**
  6224. * Instantiate a new Camera Input Manager.
  6225. * @param camera Defines the camera the input manager blongs to
  6226. */
  6227. constructor(camera: TCamera);
  6228. /**
  6229. * Add an input method to a camera
  6230. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6231. * @param input camera input method
  6232. */
  6233. add(input: ICameraInput<TCamera>): void;
  6234. /**
  6235. * Remove a specific input method from a camera
  6236. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6237. * @param inputToRemove camera input method
  6238. */
  6239. remove(inputToRemove: ICameraInput<TCamera>): void;
  6240. /**
  6241. * Remove a specific input type from a camera
  6242. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6243. * @param inputType the type of the input to remove
  6244. */
  6245. removeByType(inputType: string): void;
  6246. private _addCheckInputs;
  6247. /**
  6248. * Attach the input controls to the currently attached dom element to listen the events from.
  6249. * @param input Defines the input to attach
  6250. */
  6251. attachInput(input: ICameraInput<TCamera>): void;
  6252. /**
  6253. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6254. * @param element Defines the dom element to collect the events from
  6255. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6256. */
  6257. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6258. /**
  6259. * Detach the current manager inputs controls from a specific dom element.
  6260. * @param element Defines the dom element to collect the events from
  6261. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6262. */
  6263. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6264. /**
  6265. * Rebuild the dynamic inputCheck function from the current list of
  6266. * defined inputs in the manager.
  6267. */
  6268. rebuildInputCheck(): void;
  6269. /**
  6270. * Remove all attached input methods from a camera
  6271. */
  6272. clear(): void;
  6273. /**
  6274. * Serialize the current input manager attached to a camera.
  6275. * This ensures than once parsed,
  6276. * the input associated to the camera will be identical to the current ones
  6277. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6278. */
  6279. serialize(serializedCamera: any): void;
  6280. /**
  6281. * Parses an input manager serialized JSON to restore the previous list of inputs
  6282. * and states associated to a camera.
  6283. * @param parsedCamera Defines the JSON to parse
  6284. */
  6285. parse(parsedCamera: any): void;
  6286. }
  6287. }
  6288. declare module "babylonjs/Meshes/buffer" {
  6289. import { Nullable, DataArray } from "babylonjs/types";
  6290. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6291. /**
  6292. * Class used to store data that will be store in GPU memory
  6293. */
  6294. export class Buffer {
  6295. private _engine;
  6296. private _buffer;
  6297. /** @hidden */
  6298. _data: Nullable<DataArray>;
  6299. private _updatable;
  6300. private _instanced;
  6301. private _divisor;
  6302. /**
  6303. * Gets the byte stride.
  6304. */
  6305. readonly byteStride: number;
  6306. /**
  6307. * Constructor
  6308. * @param engine the engine
  6309. * @param data the data to use for this buffer
  6310. * @param updatable whether the data is updatable
  6311. * @param stride the stride (optional)
  6312. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6313. * @param instanced whether the buffer is instanced (optional)
  6314. * @param useBytes set to true if the stride in in bytes (optional)
  6315. * @param divisor sets an optional divisor for instances (1 by default)
  6316. */
  6317. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6318. /**
  6319. * Create a new VertexBuffer based on the current buffer
  6320. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6321. * @param offset defines offset in the buffer (0 by default)
  6322. * @param size defines the size in floats of attributes (position is 3 for instance)
  6323. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6324. * @param instanced defines if the vertex buffer contains indexed data
  6325. * @param useBytes defines if the offset and stride are in bytes *
  6326. * @param divisor sets an optional divisor for instances (1 by default)
  6327. * @returns the new vertex buffer
  6328. */
  6329. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6330. /**
  6331. * Gets a boolean indicating if the Buffer is updatable?
  6332. * @returns true if the buffer is updatable
  6333. */
  6334. isUpdatable(): boolean;
  6335. /**
  6336. * Gets current buffer's data
  6337. * @returns a DataArray or null
  6338. */
  6339. getData(): Nullable<DataArray>;
  6340. /**
  6341. * Gets underlying native buffer
  6342. * @returns underlying native buffer
  6343. */
  6344. getBuffer(): Nullable<DataBuffer>;
  6345. /**
  6346. * Gets the stride in float32 units (i.e. byte stride / 4).
  6347. * May not be an integer if the byte stride is not divisible by 4.
  6348. * @returns the stride in float32 units
  6349. * @deprecated Please use byteStride instead.
  6350. */
  6351. getStrideSize(): number;
  6352. /**
  6353. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6354. * @param data defines the data to store
  6355. */
  6356. create(data?: Nullable<DataArray>): void;
  6357. /** @hidden */
  6358. _rebuild(): void;
  6359. /**
  6360. * Update current buffer data
  6361. * @param data defines the data to store
  6362. */
  6363. update(data: DataArray): void;
  6364. /**
  6365. * Updates the data directly.
  6366. * @param data the new data
  6367. * @param offset the new offset
  6368. * @param vertexCount the vertex count (optional)
  6369. * @param useBytes set to true if the offset is in bytes
  6370. */
  6371. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6372. /**
  6373. * Release all resources
  6374. */
  6375. dispose(): void;
  6376. }
  6377. /**
  6378. * Specialized buffer used to store vertex data
  6379. */
  6380. export class VertexBuffer {
  6381. /** @hidden */
  6382. _buffer: Buffer;
  6383. private _kind;
  6384. private _size;
  6385. private _ownsBuffer;
  6386. private _instanced;
  6387. private _instanceDivisor;
  6388. /**
  6389. * The byte type.
  6390. */
  6391. static readonly BYTE: number;
  6392. /**
  6393. * The unsigned byte type.
  6394. */
  6395. static readonly UNSIGNED_BYTE: number;
  6396. /**
  6397. * The short type.
  6398. */
  6399. static readonly SHORT: number;
  6400. /**
  6401. * The unsigned short type.
  6402. */
  6403. static readonly UNSIGNED_SHORT: number;
  6404. /**
  6405. * The integer type.
  6406. */
  6407. static readonly INT: number;
  6408. /**
  6409. * The unsigned integer type.
  6410. */
  6411. static readonly UNSIGNED_INT: number;
  6412. /**
  6413. * The float type.
  6414. */
  6415. static readonly FLOAT: number;
  6416. /**
  6417. * Gets or sets the instance divisor when in instanced mode
  6418. */
  6419. get instanceDivisor(): number;
  6420. set instanceDivisor(value: number);
  6421. /**
  6422. * Gets the byte stride.
  6423. */
  6424. readonly byteStride: number;
  6425. /**
  6426. * Gets the byte offset.
  6427. */
  6428. readonly byteOffset: number;
  6429. /**
  6430. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6431. */
  6432. readonly normalized: boolean;
  6433. /**
  6434. * Gets the data type of each component in the array.
  6435. */
  6436. readonly type: number;
  6437. /**
  6438. * Constructor
  6439. * @param engine the engine
  6440. * @param data the data to use for this vertex buffer
  6441. * @param kind the vertex buffer kind
  6442. * @param updatable whether the data is updatable
  6443. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6444. * @param stride the stride (optional)
  6445. * @param instanced whether the buffer is instanced (optional)
  6446. * @param offset the offset of the data (optional)
  6447. * @param size the number of components (optional)
  6448. * @param type the type of the component (optional)
  6449. * @param normalized whether the data contains normalized data (optional)
  6450. * @param useBytes set to true if stride and offset are in bytes (optional)
  6451. * @param divisor defines the instance divisor to use (1 by default)
  6452. */
  6453. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  6454. /** @hidden */
  6455. _rebuild(): void;
  6456. /**
  6457. * Returns the kind of the VertexBuffer (string)
  6458. * @returns a string
  6459. */
  6460. getKind(): string;
  6461. /**
  6462. * Gets a boolean indicating if the VertexBuffer is updatable?
  6463. * @returns true if the buffer is updatable
  6464. */
  6465. isUpdatable(): boolean;
  6466. /**
  6467. * Gets current buffer's data
  6468. * @returns a DataArray or null
  6469. */
  6470. getData(): Nullable<DataArray>;
  6471. /**
  6472. * Gets underlying native buffer
  6473. * @returns underlying native buffer
  6474. */
  6475. getBuffer(): Nullable<DataBuffer>;
  6476. /**
  6477. * Gets the stride in float32 units (i.e. byte stride / 4).
  6478. * May not be an integer if the byte stride is not divisible by 4.
  6479. * @returns the stride in float32 units
  6480. * @deprecated Please use byteStride instead.
  6481. */
  6482. getStrideSize(): number;
  6483. /**
  6484. * Returns the offset as a multiple of the type byte length.
  6485. * @returns the offset in bytes
  6486. * @deprecated Please use byteOffset instead.
  6487. */
  6488. getOffset(): number;
  6489. /**
  6490. * Returns the number of components per vertex attribute (integer)
  6491. * @returns the size in float
  6492. */
  6493. getSize(): number;
  6494. /**
  6495. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6496. * @returns true if this buffer is instanced
  6497. */
  6498. getIsInstanced(): boolean;
  6499. /**
  6500. * Returns the instancing divisor, zero for non-instanced (integer).
  6501. * @returns a number
  6502. */
  6503. getInstanceDivisor(): number;
  6504. /**
  6505. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6506. * @param data defines the data to store
  6507. */
  6508. create(data?: DataArray): void;
  6509. /**
  6510. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6511. * This function will create a new buffer if the current one is not updatable
  6512. * @param data defines the data to store
  6513. */
  6514. update(data: DataArray): void;
  6515. /**
  6516. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6517. * Returns the directly updated WebGLBuffer.
  6518. * @param data the new data
  6519. * @param offset the new offset
  6520. * @param useBytes set to true if the offset is in bytes
  6521. */
  6522. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6523. /**
  6524. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6525. */
  6526. dispose(): void;
  6527. /**
  6528. * Enumerates each value of this vertex buffer as numbers.
  6529. * @param count the number of values to enumerate
  6530. * @param callback the callback function called for each value
  6531. */
  6532. forEach(count: number, callback: (value: number, index: number) => void): void;
  6533. /**
  6534. * Positions
  6535. */
  6536. static readonly PositionKind: string;
  6537. /**
  6538. * Normals
  6539. */
  6540. static readonly NormalKind: string;
  6541. /**
  6542. * Tangents
  6543. */
  6544. static readonly TangentKind: string;
  6545. /**
  6546. * Texture coordinates
  6547. */
  6548. static readonly UVKind: string;
  6549. /**
  6550. * Texture coordinates 2
  6551. */
  6552. static readonly UV2Kind: string;
  6553. /**
  6554. * Texture coordinates 3
  6555. */
  6556. static readonly UV3Kind: string;
  6557. /**
  6558. * Texture coordinates 4
  6559. */
  6560. static readonly UV4Kind: string;
  6561. /**
  6562. * Texture coordinates 5
  6563. */
  6564. static readonly UV5Kind: string;
  6565. /**
  6566. * Texture coordinates 6
  6567. */
  6568. static readonly UV6Kind: string;
  6569. /**
  6570. * Colors
  6571. */
  6572. static readonly ColorKind: string;
  6573. /**
  6574. * Matrix indices (for bones)
  6575. */
  6576. static readonly MatricesIndicesKind: string;
  6577. /**
  6578. * Matrix weights (for bones)
  6579. */
  6580. static readonly MatricesWeightsKind: string;
  6581. /**
  6582. * Additional matrix indices (for bones)
  6583. */
  6584. static readonly MatricesIndicesExtraKind: string;
  6585. /**
  6586. * Additional matrix weights (for bones)
  6587. */
  6588. static readonly MatricesWeightsExtraKind: string;
  6589. /**
  6590. * Deduces the stride given a kind.
  6591. * @param kind The kind string to deduce
  6592. * @returns The deduced stride
  6593. */
  6594. static DeduceStride(kind: string): number;
  6595. /**
  6596. * Gets the byte length of the given type.
  6597. * @param type the type
  6598. * @returns the number of bytes
  6599. */
  6600. static GetTypeByteLength(type: number): number;
  6601. /**
  6602. * Enumerates each value of the given parameters as numbers.
  6603. * @param data the data to enumerate
  6604. * @param byteOffset the byte offset of the data
  6605. * @param byteStride the byte stride of the data
  6606. * @param componentCount the number of components per element
  6607. * @param componentType the type of the component
  6608. * @param count the number of values to enumerate
  6609. * @param normalized whether the data is normalized
  6610. * @param callback the callback function called for each value
  6611. */
  6612. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6613. private static _GetFloatValue;
  6614. }
  6615. }
  6616. declare module "babylonjs/Collisions/intersectionInfo" {
  6617. import { Nullable } from "babylonjs/types";
  6618. /**
  6619. * @hidden
  6620. */
  6621. export class IntersectionInfo {
  6622. bu: Nullable<number>;
  6623. bv: Nullable<number>;
  6624. distance: number;
  6625. faceId: number;
  6626. subMeshId: number;
  6627. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6628. }
  6629. }
  6630. declare module "babylonjs/Maths/math.plane" {
  6631. import { DeepImmutable } from "babylonjs/types";
  6632. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6633. /**
  6634. * Represens a plane by the equation ax + by + cz + d = 0
  6635. */
  6636. export class Plane {
  6637. private static _TmpMatrix;
  6638. /**
  6639. * Normal of the plane (a,b,c)
  6640. */
  6641. normal: Vector3;
  6642. /**
  6643. * d component of the plane
  6644. */
  6645. d: number;
  6646. /**
  6647. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6648. * @param a a component of the plane
  6649. * @param b b component of the plane
  6650. * @param c c component of the plane
  6651. * @param d d component of the plane
  6652. */
  6653. constructor(a: number, b: number, c: number, d: number);
  6654. /**
  6655. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6656. */
  6657. asArray(): number[];
  6658. /**
  6659. * @returns a new plane copied from the current Plane.
  6660. */
  6661. clone(): Plane;
  6662. /**
  6663. * @returns the string "Plane".
  6664. */
  6665. getClassName(): string;
  6666. /**
  6667. * @returns the Plane hash code.
  6668. */
  6669. getHashCode(): number;
  6670. /**
  6671. * Normalize the current Plane in place.
  6672. * @returns the updated Plane.
  6673. */
  6674. normalize(): Plane;
  6675. /**
  6676. * Applies a transformation the plane and returns the result
  6677. * @param transformation the transformation matrix to be applied to the plane
  6678. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6679. */
  6680. transform(transformation: DeepImmutable<Matrix>): Plane;
  6681. /**
  6682. * Calcualtte the dot product between the point and the plane normal
  6683. * @param point point to calculate the dot product with
  6684. * @returns the dot product (float) of the point coordinates and the plane normal.
  6685. */
  6686. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6687. /**
  6688. * Updates the current Plane from the plane defined by the three given points.
  6689. * @param point1 one of the points used to contruct the plane
  6690. * @param point2 one of the points used to contruct the plane
  6691. * @param point3 one of the points used to contruct the plane
  6692. * @returns the updated Plane.
  6693. */
  6694. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6695. /**
  6696. * Checks if the plane is facing a given direction
  6697. * @param direction the direction to check if the plane is facing
  6698. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6699. * @returns True is the vector "direction" is the same side than the plane normal.
  6700. */
  6701. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6702. /**
  6703. * Calculates the distance to a point
  6704. * @param point point to calculate distance to
  6705. * @returns the signed distance (float) from the given point to the Plane.
  6706. */
  6707. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6708. /**
  6709. * Creates a plane from an array
  6710. * @param array the array to create a plane from
  6711. * @returns a new Plane from the given array.
  6712. */
  6713. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6714. /**
  6715. * Creates a plane from three points
  6716. * @param point1 point used to create the plane
  6717. * @param point2 point used to create the plane
  6718. * @param point3 point used to create the plane
  6719. * @returns a new Plane defined by the three given points.
  6720. */
  6721. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6722. /**
  6723. * Creates a plane from an origin point and a normal
  6724. * @param origin origin of the plane to be constructed
  6725. * @param normal normal of the plane to be constructed
  6726. * @returns a new Plane the normal vector to this plane at the given origin point.
  6727. * Note : the vector "normal" is updated because normalized.
  6728. */
  6729. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6730. /**
  6731. * Calculates the distance from a plane and a point
  6732. * @param origin origin of the plane to be constructed
  6733. * @param normal normal of the plane to be constructed
  6734. * @param point point to calculate distance to
  6735. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6736. */
  6737. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6738. }
  6739. }
  6740. declare module "babylonjs/Culling/boundingSphere" {
  6741. import { DeepImmutable } from "babylonjs/types";
  6742. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6743. import { Plane } from "babylonjs/Maths/math.plane";
  6744. /**
  6745. * Class used to store bounding sphere information
  6746. */
  6747. export class BoundingSphere {
  6748. /**
  6749. * Gets the center of the bounding sphere in local space
  6750. */
  6751. readonly center: Vector3;
  6752. /**
  6753. * Radius of the bounding sphere in local space
  6754. */
  6755. radius: number;
  6756. /**
  6757. * Gets the center of the bounding sphere in world space
  6758. */
  6759. readonly centerWorld: Vector3;
  6760. /**
  6761. * Radius of the bounding sphere in world space
  6762. */
  6763. radiusWorld: number;
  6764. /**
  6765. * Gets the minimum vector in local space
  6766. */
  6767. readonly minimum: Vector3;
  6768. /**
  6769. * Gets the maximum vector in local space
  6770. */
  6771. readonly maximum: Vector3;
  6772. private _worldMatrix;
  6773. private static readonly TmpVector3;
  6774. /**
  6775. * Creates a new bounding sphere
  6776. * @param min defines the minimum vector (in local space)
  6777. * @param max defines the maximum vector (in local space)
  6778. * @param worldMatrix defines the new world matrix
  6779. */
  6780. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6781. /**
  6782. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6783. * @param min defines the new minimum vector (in local space)
  6784. * @param max defines the new maximum vector (in local space)
  6785. * @param worldMatrix defines the new world matrix
  6786. */
  6787. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6788. /**
  6789. * Scale the current bounding sphere by applying a scale factor
  6790. * @param factor defines the scale factor to apply
  6791. * @returns the current bounding box
  6792. */
  6793. scale(factor: number): BoundingSphere;
  6794. /**
  6795. * Gets the world matrix of the bounding box
  6796. * @returns a matrix
  6797. */
  6798. getWorldMatrix(): DeepImmutable<Matrix>;
  6799. /** @hidden */
  6800. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6801. /**
  6802. * Tests if the bounding sphere is intersecting the frustum planes
  6803. * @param frustumPlanes defines the frustum planes to test
  6804. * @returns true if there is an intersection
  6805. */
  6806. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6807. /**
  6808. * Tests if the bounding sphere center is in between the frustum planes.
  6809. * Used for optimistic fast inclusion.
  6810. * @param frustumPlanes defines the frustum planes to test
  6811. * @returns true if the sphere center is in between the frustum planes
  6812. */
  6813. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6814. /**
  6815. * Tests if a point is inside the bounding sphere
  6816. * @param point defines the point to test
  6817. * @returns true if the point is inside the bounding sphere
  6818. */
  6819. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6820. /**
  6821. * Checks if two sphere intersct
  6822. * @param sphere0 sphere 0
  6823. * @param sphere1 sphere 1
  6824. * @returns true if the speres intersect
  6825. */
  6826. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6827. }
  6828. }
  6829. declare module "babylonjs/Culling/boundingBox" {
  6830. import { DeepImmutable } from "babylonjs/types";
  6831. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6832. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6833. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6834. import { Plane } from "babylonjs/Maths/math.plane";
  6835. /**
  6836. * Class used to store bounding box information
  6837. */
  6838. export class BoundingBox implements ICullable {
  6839. /**
  6840. * Gets the 8 vectors representing the bounding box in local space
  6841. */
  6842. readonly vectors: Vector3[];
  6843. /**
  6844. * Gets the center of the bounding box in local space
  6845. */
  6846. readonly center: Vector3;
  6847. /**
  6848. * Gets the center of the bounding box in world space
  6849. */
  6850. readonly centerWorld: Vector3;
  6851. /**
  6852. * Gets the extend size in local space
  6853. */
  6854. readonly extendSize: Vector3;
  6855. /**
  6856. * Gets the extend size in world space
  6857. */
  6858. readonly extendSizeWorld: Vector3;
  6859. /**
  6860. * Gets the OBB (object bounding box) directions
  6861. */
  6862. readonly directions: Vector3[];
  6863. /**
  6864. * Gets the 8 vectors representing the bounding box in world space
  6865. */
  6866. readonly vectorsWorld: Vector3[];
  6867. /**
  6868. * Gets the minimum vector in world space
  6869. */
  6870. readonly minimumWorld: Vector3;
  6871. /**
  6872. * Gets the maximum vector in world space
  6873. */
  6874. readonly maximumWorld: Vector3;
  6875. /**
  6876. * Gets the minimum vector in local space
  6877. */
  6878. readonly minimum: Vector3;
  6879. /**
  6880. * Gets the maximum vector in local space
  6881. */
  6882. readonly maximum: Vector3;
  6883. private _worldMatrix;
  6884. private static readonly TmpVector3;
  6885. /**
  6886. * @hidden
  6887. */
  6888. _tag: number;
  6889. /**
  6890. * Creates a new bounding box
  6891. * @param min defines the minimum vector (in local space)
  6892. * @param max defines the maximum vector (in local space)
  6893. * @param worldMatrix defines the new world matrix
  6894. */
  6895. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6896. /**
  6897. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6898. * @param min defines the new minimum vector (in local space)
  6899. * @param max defines the new maximum vector (in local space)
  6900. * @param worldMatrix defines the new world matrix
  6901. */
  6902. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6903. /**
  6904. * Scale the current bounding box by applying a scale factor
  6905. * @param factor defines the scale factor to apply
  6906. * @returns the current bounding box
  6907. */
  6908. scale(factor: number): BoundingBox;
  6909. /**
  6910. * Gets the world matrix of the bounding box
  6911. * @returns a matrix
  6912. */
  6913. getWorldMatrix(): DeepImmutable<Matrix>;
  6914. /** @hidden */
  6915. _update(world: DeepImmutable<Matrix>): void;
  6916. /**
  6917. * Tests if the bounding box is intersecting the frustum planes
  6918. * @param frustumPlanes defines the frustum planes to test
  6919. * @returns true if there is an intersection
  6920. */
  6921. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6922. /**
  6923. * Tests if the bounding box is entirely inside the frustum planes
  6924. * @param frustumPlanes defines the frustum planes to test
  6925. * @returns true if there is an inclusion
  6926. */
  6927. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6928. /**
  6929. * Tests if a point is inside the bounding box
  6930. * @param point defines the point to test
  6931. * @returns true if the point is inside the bounding box
  6932. */
  6933. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6934. /**
  6935. * Tests if the bounding box intersects with a bounding sphere
  6936. * @param sphere defines the sphere to test
  6937. * @returns true if there is an intersection
  6938. */
  6939. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6940. /**
  6941. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6942. * @param min defines the min vector to use
  6943. * @param max defines the max vector to use
  6944. * @returns true if there is an intersection
  6945. */
  6946. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6947. /**
  6948. * Tests if two bounding boxes are intersections
  6949. * @param box0 defines the first box to test
  6950. * @param box1 defines the second box to test
  6951. * @returns true if there is an intersection
  6952. */
  6953. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6954. /**
  6955. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6956. * @param minPoint defines the minimum vector of the bounding box
  6957. * @param maxPoint defines the maximum vector of the bounding box
  6958. * @param sphereCenter defines the sphere center
  6959. * @param sphereRadius defines the sphere radius
  6960. * @returns true if there is an intersection
  6961. */
  6962. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6963. /**
  6964. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6965. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6966. * @param frustumPlanes defines the frustum planes to test
  6967. * @return true if there is an inclusion
  6968. */
  6969. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6970. /**
  6971. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6972. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6973. * @param frustumPlanes defines the frustum planes to test
  6974. * @return true if there is an intersection
  6975. */
  6976. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6977. }
  6978. }
  6979. declare module "babylonjs/Collisions/collider" {
  6980. import { Nullable, IndicesArray } from "babylonjs/types";
  6981. import { Vector3 } from "babylonjs/Maths/math.vector";
  6982. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6983. import { Plane } from "babylonjs/Maths/math.plane";
  6984. /** @hidden */
  6985. export class Collider {
  6986. /** Define if a collision was found */
  6987. collisionFound: boolean;
  6988. /**
  6989. * Define last intersection point in local space
  6990. */
  6991. intersectionPoint: Vector3;
  6992. /**
  6993. * Define last collided mesh
  6994. */
  6995. collidedMesh: Nullable<AbstractMesh>;
  6996. private _collisionPoint;
  6997. private _planeIntersectionPoint;
  6998. private _tempVector;
  6999. private _tempVector2;
  7000. private _tempVector3;
  7001. private _tempVector4;
  7002. private _edge;
  7003. private _baseToVertex;
  7004. private _destinationPoint;
  7005. private _slidePlaneNormal;
  7006. private _displacementVector;
  7007. /** @hidden */
  7008. _radius: Vector3;
  7009. /** @hidden */
  7010. _retry: number;
  7011. private _velocity;
  7012. private _basePoint;
  7013. private _epsilon;
  7014. /** @hidden */
  7015. _velocityWorldLength: number;
  7016. /** @hidden */
  7017. _basePointWorld: Vector3;
  7018. private _velocityWorld;
  7019. private _normalizedVelocity;
  7020. /** @hidden */
  7021. _initialVelocity: Vector3;
  7022. /** @hidden */
  7023. _initialPosition: Vector3;
  7024. private _nearestDistance;
  7025. private _collisionMask;
  7026. get collisionMask(): number;
  7027. set collisionMask(mask: number);
  7028. /**
  7029. * Gets the plane normal used to compute the sliding response (in local space)
  7030. */
  7031. get slidePlaneNormal(): Vector3;
  7032. /** @hidden */
  7033. _initialize(source: Vector3, dir: Vector3, e: number): void;
  7034. /** @hidden */
  7035. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  7036. /** @hidden */
  7037. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  7038. /** @hidden */
  7039. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7040. /** @hidden */
  7041. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  7042. /** @hidden */
  7043. _getResponse(pos: Vector3, vel: Vector3): void;
  7044. }
  7045. }
  7046. declare module "babylonjs/Culling/boundingInfo" {
  7047. import { DeepImmutable } from "babylonjs/types";
  7048. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7049. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  7050. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  7051. import { Plane } from "babylonjs/Maths/math.plane";
  7052. import { Collider } from "babylonjs/Collisions/collider";
  7053. /**
  7054. * Interface for cullable objects
  7055. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  7056. */
  7057. export interface ICullable {
  7058. /**
  7059. * Checks if the object or part of the object is in the frustum
  7060. * @param frustumPlanes Camera near/planes
  7061. * @returns true if the object is in frustum otherwise false
  7062. */
  7063. isInFrustum(frustumPlanes: Plane[]): boolean;
  7064. /**
  7065. * Checks if a cullable object (mesh...) is in the camera frustum
  7066. * Unlike isInFrustum this cheks the full bounding box
  7067. * @param frustumPlanes Camera near/planes
  7068. * @returns true if the object is in frustum otherwise false
  7069. */
  7070. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  7071. }
  7072. /**
  7073. * Info for a bounding data of a mesh
  7074. */
  7075. export class BoundingInfo implements ICullable {
  7076. /**
  7077. * Bounding box for the mesh
  7078. */
  7079. readonly boundingBox: BoundingBox;
  7080. /**
  7081. * Bounding sphere for the mesh
  7082. */
  7083. readonly boundingSphere: BoundingSphere;
  7084. private _isLocked;
  7085. private static readonly TmpVector3;
  7086. /**
  7087. * Constructs bounding info
  7088. * @param minimum min vector of the bounding box/sphere
  7089. * @param maximum max vector of the bounding box/sphere
  7090. * @param worldMatrix defines the new world matrix
  7091. */
  7092. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  7093. /**
  7094. * Recreates the entire bounding info from scratch as if we call the constructor in place
  7095. * @param min defines the new minimum vector (in local space)
  7096. * @param max defines the new maximum vector (in local space)
  7097. * @param worldMatrix defines the new world matrix
  7098. */
  7099. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  7100. /**
  7101. * min vector of the bounding box/sphere
  7102. */
  7103. get minimum(): Vector3;
  7104. /**
  7105. * max vector of the bounding box/sphere
  7106. */
  7107. get maximum(): Vector3;
  7108. /**
  7109. * If the info is locked and won't be updated to avoid perf overhead
  7110. */
  7111. get isLocked(): boolean;
  7112. set isLocked(value: boolean);
  7113. /**
  7114. * Updates the bounding sphere and box
  7115. * @param world world matrix to be used to update
  7116. */
  7117. update(world: DeepImmutable<Matrix>): void;
  7118. /**
  7119. * Recreate the bounding info to be centered around a specific point given a specific extend.
  7120. * @param center New center of the bounding info
  7121. * @param extend New extend of the bounding info
  7122. * @returns the current bounding info
  7123. */
  7124. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  7125. /**
  7126. * Scale the current bounding info by applying a scale factor
  7127. * @param factor defines the scale factor to apply
  7128. * @returns the current bounding info
  7129. */
  7130. scale(factor: number): BoundingInfo;
  7131. /**
  7132. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  7133. * @param frustumPlanes defines the frustum to test
  7134. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  7135. * @returns true if the bounding info is in the frustum planes
  7136. */
  7137. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  7138. /**
  7139. * Gets the world distance between the min and max points of the bounding box
  7140. */
  7141. get diagonalLength(): number;
  7142. /**
  7143. * Checks if a cullable object (mesh...) is in the camera frustum
  7144. * Unlike isInFrustum this cheks the full bounding box
  7145. * @param frustumPlanes Camera near/planes
  7146. * @returns true if the object is in frustum otherwise false
  7147. */
  7148. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7149. /** @hidden */
  7150. _checkCollision(collider: Collider): boolean;
  7151. /**
  7152. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7153. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7154. * @param point the point to check intersection with
  7155. * @returns if the point intersects
  7156. */
  7157. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7158. /**
  7159. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7160. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7161. * @param boundingInfo the bounding info to check intersection with
  7162. * @param precise if the intersection should be done using OBB
  7163. * @returns if the bounding info intersects
  7164. */
  7165. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7166. }
  7167. }
  7168. declare module "babylonjs/Maths/math.functions" {
  7169. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7170. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7171. /**
  7172. * Extracts minimum and maximum values from a list of indexed positions
  7173. * @param positions defines the positions to use
  7174. * @param indices defines the indices to the positions
  7175. * @param indexStart defines the start index
  7176. * @param indexCount defines the end index
  7177. * @param bias defines bias value to add to the result
  7178. * @return minimum and maximum values
  7179. */
  7180. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7181. minimum: Vector3;
  7182. maximum: Vector3;
  7183. };
  7184. /**
  7185. * Extracts minimum and maximum values from a list of positions
  7186. * @param positions defines the positions to use
  7187. * @param start defines the start index in the positions array
  7188. * @param count defines the number of positions to handle
  7189. * @param bias defines bias value to add to the result
  7190. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7191. * @return minimum and maximum values
  7192. */
  7193. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7194. minimum: Vector3;
  7195. maximum: Vector3;
  7196. };
  7197. }
  7198. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7199. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7200. /** @hidden */
  7201. export class WebGLDataBuffer extends DataBuffer {
  7202. private _buffer;
  7203. constructor(resource: WebGLBuffer);
  7204. get underlyingResource(): any;
  7205. }
  7206. }
  7207. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7208. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7209. import { Nullable } from "babylonjs/types";
  7210. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7211. /** @hidden */
  7212. export class WebGLPipelineContext implements IPipelineContext {
  7213. engine: ThinEngine;
  7214. program: Nullable<WebGLProgram>;
  7215. context?: WebGLRenderingContext;
  7216. vertexShader?: WebGLShader;
  7217. fragmentShader?: WebGLShader;
  7218. isParallelCompiled: boolean;
  7219. onCompiled?: () => void;
  7220. transformFeedback?: WebGLTransformFeedback | null;
  7221. vertexCompilationError: Nullable<string>;
  7222. fragmentCompilationError: Nullable<string>;
  7223. programLinkError: Nullable<string>;
  7224. programValidationError: Nullable<string>;
  7225. get isAsync(): boolean;
  7226. get isReady(): boolean;
  7227. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7228. }
  7229. }
  7230. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7231. import { FloatArray, Nullable } from "babylonjs/types";
  7232. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7233. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7234. module "babylonjs/Engines/thinEngine" {
  7235. interface ThinEngine {
  7236. /**
  7237. * Create an uniform buffer
  7238. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7239. * @param elements defines the content of the uniform buffer
  7240. * @returns the webGL uniform buffer
  7241. */
  7242. createUniformBuffer(elements: FloatArray): DataBuffer;
  7243. /**
  7244. * Create a dynamic uniform buffer
  7245. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7246. * @param elements defines the content of the uniform buffer
  7247. * @returns the webGL uniform buffer
  7248. */
  7249. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7250. /**
  7251. * Update an existing uniform buffer
  7252. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7253. * @param uniformBuffer defines the target uniform buffer
  7254. * @param elements defines the content to update
  7255. * @param offset defines the offset in the uniform buffer where update should start
  7256. * @param count defines the size of the data to update
  7257. */
  7258. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7259. /**
  7260. * Bind an uniform buffer to the current webGL context
  7261. * @param buffer defines the buffer to bind
  7262. */
  7263. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7264. /**
  7265. * Bind a buffer to the current webGL context at a given location
  7266. * @param buffer defines the buffer to bind
  7267. * @param location defines the index where to bind the buffer
  7268. */
  7269. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7270. /**
  7271. * Bind a specific block at a given index in a specific shader program
  7272. * @param pipelineContext defines the pipeline context to use
  7273. * @param blockName defines the block name
  7274. * @param index defines the index where to bind the block
  7275. */
  7276. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7277. }
  7278. }
  7279. }
  7280. declare module "babylonjs/Materials/uniformBuffer" {
  7281. import { Nullable, FloatArray } from "babylonjs/types";
  7282. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7283. import { Engine } from "babylonjs/Engines/engine";
  7284. import { Effect } from "babylonjs/Materials/effect";
  7285. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7286. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7287. import { Color3 } from "babylonjs/Maths/math.color";
  7288. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7289. /**
  7290. * Uniform buffer objects.
  7291. *
  7292. * Handles blocks of uniform on the GPU.
  7293. *
  7294. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7295. *
  7296. * For more information, please refer to :
  7297. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7298. */
  7299. export class UniformBuffer {
  7300. private _engine;
  7301. private _buffer;
  7302. private _data;
  7303. private _bufferData;
  7304. private _dynamic?;
  7305. private _uniformLocations;
  7306. private _uniformSizes;
  7307. private _uniformLocationPointer;
  7308. private _needSync;
  7309. private _noUBO;
  7310. private _currentEffect;
  7311. /** @hidden */
  7312. _alreadyBound: boolean;
  7313. private static _MAX_UNIFORM_SIZE;
  7314. private static _tempBuffer;
  7315. /**
  7316. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7317. * This is dynamic to allow compat with webgl 1 and 2.
  7318. * You will need to pass the name of the uniform as well as the value.
  7319. */
  7320. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7321. /**
  7322. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7323. * This is dynamic to allow compat with webgl 1 and 2.
  7324. * You will need to pass the name of the uniform as well as the value.
  7325. */
  7326. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7327. /**
  7328. * Lambda to Update a single float in a uniform buffer.
  7329. * This is dynamic to allow compat with webgl 1 and 2.
  7330. * You will need to pass the name of the uniform as well as the value.
  7331. */
  7332. updateFloat: (name: string, x: number) => void;
  7333. /**
  7334. * Lambda to Update a vec2 of float in a uniform buffer.
  7335. * This is dynamic to allow compat with webgl 1 and 2.
  7336. * You will need to pass the name of the uniform as well as the value.
  7337. */
  7338. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7339. /**
  7340. * Lambda to Update a vec3 of float in a uniform buffer.
  7341. * This is dynamic to allow compat with webgl 1 and 2.
  7342. * You will need to pass the name of the uniform as well as the value.
  7343. */
  7344. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7345. /**
  7346. * Lambda to Update a vec4 of float in a uniform buffer.
  7347. * This is dynamic to allow compat with webgl 1 and 2.
  7348. * You will need to pass the name of the uniform as well as the value.
  7349. */
  7350. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7351. /**
  7352. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7353. * This is dynamic to allow compat with webgl 1 and 2.
  7354. * You will need to pass the name of the uniform as well as the value.
  7355. */
  7356. updateMatrix: (name: string, mat: Matrix) => void;
  7357. /**
  7358. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7359. * This is dynamic to allow compat with webgl 1 and 2.
  7360. * You will need to pass the name of the uniform as well as the value.
  7361. */
  7362. updateVector3: (name: string, vector: Vector3) => void;
  7363. /**
  7364. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7365. * This is dynamic to allow compat with webgl 1 and 2.
  7366. * You will need to pass the name of the uniform as well as the value.
  7367. */
  7368. updateVector4: (name: string, vector: Vector4) => void;
  7369. /**
  7370. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7371. * This is dynamic to allow compat with webgl 1 and 2.
  7372. * You will need to pass the name of the uniform as well as the value.
  7373. */
  7374. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7375. /**
  7376. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7377. * This is dynamic to allow compat with webgl 1 and 2.
  7378. * You will need to pass the name of the uniform as well as the value.
  7379. */
  7380. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7381. /**
  7382. * Instantiates a new Uniform buffer objects.
  7383. *
  7384. * Handles blocks of uniform on the GPU.
  7385. *
  7386. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7387. *
  7388. * For more information, please refer to :
  7389. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7390. * @param engine Define the engine the buffer is associated with
  7391. * @param data Define the data contained in the buffer
  7392. * @param dynamic Define if the buffer is updatable
  7393. */
  7394. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7395. /**
  7396. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7397. * or just falling back on setUniformXXX calls.
  7398. */
  7399. get useUbo(): boolean;
  7400. /**
  7401. * Indicates if the WebGL underlying uniform buffer is in sync
  7402. * with the javascript cache data.
  7403. */
  7404. get isSync(): boolean;
  7405. /**
  7406. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7407. * Also, a dynamic UniformBuffer will disable cache verification and always
  7408. * update the underlying WebGL uniform buffer to the GPU.
  7409. * @returns if Dynamic, otherwise false
  7410. */
  7411. isDynamic(): boolean;
  7412. /**
  7413. * The data cache on JS side.
  7414. * @returns the underlying data as a float array
  7415. */
  7416. getData(): Float32Array;
  7417. /**
  7418. * The underlying WebGL Uniform buffer.
  7419. * @returns the webgl buffer
  7420. */
  7421. getBuffer(): Nullable<DataBuffer>;
  7422. /**
  7423. * std140 layout specifies how to align data within an UBO structure.
  7424. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7425. * for specs.
  7426. */
  7427. private _fillAlignment;
  7428. /**
  7429. * Adds an uniform in the buffer.
  7430. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7431. * for the layout to be correct !
  7432. * @param name Name of the uniform, as used in the uniform block in the shader.
  7433. * @param size Data size, or data directly.
  7434. */
  7435. addUniform(name: string, size: number | number[]): void;
  7436. /**
  7437. * Adds a Matrix 4x4 to the uniform buffer.
  7438. * @param name Name of the uniform, as used in the uniform block in the shader.
  7439. * @param mat A 4x4 matrix.
  7440. */
  7441. addMatrix(name: string, mat: Matrix): void;
  7442. /**
  7443. * Adds a vec2 to the uniform buffer.
  7444. * @param name Name of the uniform, as used in the uniform block in the shader.
  7445. * @param x Define the x component value of the vec2
  7446. * @param y Define the y component value of the vec2
  7447. */
  7448. addFloat2(name: string, x: number, y: number): void;
  7449. /**
  7450. * Adds a vec3 to the uniform buffer.
  7451. * @param name Name of the uniform, as used in the uniform block in the shader.
  7452. * @param x Define the x component value of the vec3
  7453. * @param y Define the y component value of the vec3
  7454. * @param z Define the z component value of the vec3
  7455. */
  7456. addFloat3(name: string, x: number, y: number, z: number): void;
  7457. /**
  7458. * Adds a vec3 to the uniform buffer.
  7459. * @param name Name of the uniform, as used in the uniform block in the shader.
  7460. * @param color Define the vec3 from a Color
  7461. */
  7462. addColor3(name: string, color: Color3): void;
  7463. /**
  7464. * Adds a vec4 to the uniform buffer.
  7465. * @param name Name of the uniform, as used in the uniform block in the shader.
  7466. * @param color Define the rgb components from a Color
  7467. * @param alpha Define the a component of the vec4
  7468. */
  7469. addColor4(name: string, color: Color3, alpha: number): void;
  7470. /**
  7471. * Adds a vec3 to the uniform buffer.
  7472. * @param name Name of the uniform, as used in the uniform block in the shader.
  7473. * @param vector Define the vec3 components from a Vector
  7474. */
  7475. addVector3(name: string, vector: Vector3): void;
  7476. /**
  7477. * Adds a Matrix 3x3 to the uniform buffer.
  7478. * @param name Name of the uniform, as used in the uniform block in the shader.
  7479. */
  7480. addMatrix3x3(name: string): void;
  7481. /**
  7482. * Adds a Matrix 2x2 to the uniform buffer.
  7483. * @param name Name of the uniform, as used in the uniform block in the shader.
  7484. */
  7485. addMatrix2x2(name: string): void;
  7486. /**
  7487. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7488. */
  7489. create(): void;
  7490. /** @hidden */
  7491. _rebuild(): void;
  7492. /**
  7493. * Updates the WebGL Uniform Buffer on the GPU.
  7494. * If the `dynamic` flag is set to true, no cache comparison is done.
  7495. * Otherwise, the buffer will be updated only if the cache differs.
  7496. */
  7497. update(): void;
  7498. /**
  7499. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7500. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7501. * @param data Define the flattened data
  7502. * @param size Define the size of the data.
  7503. */
  7504. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7505. private _valueCache;
  7506. private _cacheMatrix;
  7507. private _updateMatrix3x3ForUniform;
  7508. private _updateMatrix3x3ForEffect;
  7509. private _updateMatrix2x2ForEffect;
  7510. private _updateMatrix2x2ForUniform;
  7511. private _updateFloatForEffect;
  7512. private _updateFloatForUniform;
  7513. private _updateFloat2ForEffect;
  7514. private _updateFloat2ForUniform;
  7515. private _updateFloat3ForEffect;
  7516. private _updateFloat3ForUniform;
  7517. private _updateFloat4ForEffect;
  7518. private _updateFloat4ForUniform;
  7519. private _updateMatrixForEffect;
  7520. private _updateMatrixForUniform;
  7521. private _updateVector3ForEffect;
  7522. private _updateVector3ForUniform;
  7523. private _updateVector4ForEffect;
  7524. private _updateVector4ForUniform;
  7525. private _updateColor3ForEffect;
  7526. private _updateColor3ForUniform;
  7527. private _updateColor4ForEffect;
  7528. private _updateColor4ForUniform;
  7529. /**
  7530. * Sets a sampler uniform on the effect.
  7531. * @param name Define the name of the sampler.
  7532. * @param texture Define the texture to set in the sampler
  7533. */
  7534. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7535. /**
  7536. * Directly updates the value of the uniform in the cache AND on the GPU.
  7537. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7538. * @param data Define the flattened data
  7539. */
  7540. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7541. /**
  7542. * Binds this uniform buffer to an effect.
  7543. * @param effect Define the effect to bind the buffer to
  7544. * @param name Name of the uniform block in the shader.
  7545. */
  7546. bindToEffect(effect: Effect, name: string): void;
  7547. /**
  7548. * Disposes the uniform buffer.
  7549. */
  7550. dispose(): void;
  7551. }
  7552. }
  7553. declare module "babylonjs/Misc/iInspectable" {
  7554. /**
  7555. * Enum that determines the text-wrapping mode to use.
  7556. */
  7557. export enum InspectableType {
  7558. /**
  7559. * Checkbox for booleans
  7560. */
  7561. Checkbox = 0,
  7562. /**
  7563. * Sliders for numbers
  7564. */
  7565. Slider = 1,
  7566. /**
  7567. * Vector3
  7568. */
  7569. Vector3 = 2,
  7570. /**
  7571. * Quaternions
  7572. */
  7573. Quaternion = 3,
  7574. /**
  7575. * Color3
  7576. */
  7577. Color3 = 4,
  7578. /**
  7579. * String
  7580. */
  7581. String = 5
  7582. }
  7583. /**
  7584. * Interface used to define custom inspectable properties.
  7585. * This interface is used by the inspector to display custom property grids
  7586. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7587. */
  7588. export interface IInspectable {
  7589. /**
  7590. * Gets the label to display
  7591. */
  7592. label: string;
  7593. /**
  7594. * Gets the name of the property to edit
  7595. */
  7596. propertyName: string;
  7597. /**
  7598. * Gets the type of the editor to use
  7599. */
  7600. type: InspectableType;
  7601. /**
  7602. * Gets the minimum value of the property when using in "slider" mode
  7603. */
  7604. min?: number;
  7605. /**
  7606. * Gets the maximum value of the property when using in "slider" mode
  7607. */
  7608. max?: number;
  7609. /**
  7610. * Gets the setp to use when using in "slider" mode
  7611. */
  7612. step?: number;
  7613. }
  7614. }
  7615. declare module "babylonjs/Misc/timingTools" {
  7616. /**
  7617. * Class used to provide helper for timing
  7618. */
  7619. export class TimingTools {
  7620. /**
  7621. * Polyfill for setImmediate
  7622. * @param action defines the action to execute after the current execution block
  7623. */
  7624. static SetImmediate(action: () => void): void;
  7625. }
  7626. }
  7627. declare module "babylonjs/Misc/instantiationTools" {
  7628. /**
  7629. * Class used to enable instatition of objects by class name
  7630. */
  7631. export class InstantiationTools {
  7632. /**
  7633. * Use this object to register external classes like custom textures or material
  7634. * to allow the laoders to instantiate them
  7635. */
  7636. static RegisteredExternalClasses: {
  7637. [key: string]: Object;
  7638. };
  7639. /**
  7640. * Tries to instantiate a new object from a given class name
  7641. * @param className defines the class name to instantiate
  7642. * @returns the new object or null if the system was not able to do the instantiation
  7643. */
  7644. static Instantiate(className: string): any;
  7645. }
  7646. }
  7647. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7648. /**
  7649. * Define options used to create a depth texture
  7650. */
  7651. export class DepthTextureCreationOptions {
  7652. /** Specifies whether or not a stencil should be allocated in the texture */
  7653. generateStencil?: boolean;
  7654. /** Specifies whether or not bilinear filtering is enable on the texture */
  7655. bilinearFiltering?: boolean;
  7656. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7657. comparisonFunction?: number;
  7658. /** Specifies if the created texture is a cube texture */
  7659. isCube?: boolean;
  7660. }
  7661. }
  7662. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7663. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7664. import { Nullable } from "babylonjs/types";
  7665. import { Scene } from "babylonjs/scene";
  7666. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7667. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7668. module "babylonjs/Engines/thinEngine" {
  7669. interface ThinEngine {
  7670. /**
  7671. * Creates a depth stencil cube texture.
  7672. * This is only available in WebGL 2.
  7673. * @param size The size of face edge in the cube texture.
  7674. * @param options The options defining the cube texture.
  7675. * @returns The cube texture
  7676. */
  7677. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7678. /**
  7679. * Creates a cube texture
  7680. * @param rootUrl defines the url where the files to load is located
  7681. * @param scene defines the current scene
  7682. * @param files defines the list of files to load (1 per face)
  7683. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7684. * @param onLoad defines an optional callback raised when the texture is loaded
  7685. * @param onError defines an optional callback raised if there is an issue to load the texture
  7686. * @param format defines the format of the data
  7687. * @param forcedExtension defines the extension to use to pick the right loader
  7688. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7689. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7690. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7691. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7692. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7693. * @returns the cube texture as an InternalTexture
  7694. */
  7695. 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;
  7696. /**
  7697. * Creates a cube texture
  7698. * @param rootUrl defines the url where the files to load is located
  7699. * @param scene defines the current scene
  7700. * @param files defines the list of files to load (1 per face)
  7701. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7702. * @param onLoad defines an optional callback raised when the texture is loaded
  7703. * @param onError defines an optional callback raised if there is an issue to load the texture
  7704. * @param format defines the format of the data
  7705. * @param forcedExtension defines the extension to use to pick the right loader
  7706. * @returns the cube texture as an InternalTexture
  7707. */
  7708. 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;
  7709. /**
  7710. * Creates a cube texture
  7711. * @param rootUrl defines the url where the files to load is located
  7712. * @param scene defines the current scene
  7713. * @param files defines the list of files to load (1 per face)
  7714. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7715. * @param onLoad defines an optional callback raised when the texture is loaded
  7716. * @param onError defines an optional callback raised if there is an issue to load the texture
  7717. * @param format defines the format of the data
  7718. * @param forcedExtension defines the extension to use to pick the right loader
  7719. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7720. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7721. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7722. * @returns the cube texture as an InternalTexture
  7723. */
  7724. 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;
  7725. /** @hidden */
  7726. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7727. /** @hidden */
  7728. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7729. /** @hidden */
  7730. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7731. /** @hidden */
  7732. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7733. /**
  7734. * @hidden
  7735. */
  7736. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7737. }
  7738. }
  7739. }
  7740. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7741. import { Nullable } from "babylonjs/types";
  7742. import { Scene } from "babylonjs/scene";
  7743. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7744. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7745. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7746. /**
  7747. * Class for creating a cube texture
  7748. */
  7749. export class CubeTexture extends BaseTexture {
  7750. private _delayedOnLoad;
  7751. /**
  7752. * The url of the texture
  7753. */
  7754. url: string;
  7755. /**
  7756. * Gets or sets the center of the bounding box associated with the cube texture.
  7757. * It must define where the camera used to render the texture was set
  7758. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7759. */
  7760. boundingBoxPosition: Vector3;
  7761. private _boundingBoxSize;
  7762. /**
  7763. * Gets or sets the size of the bounding box associated with the cube texture
  7764. * When defined, the cubemap will switch to local mode
  7765. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7766. * @example https://www.babylonjs-playground.com/#RNASML
  7767. */
  7768. set boundingBoxSize(value: Vector3);
  7769. /**
  7770. * Returns the bounding box size
  7771. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7772. */
  7773. get boundingBoxSize(): Vector3;
  7774. protected _rotationY: number;
  7775. /**
  7776. * Sets texture matrix rotation angle around Y axis in radians.
  7777. */
  7778. set rotationY(value: number);
  7779. /**
  7780. * Gets texture matrix rotation angle around Y axis radians.
  7781. */
  7782. get rotationY(): number;
  7783. /**
  7784. * Are mip maps generated for this texture or not.
  7785. */
  7786. get noMipmap(): boolean;
  7787. private _noMipmap;
  7788. private _files;
  7789. protected _forcedExtension: Nullable<string>;
  7790. private _extensions;
  7791. private _textureMatrix;
  7792. private _format;
  7793. private _createPolynomials;
  7794. /** @hidden */
  7795. _prefiltered: boolean;
  7796. /**
  7797. * Creates a cube texture from an array of image urls
  7798. * @param files defines an array of image urls
  7799. * @param scene defines the hosting scene
  7800. * @param noMipmap specifies if mip maps are not used
  7801. * @returns a cube texture
  7802. */
  7803. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7804. /**
  7805. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7806. * @param url defines the url of the prefiltered texture
  7807. * @param scene defines the scene the texture is attached to
  7808. * @param forcedExtension defines the extension of the file if different from the url
  7809. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7810. * @return the prefiltered texture
  7811. */
  7812. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7813. /**
  7814. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7815. * as prefiltered data.
  7816. * @param rootUrl defines the url of the texture or the root name of the six images
  7817. * @param scene defines the scene the texture is attached to
  7818. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7819. * @param noMipmap defines if mipmaps should be created or not
  7820. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7821. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7822. * @param onError defines a callback triggered in case of error during load
  7823. * @param format defines the internal format to use for the texture once loaded
  7824. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7825. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7826. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7827. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7828. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7829. * @return the cube texture
  7830. */
  7831. 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);
  7832. /**
  7833. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7834. */
  7835. get isPrefiltered(): boolean;
  7836. /**
  7837. * Get the current class name of the texture useful for serialization or dynamic coding.
  7838. * @returns "CubeTexture"
  7839. */
  7840. getClassName(): string;
  7841. /**
  7842. * Update the url (and optional buffer) of this texture if url was null during construction.
  7843. * @param url the url of the texture
  7844. * @param forcedExtension defines the extension to use
  7845. * @param onLoad callback called when the texture is loaded (defaults to null)
  7846. * @param prefiltered Defines whether the updated texture is prefiltered or not
  7847. */
  7848. updateURL(url: string, forcedExtension?: string, onLoad?: () => void, prefiltered?: boolean): void;
  7849. /**
  7850. * Delays loading of the cube texture
  7851. * @param forcedExtension defines the extension to use
  7852. */
  7853. delayLoad(forcedExtension?: string): void;
  7854. /**
  7855. * Returns the reflection texture matrix
  7856. * @returns the reflection texture matrix
  7857. */
  7858. getReflectionTextureMatrix(): Matrix;
  7859. /**
  7860. * Sets the reflection texture matrix
  7861. * @param value Reflection texture matrix
  7862. */
  7863. setReflectionTextureMatrix(value: Matrix): void;
  7864. /**
  7865. * Parses text to create a cube texture
  7866. * @param parsedTexture define the serialized text to read from
  7867. * @param scene defines the hosting scene
  7868. * @param rootUrl defines the root url of the cube texture
  7869. * @returns a cube texture
  7870. */
  7871. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7872. /**
  7873. * Makes a clone, or deep copy, of the cube texture
  7874. * @returns a new cube texture
  7875. */
  7876. clone(): CubeTexture;
  7877. }
  7878. }
  7879. declare module "babylonjs/Materials/materialDefines" {
  7880. /**
  7881. * Manages the defines for the Material
  7882. */
  7883. export class MaterialDefines {
  7884. /** @hidden */
  7885. protected _keys: string[];
  7886. private _isDirty;
  7887. /** @hidden */
  7888. _renderId: number;
  7889. /** @hidden */
  7890. _areLightsDirty: boolean;
  7891. /** @hidden */
  7892. _areLightsDisposed: boolean;
  7893. /** @hidden */
  7894. _areAttributesDirty: boolean;
  7895. /** @hidden */
  7896. _areTexturesDirty: boolean;
  7897. /** @hidden */
  7898. _areFresnelDirty: boolean;
  7899. /** @hidden */
  7900. _areMiscDirty: boolean;
  7901. /** @hidden */
  7902. _areImageProcessingDirty: boolean;
  7903. /** @hidden */
  7904. _normals: boolean;
  7905. /** @hidden */
  7906. _uvs: boolean;
  7907. /** @hidden */
  7908. _needNormals: boolean;
  7909. /** @hidden */
  7910. _needUVs: boolean;
  7911. [id: string]: any;
  7912. /**
  7913. * Specifies if the material needs to be re-calculated
  7914. */
  7915. get isDirty(): boolean;
  7916. /**
  7917. * Marks the material to indicate that it has been re-calculated
  7918. */
  7919. markAsProcessed(): void;
  7920. /**
  7921. * Marks the material to indicate that it needs to be re-calculated
  7922. */
  7923. markAsUnprocessed(): void;
  7924. /**
  7925. * Marks the material to indicate all of its defines need to be re-calculated
  7926. */
  7927. markAllAsDirty(): void;
  7928. /**
  7929. * Marks the material to indicate that image processing needs to be re-calculated
  7930. */
  7931. markAsImageProcessingDirty(): void;
  7932. /**
  7933. * Marks the material to indicate the lights need to be re-calculated
  7934. * @param disposed Defines whether the light is dirty due to dispose or not
  7935. */
  7936. markAsLightDirty(disposed?: boolean): void;
  7937. /**
  7938. * Marks the attribute state as changed
  7939. */
  7940. markAsAttributesDirty(): void;
  7941. /**
  7942. * Marks the texture state as changed
  7943. */
  7944. markAsTexturesDirty(): void;
  7945. /**
  7946. * Marks the fresnel state as changed
  7947. */
  7948. markAsFresnelDirty(): void;
  7949. /**
  7950. * Marks the misc state as changed
  7951. */
  7952. markAsMiscDirty(): void;
  7953. /**
  7954. * Rebuilds the material defines
  7955. */
  7956. rebuild(): void;
  7957. /**
  7958. * Specifies if two material defines are equal
  7959. * @param other - A material define instance to compare to
  7960. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7961. */
  7962. isEqual(other: MaterialDefines): boolean;
  7963. /**
  7964. * Clones this instance's defines to another instance
  7965. * @param other - material defines to clone values to
  7966. */
  7967. cloneTo(other: MaterialDefines): void;
  7968. /**
  7969. * Resets the material define values
  7970. */
  7971. reset(): void;
  7972. /**
  7973. * Converts the material define values to a string
  7974. * @returns - String of material define information
  7975. */
  7976. toString(): string;
  7977. }
  7978. }
  7979. declare module "babylonjs/Materials/colorCurves" {
  7980. import { Effect } from "babylonjs/Materials/effect";
  7981. /**
  7982. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7983. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7984. * 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;
  7985. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7986. */
  7987. export class ColorCurves {
  7988. private _dirty;
  7989. private _tempColor;
  7990. private _globalCurve;
  7991. private _highlightsCurve;
  7992. private _midtonesCurve;
  7993. private _shadowsCurve;
  7994. private _positiveCurve;
  7995. private _negativeCurve;
  7996. private _globalHue;
  7997. private _globalDensity;
  7998. private _globalSaturation;
  7999. private _globalExposure;
  8000. /**
  8001. * Gets the global Hue value.
  8002. * 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).
  8003. */
  8004. get globalHue(): number;
  8005. /**
  8006. * Sets the global Hue value.
  8007. * 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).
  8008. */
  8009. set globalHue(value: number);
  8010. /**
  8011. * Gets the global Density value.
  8012. * 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.
  8013. * Values less than zero provide a filter of opposite hue.
  8014. */
  8015. get globalDensity(): number;
  8016. /**
  8017. * Sets the global Density value.
  8018. * 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.
  8019. * Values less than zero provide a filter of opposite hue.
  8020. */
  8021. set globalDensity(value: number);
  8022. /**
  8023. * Gets the global Saturation value.
  8024. * 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.
  8025. */
  8026. get globalSaturation(): number;
  8027. /**
  8028. * Sets the global Saturation value.
  8029. * 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.
  8030. */
  8031. set globalSaturation(value: number);
  8032. /**
  8033. * Gets the global Exposure value.
  8034. * 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.
  8035. */
  8036. get globalExposure(): number;
  8037. /**
  8038. * Sets the global Exposure value.
  8039. * 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.
  8040. */
  8041. set globalExposure(value: number);
  8042. private _highlightsHue;
  8043. private _highlightsDensity;
  8044. private _highlightsSaturation;
  8045. private _highlightsExposure;
  8046. /**
  8047. * Gets the highlights Hue value.
  8048. * 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).
  8049. */
  8050. get highlightsHue(): number;
  8051. /**
  8052. * Sets the highlights Hue value.
  8053. * 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).
  8054. */
  8055. set highlightsHue(value: number);
  8056. /**
  8057. * Gets the highlights Density value.
  8058. * 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.
  8059. * Values less than zero provide a filter of opposite hue.
  8060. */
  8061. get highlightsDensity(): number;
  8062. /**
  8063. * Sets the highlights Density value.
  8064. * 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.
  8065. * Values less than zero provide a filter of opposite hue.
  8066. */
  8067. set highlightsDensity(value: number);
  8068. /**
  8069. * Gets the highlights Saturation value.
  8070. * 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.
  8071. */
  8072. get highlightsSaturation(): number;
  8073. /**
  8074. * Sets the highlights Saturation value.
  8075. * 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.
  8076. */
  8077. set highlightsSaturation(value: number);
  8078. /**
  8079. * Gets the highlights Exposure value.
  8080. * 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.
  8081. */
  8082. get highlightsExposure(): number;
  8083. /**
  8084. * Sets the highlights Exposure value.
  8085. * 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.
  8086. */
  8087. set highlightsExposure(value: number);
  8088. private _midtonesHue;
  8089. private _midtonesDensity;
  8090. private _midtonesSaturation;
  8091. private _midtonesExposure;
  8092. /**
  8093. * Gets the midtones Hue value.
  8094. * 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).
  8095. */
  8096. get midtonesHue(): number;
  8097. /**
  8098. * Sets the midtones Hue value.
  8099. * 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).
  8100. */
  8101. set midtonesHue(value: number);
  8102. /**
  8103. * Gets the midtones Density value.
  8104. * 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.
  8105. * Values less than zero provide a filter of opposite hue.
  8106. */
  8107. get midtonesDensity(): number;
  8108. /**
  8109. * Sets the midtones Density value.
  8110. * 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.
  8111. * Values less than zero provide a filter of opposite hue.
  8112. */
  8113. set midtonesDensity(value: number);
  8114. /**
  8115. * Gets the midtones Saturation value.
  8116. * 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.
  8117. */
  8118. get midtonesSaturation(): number;
  8119. /**
  8120. * Sets the midtones Saturation value.
  8121. * 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.
  8122. */
  8123. set midtonesSaturation(value: number);
  8124. /**
  8125. * Gets the midtones Exposure value.
  8126. * 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.
  8127. */
  8128. get midtonesExposure(): number;
  8129. /**
  8130. * Sets the midtones Exposure value.
  8131. * 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.
  8132. */
  8133. set midtonesExposure(value: number);
  8134. private _shadowsHue;
  8135. private _shadowsDensity;
  8136. private _shadowsSaturation;
  8137. private _shadowsExposure;
  8138. /**
  8139. * Gets the shadows Hue value.
  8140. * 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).
  8141. */
  8142. get shadowsHue(): number;
  8143. /**
  8144. * Sets the shadows Hue value.
  8145. * 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).
  8146. */
  8147. set shadowsHue(value: number);
  8148. /**
  8149. * Gets the shadows Density value.
  8150. * 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.
  8151. * Values less than zero provide a filter of opposite hue.
  8152. */
  8153. get shadowsDensity(): number;
  8154. /**
  8155. * Sets the shadows Density value.
  8156. * 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.
  8157. * Values less than zero provide a filter of opposite hue.
  8158. */
  8159. set shadowsDensity(value: number);
  8160. /**
  8161. * Gets the shadows Saturation value.
  8162. * 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.
  8163. */
  8164. get shadowsSaturation(): number;
  8165. /**
  8166. * Sets the shadows Saturation value.
  8167. * 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.
  8168. */
  8169. set shadowsSaturation(value: number);
  8170. /**
  8171. * Gets the shadows Exposure value.
  8172. * 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.
  8173. */
  8174. get shadowsExposure(): number;
  8175. /**
  8176. * Sets the shadows Exposure value.
  8177. * 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.
  8178. */
  8179. set shadowsExposure(value: number);
  8180. /**
  8181. * Returns the class name
  8182. * @returns The class name
  8183. */
  8184. getClassName(): string;
  8185. /**
  8186. * Binds the color curves to the shader.
  8187. * @param colorCurves The color curve to bind
  8188. * @param effect The effect to bind to
  8189. * @param positiveUniform The positive uniform shader parameter
  8190. * @param neutralUniform The neutral uniform shader parameter
  8191. * @param negativeUniform The negative uniform shader parameter
  8192. */
  8193. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8194. /**
  8195. * Prepare the list of uniforms associated with the ColorCurves effects.
  8196. * @param uniformsList The list of uniforms used in the effect
  8197. */
  8198. static PrepareUniforms(uniformsList: string[]): void;
  8199. /**
  8200. * Returns color grading data based on a hue, density, saturation and exposure value.
  8201. * @param filterHue The hue of the color filter.
  8202. * @param filterDensity The density of the color filter.
  8203. * @param saturation The saturation.
  8204. * @param exposure The exposure.
  8205. * @param result The result data container.
  8206. */
  8207. private getColorGradingDataToRef;
  8208. /**
  8209. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8210. * @param value The input slider value in range [-100,100].
  8211. * @returns Adjusted value.
  8212. */
  8213. private static applyColorGradingSliderNonlinear;
  8214. /**
  8215. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8216. * @param hue The hue (H) input.
  8217. * @param saturation The saturation (S) input.
  8218. * @param brightness The brightness (B) input.
  8219. * @result An RGBA color represented as Vector4.
  8220. */
  8221. private static fromHSBToRef;
  8222. /**
  8223. * Returns a value clamped between min and max
  8224. * @param value The value to clamp
  8225. * @param min The minimum of value
  8226. * @param max The maximum of value
  8227. * @returns The clamped value.
  8228. */
  8229. private static clamp;
  8230. /**
  8231. * Clones the current color curve instance.
  8232. * @return The cloned curves
  8233. */
  8234. clone(): ColorCurves;
  8235. /**
  8236. * Serializes the current color curve instance to a json representation.
  8237. * @return a JSON representation
  8238. */
  8239. serialize(): any;
  8240. /**
  8241. * Parses the color curve from a json representation.
  8242. * @param source the JSON source to parse
  8243. * @return The parsed curves
  8244. */
  8245. static Parse(source: any): ColorCurves;
  8246. }
  8247. }
  8248. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8249. import { Observable } from "babylonjs/Misc/observable";
  8250. import { Nullable } from "babylonjs/types";
  8251. import { Color4 } from "babylonjs/Maths/math.color";
  8252. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8253. import { Effect } from "babylonjs/Materials/effect";
  8254. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8255. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8256. /**
  8257. * Interface to follow in your material defines to integrate easily the
  8258. * Image proccessing functions.
  8259. * @hidden
  8260. */
  8261. export interface IImageProcessingConfigurationDefines {
  8262. IMAGEPROCESSING: boolean;
  8263. VIGNETTE: boolean;
  8264. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8265. VIGNETTEBLENDMODEOPAQUE: boolean;
  8266. TONEMAPPING: boolean;
  8267. TONEMAPPING_ACES: boolean;
  8268. CONTRAST: boolean;
  8269. EXPOSURE: boolean;
  8270. COLORCURVES: boolean;
  8271. COLORGRADING: boolean;
  8272. COLORGRADING3D: boolean;
  8273. SAMPLER3DGREENDEPTH: boolean;
  8274. SAMPLER3DBGRMAP: boolean;
  8275. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8276. }
  8277. /**
  8278. * @hidden
  8279. */
  8280. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8281. IMAGEPROCESSING: boolean;
  8282. VIGNETTE: boolean;
  8283. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8284. VIGNETTEBLENDMODEOPAQUE: boolean;
  8285. TONEMAPPING: boolean;
  8286. TONEMAPPING_ACES: boolean;
  8287. CONTRAST: boolean;
  8288. COLORCURVES: boolean;
  8289. COLORGRADING: boolean;
  8290. COLORGRADING3D: boolean;
  8291. SAMPLER3DGREENDEPTH: boolean;
  8292. SAMPLER3DBGRMAP: boolean;
  8293. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8294. EXPOSURE: boolean;
  8295. constructor();
  8296. }
  8297. /**
  8298. * This groups together the common properties used for image processing either in direct forward pass
  8299. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8300. * or not.
  8301. */
  8302. export class ImageProcessingConfiguration {
  8303. /**
  8304. * Default tone mapping applied in BabylonJS.
  8305. */
  8306. static readonly TONEMAPPING_STANDARD: number;
  8307. /**
  8308. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8309. * to other engines rendering to increase portability.
  8310. */
  8311. static readonly TONEMAPPING_ACES: number;
  8312. /**
  8313. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8314. */
  8315. colorCurves: Nullable<ColorCurves>;
  8316. private _colorCurvesEnabled;
  8317. /**
  8318. * Gets wether the color curves effect is enabled.
  8319. */
  8320. get colorCurvesEnabled(): boolean;
  8321. /**
  8322. * Sets wether the color curves effect is enabled.
  8323. */
  8324. set colorCurvesEnabled(value: boolean);
  8325. private _colorGradingTexture;
  8326. /**
  8327. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8328. */
  8329. get colorGradingTexture(): Nullable<BaseTexture>;
  8330. /**
  8331. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8332. */
  8333. set colorGradingTexture(value: Nullable<BaseTexture>);
  8334. private _colorGradingEnabled;
  8335. /**
  8336. * Gets wether the color grading effect is enabled.
  8337. */
  8338. get colorGradingEnabled(): boolean;
  8339. /**
  8340. * Sets wether the color grading effect is enabled.
  8341. */
  8342. set colorGradingEnabled(value: boolean);
  8343. private _colorGradingWithGreenDepth;
  8344. /**
  8345. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8346. */
  8347. get colorGradingWithGreenDepth(): boolean;
  8348. /**
  8349. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8350. */
  8351. set colorGradingWithGreenDepth(value: boolean);
  8352. private _colorGradingBGR;
  8353. /**
  8354. * Gets wether the color grading texture contains BGR values.
  8355. */
  8356. get colorGradingBGR(): boolean;
  8357. /**
  8358. * Sets wether the color grading texture contains BGR values.
  8359. */
  8360. set colorGradingBGR(value: boolean);
  8361. /** @hidden */
  8362. _exposure: number;
  8363. /**
  8364. * Gets the Exposure used in the effect.
  8365. */
  8366. get exposure(): number;
  8367. /**
  8368. * Sets the Exposure used in the effect.
  8369. */
  8370. set exposure(value: number);
  8371. private _toneMappingEnabled;
  8372. /**
  8373. * Gets wether the tone mapping effect is enabled.
  8374. */
  8375. get toneMappingEnabled(): boolean;
  8376. /**
  8377. * Sets wether the tone mapping effect is enabled.
  8378. */
  8379. set toneMappingEnabled(value: boolean);
  8380. private _toneMappingType;
  8381. /**
  8382. * Gets the type of tone mapping effect.
  8383. */
  8384. get toneMappingType(): number;
  8385. /**
  8386. * Sets the type of tone mapping effect used in BabylonJS.
  8387. */
  8388. set toneMappingType(value: number);
  8389. protected _contrast: number;
  8390. /**
  8391. * Gets the contrast used in the effect.
  8392. */
  8393. get contrast(): number;
  8394. /**
  8395. * Sets the contrast used in the effect.
  8396. */
  8397. set contrast(value: number);
  8398. /**
  8399. * Vignette stretch size.
  8400. */
  8401. vignetteStretch: number;
  8402. /**
  8403. * Vignette centre X Offset.
  8404. */
  8405. vignetteCentreX: number;
  8406. /**
  8407. * Vignette centre Y Offset.
  8408. */
  8409. vignetteCentreY: number;
  8410. /**
  8411. * Vignette weight or intensity of the vignette effect.
  8412. */
  8413. vignetteWeight: number;
  8414. /**
  8415. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8416. * if vignetteEnabled is set to true.
  8417. */
  8418. vignetteColor: Color4;
  8419. /**
  8420. * Camera field of view used by the Vignette effect.
  8421. */
  8422. vignetteCameraFov: number;
  8423. private _vignetteBlendMode;
  8424. /**
  8425. * Gets the vignette blend mode allowing different kind of effect.
  8426. */
  8427. get vignetteBlendMode(): number;
  8428. /**
  8429. * Sets the vignette blend mode allowing different kind of effect.
  8430. */
  8431. set vignetteBlendMode(value: number);
  8432. private _vignetteEnabled;
  8433. /**
  8434. * Gets wether the vignette effect is enabled.
  8435. */
  8436. get vignetteEnabled(): boolean;
  8437. /**
  8438. * Sets wether the vignette effect is enabled.
  8439. */
  8440. set vignetteEnabled(value: boolean);
  8441. private _applyByPostProcess;
  8442. /**
  8443. * Gets wether the image processing is applied through a post process or not.
  8444. */
  8445. get applyByPostProcess(): boolean;
  8446. /**
  8447. * Sets wether the image processing is applied through a post process or not.
  8448. */
  8449. set applyByPostProcess(value: boolean);
  8450. private _isEnabled;
  8451. /**
  8452. * Gets wether the image processing is enabled or not.
  8453. */
  8454. get isEnabled(): boolean;
  8455. /**
  8456. * Sets wether the image processing is enabled or not.
  8457. */
  8458. set isEnabled(value: boolean);
  8459. /**
  8460. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8461. */
  8462. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8463. /**
  8464. * Method called each time the image processing information changes requires to recompile the effect.
  8465. */
  8466. protected _updateParameters(): void;
  8467. /**
  8468. * Gets the current class name.
  8469. * @return "ImageProcessingConfiguration"
  8470. */
  8471. getClassName(): string;
  8472. /**
  8473. * Prepare the list of uniforms associated with the Image Processing effects.
  8474. * @param uniforms The list of uniforms used in the effect
  8475. * @param defines the list of defines currently in use
  8476. */
  8477. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8478. /**
  8479. * Prepare the list of samplers associated with the Image Processing effects.
  8480. * @param samplersList The list of uniforms used in the effect
  8481. * @param defines the list of defines currently in use
  8482. */
  8483. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8484. /**
  8485. * Prepare the list of defines associated to the shader.
  8486. * @param defines the list of defines to complete
  8487. * @param forPostProcess Define if we are currently in post process mode or not
  8488. */
  8489. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8490. /**
  8491. * Returns true if all the image processing information are ready.
  8492. * @returns True if ready, otherwise, false
  8493. */
  8494. isReady(): boolean;
  8495. /**
  8496. * Binds the image processing to the shader.
  8497. * @param effect The effect to bind to
  8498. * @param overrideAspectRatio Override the aspect ratio of the effect
  8499. */
  8500. bind(effect: Effect, overrideAspectRatio?: number): void;
  8501. /**
  8502. * Clones the current image processing instance.
  8503. * @return The cloned image processing
  8504. */
  8505. clone(): ImageProcessingConfiguration;
  8506. /**
  8507. * Serializes the current image processing instance to a json representation.
  8508. * @return a JSON representation
  8509. */
  8510. serialize(): any;
  8511. /**
  8512. * Parses the image processing from a json representation.
  8513. * @param source the JSON source to parse
  8514. * @return The parsed image processing
  8515. */
  8516. static Parse(source: any): ImageProcessingConfiguration;
  8517. private static _VIGNETTEMODE_MULTIPLY;
  8518. private static _VIGNETTEMODE_OPAQUE;
  8519. /**
  8520. * Used to apply the vignette as a mix with the pixel color.
  8521. */
  8522. static get VIGNETTEMODE_MULTIPLY(): number;
  8523. /**
  8524. * Used to apply the vignette as a replacement of the pixel color.
  8525. */
  8526. static get VIGNETTEMODE_OPAQUE(): number;
  8527. }
  8528. }
  8529. declare module "babylonjs/Shaders/postprocess.vertex" {
  8530. /** @hidden */
  8531. export var postprocessVertexShader: {
  8532. name: string;
  8533. shader: string;
  8534. };
  8535. }
  8536. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8537. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8538. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8539. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8540. module "babylonjs/Engines/thinEngine" {
  8541. interface ThinEngine {
  8542. /**
  8543. * Creates a new render target texture
  8544. * @param size defines the size of the texture
  8545. * @param options defines the options used to create the texture
  8546. * @returns a new render target texture stored in an InternalTexture
  8547. */
  8548. createRenderTargetTexture(size: number | {
  8549. width: number;
  8550. height: number;
  8551. layers?: number;
  8552. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8553. /**
  8554. * Creates a depth stencil texture.
  8555. * This is only available in WebGL 2 or with the depth texture extension available.
  8556. * @param size The size of face edge in the texture.
  8557. * @param options The options defining the texture.
  8558. * @returns The texture
  8559. */
  8560. createDepthStencilTexture(size: number | {
  8561. width: number;
  8562. height: number;
  8563. layers?: number;
  8564. }, options: DepthTextureCreationOptions): InternalTexture;
  8565. /** @hidden */
  8566. _createDepthStencilTexture(size: number | {
  8567. width: number;
  8568. height: number;
  8569. layers?: number;
  8570. }, options: DepthTextureCreationOptions): InternalTexture;
  8571. }
  8572. }
  8573. }
  8574. declare module "babylonjs/Maths/math.axis" {
  8575. import { Vector3 } from "babylonjs/Maths/math.vector";
  8576. /** Defines supported spaces */
  8577. export enum Space {
  8578. /** Local (object) space */
  8579. LOCAL = 0,
  8580. /** World space */
  8581. WORLD = 1,
  8582. /** Bone space */
  8583. BONE = 2
  8584. }
  8585. /** Defines the 3 main axes */
  8586. export class Axis {
  8587. /** X axis */
  8588. static X: Vector3;
  8589. /** Y axis */
  8590. static Y: Vector3;
  8591. /** Z axis */
  8592. static Z: Vector3;
  8593. }
  8594. }
  8595. declare module "babylonjs/Cameras/targetCamera" {
  8596. import { Nullable } from "babylonjs/types";
  8597. import { Camera } from "babylonjs/Cameras/camera";
  8598. import { Scene } from "babylonjs/scene";
  8599. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8600. /**
  8601. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8602. * This is the base of the follow, arc rotate cameras and Free camera
  8603. * @see http://doc.babylonjs.com/features/cameras
  8604. */
  8605. export class TargetCamera extends Camera {
  8606. private static _RigCamTransformMatrix;
  8607. private static _TargetTransformMatrix;
  8608. private static _TargetFocalPoint;
  8609. /**
  8610. * Define the current direction the camera is moving to
  8611. */
  8612. cameraDirection: Vector3;
  8613. /**
  8614. * Define the current rotation the camera is rotating to
  8615. */
  8616. cameraRotation: Vector2;
  8617. /**
  8618. * When set, the up vector of the camera will be updated by the rotation of the camera
  8619. */
  8620. updateUpVectorFromRotation: boolean;
  8621. private _tmpQuaternion;
  8622. /**
  8623. * Define the current rotation of the camera
  8624. */
  8625. rotation: Vector3;
  8626. /**
  8627. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8628. */
  8629. rotationQuaternion: Quaternion;
  8630. /**
  8631. * Define the current speed of the camera
  8632. */
  8633. speed: number;
  8634. /**
  8635. * Add constraint to the camera to prevent it to move freely in all directions and
  8636. * around all axis.
  8637. */
  8638. noRotationConstraint: boolean;
  8639. /**
  8640. * Define the current target of the camera as an object or a position.
  8641. */
  8642. lockedTarget: any;
  8643. /** @hidden */
  8644. _currentTarget: Vector3;
  8645. /** @hidden */
  8646. _initialFocalDistance: number;
  8647. /** @hidden */
  8648. _viewMatrix: Matrix;
  8649. /** @hidden */
  8650. _camMatrix: Matrix;
  8651. /** @hidden */
  8652. _cameraTransformMatrix: Matrix;
  8653. /** @hidden */
  8654. _cameraRotationMatrix: Matrix;
  8655. /** @hidden */
  8656. _referencePoint: Vector3;
  8657. /** @hidden */
  8658. _transformedReferencePoint: Vector3;
  8659. protected _globalCurrentTarget: Vector3;
  8660. protected _globalCurrentUpVector: Vector3;
  8661. /** @hidden */
  8662. _reset: () => void;
  8663. private _defaultUp;
  8664. /**
  8665. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8666. * This is the base of the follow, arc rotate cameras and Free camera
  8667. * @see http://doc.babylonjs.com/features/cameras
  8668. * @param name Defines the name of the camera in the scene
  8669. * @param position Defines the start position of the camera in the scene
  8670. * @param scene Defines the scene the camera belongs to
  8671. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8672. */
  8673. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8674. /**
  8675. * Gets the position in front of the camera at a given distance.
  8676. * @param distance The distance from the camera we want the position to be
  8677. * @returns the position
  8678. */
  8679. getFrontPosition(distance: number): Vector3;
  8680. /** @hidden */
  8681. _getLockedTargetPosition(): Nullable<Vector3>;
  8682. private _storedPosition;
  8683. private _storedRotation;
  8684. private _storedRotationQuaternion;
  8685. /**
  8686. * Store current camera state of the camera (fov, position, rotation, etc..)
  8687. * @returns the camera
  8688. */
  8689. storeState(): Camera;
  8690. /**
  8691. * Restored camera state. You must call storeState() first
  8692. * @returns whether it was successful or not
  8693. * @hidden
  8694. */
  8695. _restoreStateValues(): boolean;
  8696. /** @hidden */
  8697. _initCache(): void;
  8698. /** @hidden */
  8699. _updateCache(ignoreParentClass?: boolean): void;
  8700. /** @hidden */
  8701. _isSynchronizedViewMatrix(): boolean;
  8702. /** @hidden */
  8703. _computeLocalCameraSpeed(): number;
  8704. /**
  8705. * Defines the target the camera should look at.
  8706. * @param target Defines the new target as a Vector or a mesh
  8707. */
  8708. setTarget(target: Vector3): void;
  8709. /**
  8710. * Return the current target position of the camera. This value is expressed in local space.
  8711. * @returns the target position
  8712. */
  8713. getTarget(): Vector3;
  8714. /** @hidden */
  8715. _decideIfNeedsToMove(): boolean;
  8716. /** @hidden */
  8717. _updatePosition(): void;
  8718. /** @hidden */
  8719. _checkInputs(): void;
  8720. protected _updateCameraRotationMatrix(): void;
  8721. /**
  8722. * 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)
  8723. * @returns the current camera
  8724. */
  8725. private _rotateUpVectorWithCameraRotationMatrix;
  8726. private _cachedRotationZ;
  8727. private _cachedQuaternionRotationZ;
  8728. /** @hidden */
  8729. _getViewMatrix(): Matrix;
  8730. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8731. /**
  8732. * @hidden
  8733. */
  8734. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8735. /**
  8736. * @hidden
  8737. */
  8738. _updateRigCameras(): void;
  8739. private _getRigCamPositionAndTarget;
  8740. /**
  8741. * Gets the current object class name.
  8742. * @return the class name
  8743. */
  8744. getClassName(): string;
  8745. }
  8746. }
  8747. declare module "babylonjs/Events/keyboardEvents" {
  8748. /**
  8749. * Gather the list of keyboard event types as constants.
  8750. */
  8751. export class KeyboardEventTypes {
  8752. /**
  8753. * The keydown event is fired when a key becomes active (pressed).
  8754. */
  8755. static readonly KEYDOWN: number;
  8756. /**
  8757. * The keyup event is fired when a key has been released.
  8758. */
  8759. static readonly KEYUP: number;
  8760. }
  8761. /**
  8762. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8763. */
  8764. export class KeyboardInfo {
  8765. /**
  8766. * Defines the type of event (KeyboardEventTypes)
  8767. */
  8768. type: number;
  8769. /**
  8770. * Defines the related dom event
  8771. */
  8772. event: KeyboardEvent;
  8773. /**
  8774. * Instantiates a new keyboard info.
  8775. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8776. * @param type Defines the type of event (KeyboardEventTypes)
  8777. * @param event Defines the related dom event
  8778. */
  8779. constructor(
  8780. /**
  8781. * Defines the type of event (KeyboardEventTypes)
  8782. */
  8783. type: number,
  8784. /**
  8785. * Defines the related dom event
  8786. */
  8787. event: KeyboardEvent);
  8788. }
  8789. /**
  8790. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8791. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8792. */
  8793. export class KeyboardInfoPre extends KeyboardInfo {
  8794. /**
  8795. * Defines the type of event (KeyboardEventTypes)
  8796. */
  8797. type: number;
  8798. /**
  8799. * Defines the related dom event
  8800. */
  8801. event: KeyboardEvent;
  8802. /**
  8803. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8804. */
  8805. skipOnPointerObservable: boolean;
  8806. /**
  8807. * Instantiates a new keyboard pre info.
  8808. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8809. * @param type Defines the type of event (KeyboardEventTypes)
  8810. * @param event Defines the related dom event
  8811. */
  8812. constructor(
  8813. /**
  8814. * Defines the type of event (KeyboardEventTypes)
  8815. */
  8816. type: number,
  8817. /**
  8818. * Defines the related dom event
  8819. */
  8820. event: KeyboardEvent);
  8821. }
  8822. }
  8823. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8824. import { Nullable } from "babylonjs/types";
  8825. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8826. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8827. /**
  8828. * Manage the keyboard inputs to control the movement of a free camera.
  8829. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8830. */
  8831. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8832. /**
  8833. * Defines the camera the input is attached to.
  8834. */
  8835. camera: FreeCamera;
  8836. /**
  8837. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8838. */
  8839. keysUp: number[];
  8840. /**
  8841. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8842. */
  8843. keysDown: number[];
  8844. /**
  8845. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8846. */
  8847. keysLeft: number[];
  8848. /**
  8849. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8850. */
  8851. keysRight: number[];
  8852. private _keys;
  8853. private _onCanvasBlurObserver;
  8854. private _onKeyboardObserver;
  8855. private _engine;
  8856. private _scene;
  8857. /**
  8858. * Attach the input controls to a specific dom element to get the input from.
  8859. * @param element Defines the element the controls should be listened from
  8860. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8861. */
  8862. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8863. /**
  8864. * Detach the current controls from the specified dom element.
  8865. * @param element Defines the element to stop listening the inputs from
  8866. */
  8867. detachControl(element: Nullable<HTMLElement>): void;
  8868. /**
  8869. * Update the current camera state depending on the inputs that have been used this frame.
  8870. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8871. */
  8872. checkInputs(): void;
  8873. /**
  8874. * Gets the class name of the current intput.
  8875. * @returns the class name
  8876. */
  8877. getClassName(): string;
  8878. /** @hidden */
  8879. _onLostFocus(): void;
  8880. /**
  8881. * Get the friendly name associated with the input class.
  8882. * @returns the input friendly name
  8883. */
  8884. getSimpleName(): string;
  8885. }
  8886. }
  8887. declare module "babylonjs/Lights/shadowLight" {
  8888. import { Camera } from "babylonjs/Cameras/camera";
  8889. import { Scene } from "babylonjs/scene";
  8890. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8891. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8892. import { Light } from "babylonjs/Lights/light";
  8893. /**
  8894. * Interface describing all the common properties and methods a shadow light needs to implement.
  8895. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8896. * as well as binding the different shadow properties to the effects.
  8897. */
  8898. export interface IShadowLight extends Light {
  8899. /**
  8900. * The light id in the scene (used in scene.findLighById for instance)
  8901. */
  8902. id: string;
  8903. /**
  8904. * The position the shdow will be casted from.
  8905. */
  8906. position: Vector3;
  8907. /**
  8908. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8909. */
  8910. direction: Vector3;
  8911. /**
  8912. * The transformed position. Position of the light in world space taking parenting in account.
  8913. */
  8914. transformedPosition: Vector3;
  8915. /**
  8916. * The transformed direction. Direction of the light in world space taking parenting in account.
  8917. */
  8918. transformedDirection: Vector3;
  8919. /**
  8920. * The friendly name of the light in the scene.
  8921. */
  8922. name: string;
  8923. /**
  8924. * Defines the shadow projection clipping minimum z value.
  8925. */
  8926. shadowMinZ: number;
  8927. /**
  8928. * Defines the shadow projection clipping maximum z value.
  8929. */
  8930. shadowMaxZ: number;
  8931. /**
  8932. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8933. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8934. */
  8935. computeTransformedInformation(): boolean;
  8936. /**
  8937. * Gets the scene the light belongs to.
  8938. * @returns The scene
  8939. */
  8940. getScene(): Scene;
  8941. /**
  8942. * Callback defining a custom Projection Matrix Builder.
  8943. * This can be used to override the default projection matrix computation.
  8944. */
  8945. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8946. /**
  8947. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8948. * @param matrix The materix to updated with the projection information
  8949. * @param viewMatrix The transform matrix of the light
  8950. * @param renderList The list of mesh to render in the map
  8951. * @returns The current light
  8952. */
  8953. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8954. /**
  8955. * Gets the current depth scale used in ESM.
  8956. * @returns The scale
  8957. */
  8958. getDepthScale(): number;
  8959. /**
  8960. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8961. * @returns true if a cube texture needs to be use
  8962. */
  8963. needCube(): boolean;
  8964. /**
  8965. * Detects if the projection matrix requires to be recomputed this frame.
  8966. * @returns true if it requires to be recomputed otherwise, false.
  8967. */
  8968. needProjectionMatrixCompute(): boolean;
  8969. /**
  8970. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8971. */
  8972. forceProjectionMatrixCompute(): void;
  8973. /**
  8974. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8975. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8976. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8977. */
  8978. getShadowDirection(faceIndex?: number): Vector3;
  8979. /**
  8980. * Gets the minZ used for shadow according to both the scene and the light.
  8981. * @param activeCamera The camera we are returning the min for
  8982. * @returns the depth min z
  8983. */
  8984. getDepthMinZ(activeCamera: Camera): number;
  8985. /**
  8986. * Gets the maxZ used for shadow according to both the scene and the light.
  8987. * @param activeCamera The camera we are returning the max for
  8988. * @returns the depth max z
  8989. */
  8990. getDepthMaxZ(activeCamera: Camera): number;
  8991. }
  8992. /**
  8993. * Base implementation IShadowLight
  8994. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8995. */
  8996. export abstract class ShadowLight extends Light implements IShadowLight {
  8997. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8998. protected _position: Vector3;
  8999. protected _setPosition(value: Vector3): void;
  9000. /**
  9001. * Sets the position the shadow will be casted from. Also use as the light position for both
  9002. * point and spot lights.
  9003. */
  9004. get position(): Vector3;
  9005. /**
  9006. * Sets the position the shadow will be casted from. Also use as the light position for both
  9007. * point and spot lights.
  9008. */
  9009. set position(value: Vector3);
  9010. protected _direction: Vector3;
  9011. protected _setDirection(value: Vector3): void;
  9012. /**
  9013. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  9014. * Also use as the light direction on spot and directional lights.
  9015. */
  9016. get direction(): Vector3;
  9017. /**
  9018. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  9019. * Also use as the light direction on spot and directional lights.
  9020. */
  9021. set direction(value: Vector3);
  9022. protected _shadowMinZ: number;
  9023. /**
  9024. * Gets the shadow projection clipping minimum z value.
  9025. */
  9026. get shadowMinZ(): number;
  9027. /**
  9028. * Sets the shadow projection clipping minimum z value.
  9029. */
  9030. set shadowMinZ(value: number);
  9031. protected _shadowMaxZ: number;
  9032. /**
  9033. * Sets the shadow projection clipping maximum z value.
  9034. */
  9035. get shadowMaxZ(): number;
  9036. /**
  9037. * Gets the shadow projection clipping maximum z value.
  9038. */
  9039. set shadowMaxZ(value: number);
  9040. /**
  9041. * Callback defining a custom Projection Matrix Builder.
  9042. * This can be used to override the default projection matrix computation.
  9043. */
  9044. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  9045. /**
  9046. * The transformed position. Position of the light in world space taking parenting in account.
  9047. */
  9048. transformedPosition: Vector3;
  9049. /**
  9050. * The transformed direction. Direction of the light in world space taking parenting in account.
  9051. */
  9052. transformedDirection: Vector3;
  9053. private _needProjectionMatrixCompute;
  9054. /**
  9055. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  9056. * @returns true if the information has been computed, false if it does not need to (no parenting)
  9057. */
  9058. computeTransformedInformation(): boolean;
  9059. /**
  9060. * Return the depth scale used for the shadow map.
  9061. * @returns the depth scale.
  9062. */
  9063. getDepthScale(): number;
  9064. /**
  9065. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  9066. * @param faceIndex The index of the face we are computed the direction to generate shadow
  9067. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  9068. */
  9069. getShadowDirection(faceIndex?: number): Vector3;
  9070. /**
  9071. * Returns the ShadowLight absolute position in the World.
  9072. * @returns the position vector in world space
  9073. */
  9074. getAbsolutePosition(): Vector3;
  9075. /**
  9076. * Sets the ShadowLight direction toward the passed target.
  9077. * @param target The point to target in local space
  9078. * @returns the updated ShadowLight direction
  9079. */
  9080. setDirectionToTarget(target: Vector3): Vector3;
  9081. /**
  9082. * Returns the light rotation in euler definition.
  9083. * @returns the x y z rotation in local space.
  9084. */
  9085. getRotation(): Vector3;
  9086. /**
  9087. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  9088. * @returns true if a cube texture needs to be use
  9089. */
  9090. needCube(): boolean;
  9091. /**
  9092. * Detects if the projection matrix requires to be recomputed this frame.
  9093. * @returns true if it requires to be recomputed otherwise, false.
  9094. */
  9095. needProjectionMatrixCompute(): boolean;
  9096. /**
  9097. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  9098. */
  9099. forceProjectionMatrixCompute(): void;
  9100. /** @hidden */
  9101. _initCache(): void;
  9102. /** @hidden */
  9103. _isSynchronized(): boolean;
  9104. /**
  9105. * Computes the world matrix of the node
  9106. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  9107. * @returns the world matrix
  9108. */
  9109. computeWorldMatrix(force?: boolean): Matrix;
  9110. /**
  9111. * Gets the minZ used for shadow according to both the scene and the light.
  9112. * @param activeCamera The camera we are returning the min for
  9113. * @returns the depth min z
  9114. */
  9115. getDepthMinZ(activeCamera: Camera): number;
  9116. /**
  9117. * Gets the maxZ used for shadow according to both the scene and the light.
  9118. * @param activeCamera The camera we are returning the max for
  9119. * @returns the depth max z
  9120. */
  9121. getDepthMaxZ(activeCamera: Camera): number;
  9122. /**
  9123. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  9124. * @param matrix The materix to updated with the projection information
  9125. * @param viewMatrix The transform matrix of the light
  9126. * @param renderList The list of mesh to render in the map
  9127. * @returns The current light
  9128. */
  9129. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  9130. }
  9131. }
  9132. declare module "babylonjs/Materials/effectFallbacks" {
  9133. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  9134. import { Effect } from "babylonjs/Materials/effect";
  9135. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9136. /**
  9137. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  9138. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  9139. */
  9140. export class EffectFallbacks implements IEffectFallbacks {
  9141. private _defines;
  9142. private _currentRank;
  9143. private _maxRank;
  9144. private _mesh;
  9145. /**
  9146. * Removes the fallback from the bound mesh.
  9147. */
  9148. unBindMesh(): void;
  9149. /**
  9150. * Adds a fallback on the specified property.
  9151. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9152. * @param define The name of the define in the shader
  9153. */
  9154. addFallback(rank: number, define: string): void;
  9155. /**
  9156. * Sets the mesh to use CPU skinning when needing to fallback.
  9157. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  9158. * @param mesh The mesh to use the fallbacks.
  9159. */
  9160. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  9161. /**
  9162. * Checks to see if more fallbacks are still availible.
  9163. */
  9164. get hasMoreFallbacks(): boolean;
  9165. /**
  9166. * Removes the defines that should be removed when falling back.
  9167. * @param currentDefines defines the current define statements for the shader.
  9168. * @param effect defines the current effect we try to compile
  9169. * @returns The resulting defines with defines of the current rank removed.
  9170. */
  9171. reduce(currentDefines: string, effect: Effect): string;
  9172. }
  9173. }
  9174. declare module "babylonjs/Materials/materialHelper" {
  9175. import { Nullable } from "babylonjs/types";
  9176. import { Scene } from "babylonjs/scene";
  9177. import { Engine } from "babylonjs/Engines/engine";
  9178. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9179. import { Light } from "babylonjs/Lights/light";
  9180. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9181. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  9182. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  9183. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9184. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  9185. /**
  9186. * "Static Class" containing the most commonly used helper while dealing with material for
  9187. * rendering purpose.
  9188. *
  9189. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9190. *
  9191. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9192. */
  9193. export class MaterialHelper {
  9194. /**
  9195. * Bind the current view position to an effect.
  9196. * @param effect The effect to be bound
  9197. * @param scene The scene the eyes position is used from
  9198. */
  9199. static BindEyePosition(effect: Effect, scene: Scene): void;
  9200. /**
  9201. * Helps preparing the defines values about the UVs in used in the effect.
  9202. * UVs are shared as much as we can accross channels in the shaders.
  9203. * @param texture The texture we are preparing the UVs for
  9204. * @param defines The defines to update
  9205. * @param key The channel key "diffuse", "specular"... used in the shader
  9206. */
  9207. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9208. /**
  9209. * Binds a texture matrix value to its corrsponding uniform
  9210. * @param texture The texture to bind the matrix for
  9211. * @param uniformBuffer The uniform buffer receivin the data
  9212. * @param key The channel key "diffuse", "specular"... used in the shader
  9213. */
  9214. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9215. /**
  9216. * Gets the current status of the fog (should it be enabled?)
  9217. * @param mesh defines the mesh to evaluate for fog support
  9218. * @param scene defines the hosting scene
  9219. * @returns true if fog must be enabled
  9220. */
  9221. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9222. /**
  9223. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9224. * @param mesh defines the current mesh
  9225. * @param scene defines the current scene
  9226. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9227. * @param pointsCloud defines if point cloud rendering has to be turned on
  9228. * @param fogEnabled defines if fog has to be turned on
  9229. * @param alphaTest defines if alpha testing has to be turned on
  9230. * @param defines defines the current list of defines
  9231. */
  9232. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9233. /**
  9234. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9235. * @param scene defines the current scene
  9236. * @param engine defines the current engine
  9237. * @param defines specifies the list of active defines
  9238. * @param useInstances defines if instances have to be turned on
  9239. * @param useClipPlane defines if clip plane have to be turned on
  9240. */
  9241. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9242. /**
  9243. * Prepares the defines for bones
  9244. * @param mesh The mesh containing the geometry data we will draw
  9245. * @param defines The defines to update
  9246. */
  9247. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9248. /**
  9249. * Prepares the defines for morph targets
  9250. * @param mesh The mesh containing the geometry data we will draw
  9251. * @param defines The defines to update
  9252. */
  9253. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9254. /**
  9255. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9256. * @param mesh The mesh containing the geometry data we will draw
  9257. * @param defines The defines to update
  9258. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9259. * @param useBones Precise whether bones should be used or not (override mesh info)
  9260. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9261. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9262. * @returns false if defines are considered not dirty and have not been checked
  9263. */
  9264. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9265. /**
  9266. * Prepares the defines related to multiview
  9267. * @param scene The scene we are intending to draw
  9268. * @param defines The defines to update
  9269. */
  9270. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9271. /**
  9272. * Prepares the defines related to the light information passed in parameter
  9273. * @param scene The scene we are intending to draw
  9274. * @param mesh The mesh the effect is compiling for
  9275. * @param light The light the effect is compiling for
  9276. * @param lightIndex The index of the light
  9277. * @param defines The defines to update
  9278. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9279. * @param state Defines the current state regarding what is needed (normals, etc...)
  9280. */
  9281. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9282. needNormals: boolean;
  9283. needRebuild: boolean;
  9284. shadowEnabled: boolean;
  9285. specularEnabled: boolean;
  9286. lightmapMode: boolean;
  9287. }): void;
  9288. /**
  9289. * Prepares the defines related to the light information passed in parameter
  9290. * @param scene The scene we are intending to draw
  9291. * @param mesh The mesh the effect is compiling for
  9292. * @param defines The defines to update
  9293. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9294. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9295. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9296. * @returns true if normals will be required for the rest of the effect
  9297. */
  9298. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9299. /**
  9300. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9301. * @param lightIndex defines the light index
  9302. * @param uniformsList The uniform list
  9303. * @param samplersList The sampler list
  9304. * @param projectedLightTexture defines if projected texture must be used
  9305. * @param uniformBuffersList defines an optional list of uniform buffers
  9306. */
  9307. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9308. /**
  9309. * Prepares the uniforms and samplers list to be used in the effect
  9310. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9311. * @param samplersList The sampler list
  9312. * @param defines The defines helping in the list generation
  9313. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9314. */
  9315. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9316. /**
  9317. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9318. * @param defines The defines to update while falling back
  9319. * @param fallbacks The authorized effect fallbacks
  9320. * @param maxSimultaneousLights The maximum number of lights allowed
  9321. * @param rank the current rank of the Effect
  9322. * @returns The newly affected rank
  9323. */
  9324. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9325. private static _TmpMorphInfluencers;
  9326. /**
  9327. * Prepares the list of attributes required for morph targets according to the effect defines.
  9328. * @param attribs The current list of supported attribs
  9329. * @param mesh The mesh to prepare the morph targets attributes for
  9330. * @param influencers The number of influencers
  9331. */
  9332. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9333. /**
  9334. * Prepares the list of attributes required for morph targets according to the effect defines.
  9335. * @param attribs The current list of supported attribs
  9336. * @param mesh The mesh to prepare the morph targets attributes for
  9337. * @param defines The current Defines of the effect
  9338. */
  9339. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9340. /**
  9341. * Prepares the list of attributes required for bones according to the effect defines.
  9342. * @param attribs The current list of supported attribs
  9343. * @param mesh The mesh to prepare the bones attributes for
  9344. * @param defines The current Defines of the effect
  9345. * @param fallbacks The current efffect fallback strategy
  9346. */
  9347. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9348. /**
  9349. * Check and prepare the list of attributes required for instances according to the effect defines.
  9350. * @param attribs The current list of supported attribs
  9351. * @param defines The current MaterialDefines of the effect
  9352. */
  9353. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9354. /**
  9355. * Add the list of attributes required for instances to the attribs array.
  9356. * @param attribs The current list of supported attribs
  9357. */
  9358. static PushAttributesForInstances(attribs: string[]): void;
  9359. /**
  9360. * Binds the light information to the effect.
  9361. * @param light The light containing the generator
  9362. * @param effect The effect we are binding the data to
  9363. * @param lightIndex The light index in the effect used to render
  9364. */
  9365. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9366. /**
  9367. * Binds the lights information from the scene to the effect for the given mesh.
  9368. * @param light Light to bind
  9369. * @param lightIndex Light index
  9370. * @param scene The scene where the light belongs to
  9371. * @param effect The effect we are binding the data to
  9372. * @param useSpecular Defines if specular is supported
  9373. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9374. */
  9375. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel?: boolean): void;
  9376. /**
  9377. * Binds the lights information from the scene to the effect for the given mesh.
  9378. * @param scene The scene the lights belongs to
  9379. * @param mesh The mesh we are binding the information to render
  9380. * @param effect The effect we are binding the data to
  9381. * @param defines The generated defines for the effect
  9382. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9383. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9384. */
  9385. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, rebuildInParallel?: boolean): void;
  9386. private static _tempFogColor;
  9387. /**
  9388. * Binds the fog information from the scene to the effect for the given mesh.
  9389. * @param scene The scene the lights belongs to
  9390. * @param mesh The mesh we are binding the information to render
  9391. * @param effect The effect we are binding the data to
  9392. * @param linearSpace Defines if the fog effect is applied in linear space
  9393. */
  9394. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9395. /**
  9396. * Binds the bones information from the mesh to the effect.
  9397. * @param mesh The mesh we are binding the information to render
  9398. * @param effect The effect we are binding the data to
  9399. */
  9400. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9401. /**
  9402. * Binds the morph targets information from the mesh to the effect.
  9403. * @param abstractMesh The mesh we are binding the information to render
  9404. * @param effect The effect we are binding the data to
  9405. */
  9406. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9407. /**
  9408. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9409. * @param defines The generated defines used in the effect
  9410. * @param effect The effect we are binding the data to
  9411. * @param scene The scene we are willing to render with logarithmic scale for
  9412. */
  9413. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9414. /**
  9415. * Binds the clip plane information from the scene to the effect.
  9416. * @param scene The scene the clip plane information are extracted from
  9417. * @param effect The effect we are binding the data to
  9418. */
  9419. static BindClipPlane(effect: Effect, scene: Scene): void;
  9420. }
  9421. }
  9422. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9423. /** @hidden */
  9424. export var packingFunctions: {
  9425. name: string;
  9426. shader: string;
  9427. };
  9428. }
  9429. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9430. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9431. /** @hidden */
  9432. export var shadowMapPixelShader: {
  9433. name: string;
  9434. shader: string;
  9435. };
  9436. }
  9437. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9438. /** @hidden */
  9439. export var bonesDeclaration: {
  9440. name: string;
  9441. shader: string;
  9442. };
  9443. }
  9444. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9445. /** @hidden */
  9446. export var morphTargetsVertexGlobalDeclaration: {
  9447. name: string;
  9448. shader: string;
  9449. };
  9450. }
  9451. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9452. /** @hidden */
  9453. export var morphTargetsVertexDeclaration: {
  9454. name: string;
  9455. shader: string;
  9456. };
  9457. }
  9458. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9459. /** @hidden */
  9460. export var instancesDeclaration: {
  9461. name: string;
  9462. shader: string;
  9463. };
  9464. }
  9465. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9466. /** @hidden */
  9467. export var helperFunctions: {
  9468. name: string;
  9469. shader: string;
  9470. };
  9471. }
  9472. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9473. /** @hidden */
  9474. export var morphTargetsVertex: {
  9475. name: string;
  9476. shader: string;
  9477. };
  9478. }
  9479. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9480. /** @hidden */
  9481. export var instancesVertex: {
  9482. name: string;
  9483. shader: string;
  9484. };
  9485. }
  9486. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9487. /** @hidden */
  9488. export var bonesVertex: {
  9489. name: string;
  9490. shader: string;
  9491. };
  9492. }
  9493. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9494. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9495. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9496. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9497. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9498. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9499. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9500. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9501. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9502. /** @hidden */
  9503. export var shadowMapVertexShader: {
  9504. name: string;
  9505. shader: string;
  9506. };
  9507. }
  9508. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9509. /** @hidden */
  9510. export var depthBoxBlurPixelShader: {
  9511. name: string;
  9512. shader: string;
  9513. };
  9514. }
  9515. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9516. import { Nullable } from "babylonjs/types";
  9517. import { Scene } from "babylonjs/scene";
  9518. import { Matrix } from "babylonjs/Maths/math.vector";
  9519. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9520. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9521. import { Mesh } from "babylonjs/Meshes/mesh";
  9522. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9523. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9524. import { Effect } from "babylonjs/Materials/effect";
  9525. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9526. import "babylonjs/Shaders/shadowMap.fragment";
  9527. import "babylonjs/Shaders/shadowMap.vertex";
  9528. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9529. import { Observable } from "babylonjs/Misc/observable";
  9530. /**
  9531. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9532. */
  9533. export interface ICustomShaderOptions {
  9534. /**
  9535. * Gets or sets the custom shader name to use
  9536. */
  9537. shaderName: string;
  9538. /**
  9539. * The list of attribute names used in the shader
  9540. */
  9541. attributes?: string[];
  9542. /**
  9543. * The list of unifrom names used in the shader
  9544. */
  9545. uniforms?: string[];
  9546. /**
  9547. * The list of sampler names used in the shader
  9548. */
  9549. samplers?: string[];
  9550. /**
  9551. * The list of defines used in the shader
  9552. */
  9553. defines?: string[];
  9554. }
  9555. /**
  9556. * Interface to implement to create a shadow generator compatible with BJS.
  9557. */
  9558. export interface IShadowGenerator {
  9559. /**
  9560. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9561. * @returns The render target texture if present otherwise, null
  9562. */
  9563. getShadowMap(): Nullable<RenderTargetTexture>;
  9564. /**
  9565. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9566. * @param subMesh The submesh we want to render in the shadow map
  9567. * @param useInstances Defines wether will draw in the map using instances
  9568. * @returns true if ready otherwise, false
  9569. */
  9570. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9571. /**
  9572. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9573. * @param defines Defines of the material we want to update
  9574. * @param lightIndex Index of the light in the enabled light list of the material
  9575. */
  9576. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9577. /**
  9578. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9579. * defined in the generator but impacting the effect).
  9580. * It implies the unifroms available on the materials are the standard BJS ones.
  9581. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9582. * @param effect The effect we are binfing the information for
  9583. */
  9584. bindShadowLight(lightIndex: string, effect: Effect): void;
  9585. /**
  9586. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9587. * (eq to shadow prjection matrix * light transform matrix)
  9588. * @returns The transform matrix used to create the shadow map
  9589. */
  9590. getTransformMatrix(): Matrix;
  9591. /**
  9592. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9593. * Cube and 2D textures for instance.
  9594. */
  9595. recreateShadowMap(): void;
  9596. /**
  9597. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9598. * @param onCompiled Callback triggered at the and of the effects compilation
  9599. * @param options Sets of optional options forcing the compilation with different modes
  9600. */
  9601. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  9602. useInstances: boolean;
  9603. }>): void;
  9604. /**
  9605. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9606. * @param options Sets of optional options forcing the compilation with different modes
  9607. * @returns A promise that resolves when the compilation completes
  9608. */
  9609. forceCompilationAsync(options?: Partial<{
  9610. useInstances: boolean;
  9611. }>): Promise<void>;
  9612. /**
  9613. * Serializes the shadow generator setup to a json object.
  9614. * @returns The serialized JSON object
  9615. */
  9616. serialize(): any;
  9617. /**
  9618. * Disposes the Shadow map and related Textures and effects.
  9619. */
  9620. dispose(): void;
  9621. }
  9622. /**
  9623. * Default implementation IShadowGenerator.
  9624. * This is the main object responsible of generating shadows in the framework.
  9625. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9626. */
  9627. export class ShadowGenerator implements IShadowGenerator {
  9628. /**
  9629. * Shadow generator mode None: no filtering applied.
  9630. */
  9631. static readonly FILTER_NONE: number;
  9632. /**
  9633. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9634. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9635. */
  9636. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9637. /**
  9638. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9639. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9640. */
  9641. static readonly FILTER_POISSONSAMPLING: number;
  9642. /**
  9643. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9644. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9645. */
  9646. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9647. /**
  9648. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9649. * edge artifacts on steep falloff.
  9650. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9651. */
  9652. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9653. /**
  9654. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9655. * edge artifacts on steep falloff.
  9656. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9657. */
  9658. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9659. /**
  9660. * Shadow generator mode PCF: Percentage Closer Filtering
  9661. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9662. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9663. */
  9664. static readonly FILTER_PCF: number;
  9665. /**
  9666. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9667. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9668. * Contact Hardening
  9669. */
  9670. static readonly FILTER_PCSS: number;
  9671. /**
  9672. * Reserved for PCF and PCSS
  9673. * Highest Quality.
  9674. *
  9675. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9676. *
  9677. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9678. */
  9679. static readonly QUALITY_HIGH: number;
  9680. /**
  9681. * Reserved for PCF and PCSS
  9682. * Good tradeoff for quality/perf cross devices
  9683. *
  9684. * Execute PCF on a 3*3 kernel.
  9685. *
  9686. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9687. */
  9688. static readonly QUALITY_MEDIUM: number;
  9689. /**
  9690. * Reserved for PCF and PCSS
  9691. * The lowest quality but the fastest.
  9692. *
  9693. * Execute PCF on a 1*1 kernel.
  9694. *
  9695. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9696. */
  9697. static readonly QUALITY_LOW: number;
  9698. /** Gets or sets the custom shader name to use */
  9699. customShaderOptions: ICustomShaderOptions;
  9700. /**
  9701. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9702. */
  9703. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9704. /**
  9705. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9706. */
  9707. onAfterShadowMapRenderObservable: Observable<Effect>;
  9708. /**
  9709. * Observable triggered before a mesh is rendered in the shadow map.
  9710. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9711. */
  9712. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9713. /**
  9714. * Observable triggered after a mesh is rendered in the shadow map.
  9715. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9716. */
  9717. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9718. private _bias;
  9719. /**
  9720. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9721. */
  9722. get bias(): number;
  9723. /**
  9724. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9725. */
  9726. set bias(bias: number);
  9727. private _normalBias;
  9728. /**
  9729. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9730. */
  9731. get normalBias(): number;
  9732. /**
  9733. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9734. */
  9735. set normalBias(normalBias: number);
  9736. private _blurBoxOffset;
  9737. /**
  9738. * Gets the blur box offset: offset applied during the blur pass.
  9739. * Only useful if useKernelBlur = false
  9740. */
  9741. get blurBoxOffset(): number;
  9742. /**
  9743. * Sets the blur box offset: offset applied during the blur pass.
  9744. * Only useful if useKernelBlur = false
  9745. */
  9746. set blurBoxOffset(value: number);
  9747. private _blurScale;
  9748. /**
  9749. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9750. * 2 means half of the size.
  9751. */
  9752. get blurScale(): number;
  9753. /**
  9754. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9755. * 2 means half of the size.
  9756. */
  9757. set blurScale(value: number);
  9758. private _blurKernel;
  9759. /**
  9760. * Gets the blur kernel: kernel size of the blur pass.
  9761. * Only useful if useKernelBlur = true
  9762. */
  9763. get blurKernel(): number;
  9764. /**
  9765. * Sets the blur kernel: kernel size of the blur pass.
  9766. * Only useful if useKernelBlur = true
  9767. */
  9768. set blurKernel(value: number);
  9769. private _useKernelBlur;
  9770. /**
  9771. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9772. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9773. */
  9774. get useKernelBlur(): boolean;
  9775. /**
  9776. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9777. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9778. */
  9779. set useKernelBlur(value: boolean);
  9780. private _depthScale;
  9781. /**
  9782. * Gets the depth scale used in ESM mode.
  9783. */
  9784. get depthScale(): number;
  9785. /**
  9786. * Sets the depth scale used in ESM mode.
  9787. * This can override the scale stored on the light.
  9788. */
  9789. set depthScale(value: number);
  9790. private _filter;
  9791. /**
  9792. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9793. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9794. */
  9795. get filter(): number;
  9796. /**
  9797. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9798. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9799. */
  9800. set filter(value: number);
  9801. /**
  9802. * Gets if the current filter is set to Poisson Sampling.
  9803. */
  9804. get usePoissonSampling(): boolean;
  9805. /**
  9806. * Sets the current filter to Poisson Sampling.
  9807. */
  9808. set usePoissonSampling(value: boolean);
  9809. /**
  9810. * Gets if the current filter is set to ESM.
  9811. */
  9812. get useExponentialShadowMap(): boolean;
  9813. /**
  9814. * Sets the current filter is to ESM.
  9815. */
  9816. set useExponentialShadowMap(value: boolean);
  9817. /**
  9818. * Gets if the current filter is set to filtered ESM.
  9819. */
  9820. get useBlurExponentialShadowMap(): boolean;
  9821. /**
  9822. * Gets if the current filter is set to filtered ESM.
  9823. */
  9824. set useBlurExponentialShadowMap(value: boolean);
  9825. /**
  9826. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9827. * exponential to prevent steep falloff artifacts).
  9828. */
  9829. get useCloseExponentialShadowMap(): boolean;
  9830. /**
  9831. * Sets the current filter to "close ESM" (using the inverse of the
  9832. * exponential to prevent steep falloff artifacts).
  9833. */
  9834. set useCloseExponentialShadowMap(value: boolean);
  9835. /**
  9836. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9837. * exponential to prevent steep falloff artifacts).
  9838. */
  9839. get useBlurCloseExponentialShadowMap(): boolean;
  9840. /**
  9841. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9842. * exponential to prevent steep falloff artifacts).
  9843. */
  9844. set useBlurCloseExponentialShadowMap(value: boolean);
  9845. /**
  9846. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9847. */
  9848. get usePercentageCloserFiltering(): boolean;
  9849. /**
  9850. * Sets the current filter to "PCF" (percentage closer filtering).
  9851. */
  9852. set usePercentageCloserFiltering(value: boolean);
  9853. private _filteringQuality;
  9854. /**
  9855. * Gets the PCF or PCSS Quality.
  9856. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9857. */
  9858. get filteringQuality(): number;
  9859. /**
  9860. * Sets the PCF or PCSS Quality.
  9861. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9862. */
  9863. set filteringQuality(filteringQuality: number);
  9864. /**
  9865. * Gets if the current filter is set to "PCSS" (contact hardening).
  9866. */
  9867. get useContactHardeningShadow(): boolean;
  9868. /**
  9869. * Sets the current filter to "PCSS" (contact hardening).
  9870. */
  9871. set useContactHardeningShadow(value: boolean);
  9872. private _contactHardeningLightSizeUVRatio;
  9873. /**
  9874. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9875. * Using a ratio helps keeping shape stability independently of the map size.
  9876. *
  9877. * It does not account for the light projection as it was having too much
  9878. * instability during the light setup or during light position changes.
  9879. *
  9880. * Only valid if useContactHardeningShadow is true.
  9881. */
  9882. get contactHardeningLightSizeUVRatio(): number;
  9883. /**
  9884. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9885. * Using a ratio helps keeping shape stability independently of the map size.
  9886. *
  9887. * It does not account for the light projection as it was having too much
  9888. * instability during the light setup or during light position changes.
  9889. *
  9890. * Only valid if useContactHardeningShadow is true.
  9891. */
  9892. set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
  9893. private _darkness;
  9894. /** Gets or sets the actual darkness of a shadow */
  9895. get darkness(): number;
  9896. set darkness(value: number);
  9897. /**
  9898. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9899. * 0 means strongest and 1 would means no shadow.
  9900. * @returns the darkness.
  9901. */
  9902. getDarkness(): number;
  9903. /**
  9904. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9905. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9906. * @returns the shadow generator allowing fluent coding.
  9907. */
  9908. setDarkness(darkness: number): ShadowGenerator;
  9909. private _transparencyShadow;
  9910. /** Gets or sets the ability to have transparent shadow */
  9911. get transparencyShadow(): boolean;
  9912. set transparencyShadow(value: boolean);
  9913. /**
  9914. * Sets the ability to have transparent shadow (boolean).
  9915. * @param transparent True if transparent else False
  9916. * @returns the shadow generator allowing fluent coding
  9917. */
  9918. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9919. private _shadowMap;
  9920. private _shadowMap2;
  9921. /**
  9922. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9923. * @returns The render target texture if present otherwise, null
  9924. */
  9925. getShadowMap(): Nullable<RenderTargetTexture>;
  9926. /**
  9927. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9928. * @returns The render target texture if the shadow map is present otherwise, null
  9929. */
  9930. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9931. /**
  9932. * Gets the class name of that object
  9933. * @returns "ShadowGenerator"
  9934. */
  9935. getClassName(): string;
  9936. /**
  9937. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9938. * @param mesh Mesh to add
  9939. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9940. * @returns the Shadow Generator itself
  9941. */
  9942. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9943. /**
  9944. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9945. * @param mesh Mesh to remove
  9946. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9947. * @returns the Shadow Generator itself
  9948. */
  9949. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9950. /**
  9951. * Controls the extent to which the shadows fade out at the edge of the frustum
  9952. * Used only by directionals and spots
  9953. */
  9954. frustumEdgeFalloff: number;
  9955. private _light;
  9956. /**
  9957. * Returns the associated light object.
  9958. * @returns the light generating the shadow
  9959. */
  9960. getLight(): IShadowLight;
  9961. /**
  9962. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9963. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9964. * It might on the other hand introduce peter panning.
  9965. */
  9966. forceBackFacesOnly: boolean;
  9967. private _scene;
  9968. private _lightDirection;
  9969. private _effect;
  9970. private _viewMatrix;
  9971. private _projectionMatrix;
  9972. private _transformMatrix;
  9973. private _cachedPosition;
  9974. private _cachedDirection;
  9975. private _cachedDefines;
  9976. private _currentRenderID;
  9977. private _boxBlurPostprocess;
  9978. private _kernelBlurXPostprocess;
  9979. private _kernelBlurYPostprocess;
  9980. private _blurPostProcesses;
  9981. private _mapSize;
  9982. private _currentFaceIndex;
  9983. private _currentFaceIndexCache;
  9984. private _textureType;
  9985. private _defaultTextureMatrix;
  9986. private _storedUniqueId;
  9987. /** @hidden */
  9988. static _SceneComponentInitialization: (scene: Scene) => void;
  9989. /**
  9990. * Creates a ShadowGenerator object.
  9991. * A ShadowGenerator is the required tool to use the shadows.
  9992. * Each light casting shadows needs to use its own ShadowGenerator.
  9993. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9994. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9995. * @param light The light object generating the shadows.
  9996. * @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.
  9997. */
  9998. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9999. private _initializeGenerator;
  10000. private _initializeShadowMap;
  10001. private _initializeBlurRTTAndPostProcesses;
  10002. private _renderForShadowMap;
  10003. private _renderSubMeshForShadowMap;
  10004. private _applyFilterValues;
  10005. /**
  10006. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  10007. * @param onCompiled Callback triggered at the and of the effects compilation
  10008. * @param options Sets of optional options forcing the compilation with different modes
  10009. */
  10010. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  10011. useInstances: boolean;
  10012. }>): void;
  10013. /**
  10014. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  10015. * @param options Sets of optional options forcing the compilation with different modes
  10016. * @returns A promise that resolves when the compilation completes
  10017. */
  10018. forceCompilationAsync(options?: Partial<{
  10019. useInstances: boolean;
  10020. }>): Promise<void>;
  10021. /**
  10022. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  10023. * @param subMesh The submesh we want to render in the shadow map
  10024. * @param useInstances Defines wether will draw in the map using instances
  10025. * @returns true if ready otherwise, false
  10026. */
  10027. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  10028. /**
  10029. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  10030. * @param defines Defines of the material we want to update
  10031. * @param lightIndex Index of the light in the enabled light list of the material
  10032. */
  10033. prepareDefines(defines: any, lightIndex: number): void;
  10034. /**
  10035. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  10036. * defined in the generator but impacting the effect).
  10037. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  10038. * @param effect The effect we are binfing the information for
  10039. */
  10040. bindShadowLight(lightIndex: string, effect: Effect): void;
  10041. /**
  10042. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  10043. * (eq to shadow prjection matrix * light transform matrix)
  10044. * @returns The transform matrix used to create the shadow map
  10045. */
  10046. getTransformMatrix(): Matrix;
  10047. /**
  10048. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  10049. * Cube and 2D textures for instance.
  10050. */
  10051. recreateShadowMap(): void;
  10052. private _disposeBlurPostProcesses;
  10053. private _disposeRTTandPostProcesses;
  10054. /**
  10055. * Disposes the ShadowGenerator.
  10056. * Returns nothing.
  10057. */
  10058. dispose(): void;
  10059. /**
  10060. * Serializes the shadow generator setup to a json object.
  10061. * @returns The serialized JSON object
  10062. */
  10063. serialize(): any;
  10064. /**
  10065. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  10066. * @param parsedShadowGenerator The JSON object to parse
  10067. * @param scene The scene to create the shadow map for
  10068. * @returns The parsed shadow generator
  10069. */
  10070. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  10071. }
  10072. }
  10073. declare module "babylonjs/Lights/light" {
  10074. import { Nullable } from "babylonjs/types";
  10075. import { Scene } from "babylonjs/scene";
  10076. import { Vector3 } from "babylonjs/Maths/math.vector";
  10077. import { Color3 } from "babylonjs/Maths/math.color";
  10078. import { Node } from "babylonjs/node";
  10079. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10080. import { Effect } from "babylonjs/Materials/effect";
  10081. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  10082. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  10083. /**
  10084. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  10085. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  10086. * 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.
  10087. */
  10088. export abstract class Light extends Node {
  10089. /**
  10090. * Falloff Default: light is falling off following the material specification:
  10091. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  10092. */
  10093. static readonly FALLOFF_DEFAULT: number;
  10094. /**
  10095. * Falloff Physical: light is falling off following the inverse squared distance law.
  10096. */
  10097. static readonly FALLOFF_PHYSICAL: number;
  10098. /**
  10099. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  10100. * to enhance interoperability with other engines.
  10101. */
  10102. static readonly FALLOFF_GLTF: number;
  10103. /**
  10104. * Falloff Standard: light is falling off like in the standard material
  10105. * to enhance interoperability with other materials.
  10106. */
  10107. static readonly FALLOFF_STANDARD: number;
  10108. /**
  10109. * If every light affecting the material is in this lightmapMode,
  10110. * material.lightmapTexture adds or multiplies
  10111. * (depends on material.useLightmapAsShadowmap)
  10112. * after every other light calculations.
  10113. */
  10114. static readonly LIGHTMAP_DEFAULT: number;
  10115. /**
  10116. * material.lightmapTexture as only diffuse lighting from this light
  10117. * adds only specular lighting from this light
  10118. * adds dynamic shadows
  10119. */
  10120. static readonly LIGHTMAP_SPECULAR: number;
  10121. /**
  10122. * material.lightmapTexture as only lighting
  10123. * no light calculation from this light
  10124. * only adds dynamic shadows from this light
  10125. */
  10126. static readonly LIGHTMAP_SHADOWSONLY: number;
  10127. /**
  10128. * Each light type uses the default quantity according to its type:
  10129. * point/spot lights use luminous intensity
  10130. * directional lights use illuminance
  10131. */
  10132. static readonly INTENSITYMODE_AUTOMATIC: number;
  10133. /**
  10134. * lumen (lm)
  10135. */
  10136. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  10137. /**
  10138. * candela (lm/sr)
  10139. */
  10140. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  10141. /**
  10142. * lux (lm/m^2)
  10143. */
  10144. static readonly INTENSITYMODE_ILLUMINANCE: number;
  10145. /**
  10146. * nit (cd/m^2)
  10147. */
  10148. static readonly INTENSITYMODE_LUMINANCE: number;
  10149. /**
  10150. * Light type const id of the point light.
  10151. */
  10152. static readonly LIGHTTYPEID_POINTLIGHT: number;
  10153. /**
  10154. * Light type const id of the directional light.
  10155. */
  10156. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  10157. /**
  10158. * Light type const id of the spot light.
  10159. */
  10160. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  10161. /**
  10162. * Light type const id of the hemispheric light.
  10163. */
  10164. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  10165. /**
  10166. * Diffuse gives the basic color to an object.
  10167. */
  10168. diffuse: Color3;
  10169. /**
  10170. * Specular produces a highlight color on an object.
  10171. * Note: This is note affecting PBR materials.
  10172. */
  10173. specular: Color3;
  10174. /**
  10175. * Defines the falloff type for this light. This lets overrriding how punctual light are
  10176. * falling off base on range or angle.
  10177. * This can be set to any values in Light.FALLOFF_x.
  10178. *
  10179. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  10180. * other types of materials.
  10181. */
  10182. falloffType: number;
  10183. /**
  10184. * Strength of the light.
  10185. * Note: By default it is define in the framework own unit.
  10186. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  10187. */
  10188. intensity: number;
  10189. private _range;
  10190. protected _inverseSquaredRange: number;
  10191. /**
  10192. * Defines how far from the source the light is impacting in scene units.
  10193. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10194. */
  10195. get range(): number;
  10196. /**
  10197. * Defines how far from the source the light is impacting in scene units.
  10198. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  10199. */
  10200. set range(value: number);
  10201. /**
  10202. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10203. * of light.
  10204. */
  10205. private _photometricScale;
  10206. private _intensityMode;
  10207. /**
  10208. * Gets the photometric scale used to interpret the intensity.
  10209. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10210. */
  10211. get intensityMode(): number;
  10212. /**
  10213. * Sets the photometric scale used to interpret the intensity.
  10214. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10215. */
  10216. set intensityMode(value: number);
  10217. private _radius;
  10218. /**
  10219. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10220. */
  10221. get radius(): number;
  10222. /**
  10223. * sets the light radius used by PBR Materials to simulate soft area lights.
  10224. */
  10225. set radius(value: number);
  10226. private _renderPriority;
  10227. /**
  10228. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10229. * exceeding the number allowed of the materials.
  10230. */
  10231. renderPriority: number;
  10232. private _shadowEnabled;
  10233. /**
  10234. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10235. * the current shadow generator.
  10236. */
  10237. get shadowEnabled(): boolean;
  10238. /**
  10239. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10240. * the current shadow generator.
  10241. */
  10242. set shadowEnabled(value: boolean);
  10243. private _includedOnlyMeshes;
  10244. /**
  10245. * Gets the only meshes impacted by this light.
  10246. */
  10247. get includedOnlyMeshes(): AbstractMesh[];
  10248. /**
  10249. * Sets the only meshes impacted by this light.
  10250. */
  10251. set includedOnlyMeshes(value: AbstractMesh[]);
  10252. private _excludedMeshes;
  10253. /**
  10254. * Gets the meshes not impacted by this light.
  10255. */
  10256. get excludedMeshes(): AbstractMesh[];
  10257. /**
  10258. * Sets the meshes not impacted by this light.
  10259. */
  10260. set excludedMeshes(value: AbstractMesh[]);
  10261. private _excludeWithLayerMask;
  10262. /**
  10263. * Gets the layer id use to find what meshes are not impacted by the light.
  10264. * Inactive if 0
  10265. */
  10266. get excludeWithLayerMask(): number;
  10267. /**
  10268. * Sets the layer id use to find what meshes are not impacted by the light.
  10269. * Inactive if 0
  10270. */
  10271. set excludeWithLayerMask(value: number);
  10272. private _includeOnlyWithLayerMask;
  10273. /**
  10274. * Gets the layer id use to find what meshes are impacted by the light.
  10275. * Inactive if 0
  10276. */
  10277. get includeOnlyWithLayerMask(): number;
  10278. /**
  10279. * Sets the layer id use to find what meshes are impacted by the light.
  10280. * Inactive if 0
  10281. */
  10282. set includeOnlyWithLayerMask(value: number);
  10283. private _lightmapMode;
  10284. /**
  10285. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10286. */
  10287. get lightmapMode(): number;
  10288. /**
  10289. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10290. */
  10291. set lightmapMode(value: number);
  10292. /**
  10293. * Shadow generator associted to the light.
  10294. * @hidden Internal use only.
  10295. */
  10296. _shadowGenerator: Nullable<IShadowGenerator>;
  10297. /**
  10298. * @hidden Internal use only.
  10299. */
  10300. _excludedMeshesIds: string[];
  10301. /**
  10302. * @hidden Internal use only.
  10303. */
  10304. _includedOnlyMeshesIds: string[];
  10305. /**
  10306. * The current light unifom buffer.
  10307. * @hidden Internal use only.
  10308. */
  10309. _uniformBuffer: UniformBuffer;
  10310. /** @hidden */
  10311. _renderId: number;
  10312. /**
  10313. * Creates a Light object in the scene.
  10314. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10315. * @param name The firendly name of the light
  10316. * @param scene The scene the light belongs too
  10317. */
  10318. constructor(name: string, scene: Scene);
  10319. protected abstract _buildUniformLayout(): void;
  10320. /**
  10321. * Sets the passed Effect "effect" with the Light information.
  10322. * @param effect The effect to update
  10323. * @param lightIndex The index of the light in the effect to update
  10324. * @returns The light
  10325. */
  10326. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10327. /**
  10328. * Sets the passed Effect "effect" with the Light textures.
  10329. * @param effect The effect to update
  10330. * @param lightIndex The index of the light in the effect to update
  10331. * @returns The light
  10332. */
  10333. transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
  10334. /**
  10335. * Binds the lights information from the scene to the effect for the given mesh.
  10336. * @param lightIndex Light index
  10337. * @param scene The scene where the light belongs to
  10338. * @param effect The effect we are binding the data to
  10339. * @param useSpecular Defines if specular is supported
  10340. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  10341. */
  10342. _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel?: boolean): void;
  10343. /**
  10344. * Sets the passed Effect "effect" with the Light information.
  10345. * @param effect The effect to update
  10346. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10347. * @returns The light
  10348. */
  10349. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10350. /**
  10351. * Returns the string "Light".
  10352. * @returns the class name
  10353. */
  10354. getClassName(): string;
  10355. /** @hidden */
  10356. readonly _isLight: boolean;
  10357. /**
  10358. * Converts the light information to a readable string for debug purpose.
  10359. * @param fullDetails Supports for multiple levels of logging within scene loading
  10360. * @returns the human readable light info
  10361. */
  10362. toString(fullDetails?: boolean): string;
  10363. /** @hidden */
  10364. protected _syncParentEnabledState(): void;
  10365. /**
  10366. * Set the enabled state of this node.
  10367. * @param value - the new enabled state
  10368. */
  10369. setEnabled(value: boolean): void;
  10370. /**
  10371. * Returns the Light associated shadow generator if any.
  10372. * @return the associated shadow generator.
  10373. */
  10374. getShadowGenerator(): Nullable<IShadowGenerator>;
  10375. /**
  10376. * Returns a Vector3, the absolute light position in the World.
  10377. * @returns the world space position of the light
  10378. */
  10379. getAbsolutePosition(): Vector3;
  10380. /**
  10381. * Specifies if the light will affect the passed mesh.
  10382. * @param mesh The mesh to test against the light
  10383. * @return true the mesh is affected otherwise, false.
  10384. */
  10385. canAffectMesh(mesh: AbstractMesh): boolean;
  10386. /**
  10387. * Sort function to order lights for rendering.
  10388. * @param a First Light object to compare to second.
  10389. * @param b Second Light object to compare first.
  10390. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10391. */
  10392. static CompareLightsPriority(a: Light, b: Light): number;
  10393. /**
  10394. * Releases resources associated with this node.
  10395. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10396. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10397. */
  10398. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10399. /**
  10400. * Returns the light type ID (integer).
  10401. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10402. */
  10403. getTypeID(): number;
  10404. /**
  10405. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10406. * @returns the scaled intensity in intensity mode unit
  10407. */
  10408. getScaledIntensity(): number;
  10409. /**
  10410. * Returns a new Light object, named "name", from the current one.
  10411. * @param name The name of the cloned light
  10412. * @returns the new created light
  10413. */
  10414. clone(name: string): Nullable<Light>;
  10415. /**
  10416. * Serializes the current light into a Serialization object.
  10417. * @returns the serialized object.
  10418. */
  10419. serialize(): any;
  10420. /**
  10421. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10422. * This new light is named "name" and added to the passed scene.
  10423. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10424. * @param name The friendly name of the light
  10425. * @param scene The scene the new light will belong to
  10426. * @returns the constructor function
  10427. */
  10428. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10429. /**
  10430. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10431. * @param parsedLight The JSON representation of the light
  10432. * @param scene The scene to create the parsed light in
  10433. * @returns the created light after parsing
  10434. */
  10435. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10436. private _hookArrayForExcluded;
  10437. private _hookArrayForIncludedOnly;
  10438. private _resyncMeshes;
  10439. /**
  10440. * Forces the meshes to update their light related information in their rendering used effects
  10441. * @hidden Internal Use Only
  10442. */
  10443. _markMeshesAsLightDirty(): void;
  10444. /**
  10445. * Recomputes the cached photometric scale if needed.
  10446. */
  10447. private _computePhotometricScale;
  10448. /**
  10449. * Returns the Photometric Scale according to the light type and intensity mode.
  10450. */
  10451. private _getPhotometricScale;
  10452. /**
  10453. * Reorder the light in the scene according to their defined priority.
  10454. * @hidden Internal Use Only
  10455. */
  10456. _reorderLightsInScene(): void;
  10457. /**
  10458. * Prepares the list of defines specific to the light type.
  10459. * @param defines the list of defines
  10460. * @param lightIndex defines the index of the light for the effect
  10461. */
  10462. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10463. }
  10464. }
  10465. declare module "babylonjs/Actions/action" {
  10466. import { Observable } from "babylonjs/Misc/observable";
  10467. import { Condition } from "babylonjs/Actions/condition";
  10468. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10469. import { ActionManager } from "babylonjs/Actions/actionManager";
  10470. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10471. /**
  10472. * Interface used to define Action
  10473. */
  10474. export interface IAction {
  10475. /**
  10476. * Trigger for the action
  10477. */
  10478. trigger: number;
  10479. /** Options of the trigger */
  10480. triggerOptions: any;
  10481. /**
  10482. * Gets the trigger parameters
  10483. * @returns the trigger parameters
  10484. */
  10485. getTriggerParameter(): any;
  10486. /**
  10487. * Internal only - executes current action event
  10488. * @hidden
  10489. */
  10490. _executeCurrent(evt?: ActionEvent): void;
  10491. /**
  10492. * Serialize placeholder for child classes
  10493. * @param parent of child
  10494. * @returns the serialized object
  10495. */
  10496. serialize(parent: any): any;
  10497. /**
  10498. * Internal only
  10499. * @hidden
  10500. */
  10501. _prepare(): void;
  10502. /**
  10503. * Internal only - manager for action
  10504. * @hidden
  10505. */
  10506. _actionManager: AbstractActionManager;
  10507. /**
  10508. * Adds action to chain of actions, may be a DoNothingAction
  10509. * @param action defines the next action to execute
  10510. * @returns The action passed in
  10511. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10512. */
  10513. then(action: IAction): IAction;
  10514. }
  10515. /**
  10516. * The action to be carried out following a trigger
  10517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10518. */
  10519. export class Action implements IAction {
  10520. /** the trigger, with or without parameters, for the action */
  10521. triggerOptions: any;
  10522. /**
  10523. * Trigger for the action
  10524. */
  10525. trigger: number;
  10526. /**
  10527. * Internal only - manager for action
  10528. * @hidden
  10529. */
  10530. _actionManager: ActionManager;
  10531. private _nextActiveAction;
  10532. private _child;
  10533. private _condition?;
  10534. private _triggerParameter;
  10535. /**
  10536. * An event triggered prior to action being executed.
  10537. */
  10538. onBeforeExecuteObservable: Observable<Action>;
  10539. /**
  10540. * Creates a new Action
  10541. * @param triggerOptions the trigger, with or without parameters, for the action
  10542. * @param condition an optional determinant of action
  10543. */
  10544. constructor(
  10545. /** the trigger, with or without parameters, for the action */
  10546. triggerOptions: any, condition?: Condition);
  10547. /**
  10548. * Internal only
  10549. * @hidden
  10550. */
  10551. _prepare(): void;
  10552. /**
  10553. * Gets the trigger parameters
  10554. * @returns the trigger parameters
  10555. */
  10556. getTriggerParameter(): any;
  10557. /**
  10558. * Internal only - executes current action event
  10559. * @hidden
  10560. */
  10561. _executeCurrent(evt?: ActionEvent): void;
  10562. /**
  10563. * Execute placeholder for child classes
  10564. * @param evt optional action event
  10565. */
  10566. execute(evt?: ActionEvent): void;
  10567. /**
  10568. * Skips to next active action
  10569. */
  10570. skipToNextActiveAction(): void;
  10571. /**
  10572. * Adds action to chain of actions, may be a DoNothingAction
  10573. * @param action defines the next action to execute
  10574. * @returns The action passed in
  10575. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10576. */
  10577. then(action: Action): Action;
  10578. /**
  10579. * Internal only
  10580. * @hidden
  10581. */
  10582. _getProperty(propertyPath: string): string;
  10583. /**
  10584. * Internal only
  10585. * @hidden
  10586. */
  10587. _getEffectiveTarget(target: any, propertyPath: string): any;
  10588. /**
  10589. * Serialize placeholder for child classes
  10590. * @param parent of child
  10591. * @returns the serialized object
  10592. */
  10593. serialize(parent: any): any;
  10594. /**
  10595. * Internal only called by serialize
  10596. * @hidden
  10597. */
  10598. protected _serialize(serializedAction: any, parent?: any): any;
  10599. /**
  10600. * Internal only
  10601. * @hidden
  10602. */
  10603. static _SerializeValueAsString: (value: any) => string;
  10604. /**
  10605. * Internal only
  10606. * @hidden
  10607. */
  10608. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10609. name: string;
  10610. targetType: string;
  10611. value: string;
  10612. };
  10613. }
  10614. }
  10615. declare module "babylonjs/Actions/condition" {
  10616. import { ActionManager } from "babylonjs/Actions/actionManager";
  10617. /**
  10618. * A Condition applied to an Action
  10619. */
  10620. export class Condition {
  10621. /**
  10622. * Internal only - manager for action
  10623. * @hidden
  10624. */
  10625. _actionManager: ActionManager;
  10626. /**
  10627. * Internal only
  10628. * @hidden
  10629. */
  10630. _evaluationId: number;
  10631. /**
  10632. * Internal only
  10633. * @hidden
  10634. */
  10635. _currentResult: boolean;
  10636. /**
  10637. * Creates a new Condition
  10638. * @param actionManager the manager of the action the condition is applied to
  10639. */
  10640. constructor(actionManager: ActionManager);
  10641. /**
  10642. * Check if the current condition is valid
  10643. * @returns a boolean
  10644. */
  10645. isValid(): boolean;
  10646. /**
  10647. * Internal only
  10648. * @hidden
  10649. */
  10650. _getProperty(propertyPath: string): string;
  10651. /**
  10652. * Internal only
  10653. * @hidden
  10654. */
  10655. _getEffectiveTarget(target: any, propertyPath: string): any;
  10656. /**
  10657. * Serialize placeholder for child classes
  10658. * @returns the serialized object
  10659. */
  10660. serialize(): any;
  10661. /**
  10662. * Internal only
  10663. * @hidden
  10664. */
  10665. protected _serialize(serializedCondition: any): any;
  10666. }
  10667. /**
  10668. * Defines specific conditional operators as extensions of Condition
  10669. */
  10670. export class ValueCondition extends Condition {
  10671. /** path to specify the property of the target the conditional operator uses */
  10672. propertyPath: string;
  10673. /** the value compared by the conditional operator against the current value of the property */
  10674. value: any;
  10675. /** the conditional operator, default ValueCondition.IsEqual */
  10676. operator: number;
  10677. /**
  10678. * Internal only
  10679. * @hidden
  10680. */
  10681. private static _IsEqual;
  10682. /**
  10683. * Internal only
  10684. * @hidden
  10685. */
  10686. private static _IsDifferent;
  10687. /**
  10688. * Internal only
  10689. * @hidden
  10690. */
  10691. private static _IsGreater;
  10692. /**
  10693. * Internal only
  10694. * @hidden
  10695. */
  10696. private static _IsLesser;
  10697. /**
  10698. * returns the number for IsEqual
  10699. */
  10700. static get IsEqual(): number;
  10701. /**
  10702. * Returns the number for IsDifferent
  10703. */
  10704. static get IsDifferent(): number;
  10705. /**
  10706. * Returns the number for IsGreater
  10707. */
  10708. static get IsGreater(): number;
  10709. /**
  10710. * Returns the number for IsLesser
  10711. */
  10712. static get IsLesser(): number;
  10713. /**
  10714. * Internal only The action manager for the condition
  10715. * @hidden
  10716. */
  10717. _actionManager: ActionManager;
  10718. /**
  10719. * Internal only
  10720. * @hidden
  10721. */
  10722. private _target;
  10723. /**
  10724. * Internal only
  10725. * @hidden
  10726. */
  10727. private _effectiveTarget;
  10728. /**
  10729. * Internal only
  10730. * @hidden
  10731. */
  10732. private _property;
  10733. /**
  10734. * Creates a new ValueCondition
  10735. * @param actionManager manager for the action the condition applies to
  10736. * @param target for the action
  10737. * @param propertyPath path to specify the property of the target the conditional operator uses
  10738. * @param value the value compared by the conditional operator against the current value of the property
  10739. * @param operator the conditional operator, default ValueCondition.IsEqual
  10740. */
  10741. constructor(actionManager: ActionManager, target: any,
  10742. /** path to specify the property of the target the conditional operator uses */
  10743. propertyPath: string,
  10744. /** the value compared by the conditional operator against the current value of the property */
  10745. value: any,
  10746. /** the conditional operator, default ValueCondition.IsEqual */
  10747. operator?: number);
  10748. /**
  10749. * Compares the given value with the property value for the specified conditional operator
  10750. * @returns the result of the comparison
  10751. */
  10752. isValid(): boolean;
  10753. /**
  10754. * Serialize the ValueCondition into a JSON compatible object
  10755. * @returns serialization object
  10756. */
  10757. serialize(): any;
  10758. /**
  10759. * Gets the name of the conditional operator for the ValueCondition
  10760. * @param operator the conditional operator
  10761. * @returns the name
  10762. */
  10763. static GetOperatorName(operator: number): string;
  10764. }
  10765. /**
  10766. * Defines a predicate condition as an extension of Condition
  10767. */
  10768. export class PredicateCondition extends Condition {
  10769. /** defines the predicate function used to validate the condition */
  10770. predicate: () => boolean;
  10771. /**
  10772. * Internal only - manager for action
  10773. * @hidden
  10774. */
  10775. _actionManager: ActionManager;
  10776. /**
  10777. * Creates a new PredicateCondition
  10778. * @param actionManager manager for the action the condition applies to
  10779. * @param predicate defines the predicate function used to validate the condition
  10780. */
  10781. constructor(actionManager: ActionManager,
  10782. /** defines the predicate function used to validate the condition */
  10783. predicate: () => boolean);
  10784. /**
  10785. * @returns the validity of the predicate condition
  10786. */
  10787. isValid(): boolean;
  10788. }
  10789. /**
  10790. * Defines a state condition as an extension of Condition
  10791. */
  10792. export class StateCondition extends Condition {
  10793. /** Value to compare with target state */
  10794. value: string;
  10795. /**
  10796. * Internal only - manager for action
  10797. * @hidden
  10798. */
  10799. _actionManager: ActionManager;
  10800. /**
  10801. * Internal only
  10802. * @hidden
  10803. */
  10804. private _target;
  10805. /**
  10806. * Creates a new StateCondition
  10807. * @param actionManager manager for the action the condition applies to
  10808. * @param target of the condition
  10809. * @param value to compare with target state
  10810. */
  10811. constructor(actionManager: ActionManager, target: any,
  10812. /** Value to compare with target state */
  10813. value: string);
  10814. /**
  10815. * Gets a boolean indicating if the current condition is met
  10816. * @returns the validity of the state
  10817. */
  10818. isValid(): boolean;
  10819. /**
  10820. * Serialize the StateCondition into a JSON compatible object
  10821. * @returns serialization object
  10822. */
  10823. serialize(): any;
  10824. }
  10825. }
  10826. declare module "babylonjs/Actions/directActions" {
  10827. import { Action } from "babylonjs/Actions/action";
  10828. import { Condition } from "babylonjs/Actions/condition";
  10829. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10830. /**
  10831. * This defines an action responsible to toggle a boolean once triggered.
  10832. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10833. */
  10834. export class SwitchBooleanAction extends Action {
  10835. /**
  10836. * The path to the boolean property in the target object
  10837. */
  10838. propertyPath: string;
  10839. private _target;
  10840. private _effectiveTarget;
  10841. private _property;
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param target defines the object containing the boolean
  10846. * @param propertyPath defines the path to the boolean property in the target object
  10847. * @param condition defines the trigger related conditions
  10848. */
  10849. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10850. /** @hidden */
  10851. _prepare(): void;
  10852. /**
  10853. * Execute the action toggle the boolean value.
  10854. */
  10855. execute(): void;
  10856. /**
  10857. * Serializes the actions and its related information.
  10858. * @param parent defines the object to serialize in
  10859. * @returns the serialized object
  10860. */
  10861. serialize(parent: any): any;
  10862. }
  10863. /**
  10864. * This defines an action responsible to set a the state field of the target
  10865. * to a desired value once triggered.
  10866. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10867. */
  10868. export class SetStateAction extends Action {
  10869. /**
  10870. * The value to store in the state field.
  10871. */
  10872. value: string;
  10873. private _target;
  10874. /**
  10875. * Instantiate the action
  10876. * @param triggerOptions defines the trigger options
  10877. * @param target defines the object containing the state property
  10878. * @param value defines the value to store in the state field
  10879. * @param condition defines the trigger related conditions
  10880. */
  10881. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10882. /**
  10883. * Execute the action and store the value on the target state property.
  10884. */
  10885. execute(): void;
  10886. /**
  10887. * Serializes the actions and its related information.
  10888. * @param parent defines the object to serialize in
  10889. * @returns the serialized object
  10890. */
  10891. serialize(parent: any): any;
  10892. }
  10893. /**
  10894. * This defines an action responsible to set a property of the target
  10895. * to a desired value once triggered.
  10896. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10897. */
  10898. export class SetValueAction extends Action {
  10899. /**
  10900. * The path of the property to set in the target.
  10901. */
  10902. propertyPath: string;
  10903. /**
  10904. * The value to set in the property
  10905. */
  10906. value: any;
  10907. private _target;
  10908. private _effectiveTarget;
  10909. private _property;
  10910. /**
  10911. * Instantiate the action
  10912. * @param triggerOptions defines the trigger options
  10913. * @param target defines the object containing the property
  10914. * @param propertyPath defines the path of the property to set in the target
  10915. * @param value defines the value to set in the property
  10916. * @param condition defines the trigger related conditions
  10917. */
  10918. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10919. /** @hidden */
  10920. _prepare(): void;
  10921. /**
  10922. * Execute the action and set the targetted property to the desired value.
  10923. */
  10924. execute(): void;
  10925. /**
  10926. * Serializes the actions and its related information.
  10927. * @param parent defines the object to serialize in
  10928. * @returns the serialized object
  10929. */
  10930. serialize(parent: any): any;
  10931. }
  10932. /**
  10933. * This defines an action responsible to increment the target value
  10934. * to a desired value once triggered.
  10935. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10936. */
  10937. export class IncrementValueAction extends Action {
  10938. /**
  10939. * The path of the property to increment in the target.
  10940. */
  10941. propertyPath: string;
  10942. /**
  10943. * The value we should increment the property by.
  10944. */
  10945. value: any;
  10946. private _target;
  10947. private _effectiveTarget;
  10948. private _property;
  10949. /**
  10950. * Instantiate the action
  10951. * @param triggerOptions defines the trigger options
  10952. * @param target defines the object containing the property
  10953. * @param propertyPath defines the path of the property to increment in the target
  10954. * @param value defines the value value we should increment the property by
  10955. * @param condition defines the trigger related conditions
  10956. */
  10957. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10958. /** @hidden */
  10959. _prepare(): void;
  10960. /**
  10961. * Execute the action and increment the target of the value amount.
  10962. */
  10963. execute(): void;
  10964. /**
  10965. * Serializes the actions and its related information.
  10966. * @param parent defines the object to serialize in
  10967. * @returns the serialized object
  10968. */
  10969. serialize(parent: any): any;
  10970. }
  10971. /**
  10972. * This defines an action responsible to start an animation once triggered.
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10974. */
  10975. export class PlayAnimationAction extends Action {
  10976. /**
  10977. * Where the animation should start (animation frame)
  10978. */
  10979. from: number;
  10980. /**
  10981. * Where the animation should stop (animation frame)
  10982. */
  10983. to: number;
  10984. /**
  10985. * Define if the animation should loop or stop after the first play.
  10986. */
  10987. loop?: boolean;
  10988. private _target;
  10989. /**
  10990. * Instantiate the action
  10991. * @param triggerOptions defines the trigger options
  10992. * @param target defines the target animation or animation name
  10993. * @param from defines from where the animation should start (animation frame)
  10994. * @param end defines where the animation should stop (animation frame)
  10995. * @param loop defines if the animation should loop or stop after the first play
  10996. * @param condition defines the trigger related conditions
  10997. */
  10998. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10999. /** @hidden */
  11000. _prepare(): void;
  11001. /**
  11002. * Execute the action and play the animation.
  11003. */
  11004. execute(): void;
  11005. /**
  11006. * Serializes the actions and its related information.
  11007. * @param parent defines the object to serialize in
  11008. * @returns the serialized object
  11009. */
  11010. serialize(parent: any): any;
  11011. }
  11012. /**
  11013. * This defines an action responsible to stop an animation once triggered.
  11014. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11015. */
  11016. export class StopAnimationAction extends Action {
  11017. private _target;
  11018. /**
  11019. * Instantiate the action
  11020. * @param triggerOptions defines the trigger options
  11021. * @param target defines the target animation or animation name
  11022. * @param condition defines the trigger related conditions
  11023. */
  11024. constructor(triggerOptions: any, target: any, condition?: Condition);
  11025. /** @hidden */
  11026. _prepare(): void;
  11027. /**
  11028. * Execute the action and stop the animation.
  11029. */
  11030. execute(): void;
  11031. /**
  11032. * Serializes the actions and its related information.
  11033. * @param parent defines the object to serialize in
  11034. * @returns the serialized object
  11035. */
  11036. serialize(parent: any): any;
  11037. }
  11038. /**
  11039. * This defines an action responsible that does nothing once triggered.
  11040. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11041. */
  11042. export class DoNothingAction extends Action {
  11043. /**
  11044. * Instantiate the action
  11045. * @param triggerOptions defines the trigger options
  11046. * @param condition defines the trigger related conditions
  11047. */
  11048. constructor(triggerOptions?: any, condition?: Condition);
  11049. /**
  11050. * Execute the action and do nothing.
  11051. */
  11052. execute(): void;
  11053. /**
  11054. * Serializes the actions and its related information.
  11055. * @param parent defines the object to serialize in
  11056. * @returns the serialized object
  11057. */
  11058. serialize(parent: any): any;
  11059. }
  11060. /**
  11061. * This defines an action responsible to trigger several actions once triggered.
  11062. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11063. */
  11064. export class CombineAction extends Action {
  11065. /**
  11066. * The list of aggregated animations to run.
  11067. */
  11068. children: Action[];
  11069. /**
  11070. * Instantiate the action
  11071. * @param triggerOptions defines the trigger options
  11072. * @param children defines the list of aggregated animations to run
  11073. * @param condition defines the trigger related conditions
  11074. */
  11075. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  11076. /** @hidden */
  11077. _prepare(): void;
  11078. /**
  11079. * Execute the action and executes all the aggregated actions.
  11080. */
  11081. execute(evt: ActionEvent): void;
  11082. /**
  11083. * Serializes the actions and its related information.
  11084. * @param parent defines the object to serialize in
  11085. * @returns the serialized object
  11086. */
  11087. serialize(parent: any): any;
  11088. }
  11089. /**
  11090. * This defines an action responsible to run code (external event) once triggered.
  11091. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11092. */
  11093. export class ExecuteCodeAction extends Action {
  11094. /**
  11095. * The callback function to run.
  11096. */
  11097. func: (evt: ActionEvent) => void;
  11098. /**
  11099. * Instantiate the action
  11100. * @param triggerOptions defines the trigger options
  11101. * @param func defines the callback function to run
  11102. * @param condition defines the trigger related conditions
  11103. */
  11104. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  11105. /**
  11106. * Execute the action and run the attached code.
  11107. */
  11108. execute(evt: ActionEvent): void;
  11109. }
  11110. /**
  11111. * This defines an action responsible to set the parent property of the target once triggered.
  11112. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11113. */
  11114. export class SetParentAction extends Action {
  11115. private _parent;
  11116. private _target;
  11117. /**
  11118. * Instantiate the action
  11119. * @param triggerOptions defines the trigger options
  11120. * @param target defines the target containing the parent property
  11121. * @param parent defines from where the animation should start (animation frame)
  11122. * @param condition defines the trigger related conditions
  11123. */
  11124. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  11125. /** @hidden */
  11126. _prepare(): void;
  11127. /**
  11128. * Execute the action and set the parent property.
  11129. */
  11130. execute(): void;
  11131. /**
  11132. * Serializes the actions and its related information.
  11133. * @param parent defines the object to serialize in
  11134. * @returns the serialized object
  11135. */
  11136. serialize(parent: any): any;
  11137. }
  11138. }
  11139. declare module "babylonjs/Actions/actionManager" {
  11140. import { Nullable } from "babylonjs/types";
  11141. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11142. import { Scene } from "babylonjs/scene";
  11143. import { IAction } from "babylonjs/Actions/action";
  11144. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  11145. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  11146. /**
  11147. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  11148. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  11149. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  11150. */
  11151. export class ActionManager extends AbstractActionManager {
  11152. /**
  11153. * Nothing
  11154. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11155. */
  11156. static readonly NothingTrigger: number;
  11157. /**
  11158. * On pick
  11159. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11160. */
  11161. static readonly OnPickTrigger: number;
  11162. /**
  11163. * On left pick
  11164. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11165. */
  11166. static readonly OnLeftPickTrigger: number;
  11167. /**
  11168. * On right pick
  11169. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11170. */
  11171. static readonly OnRightPickTrigger: number;
  11172. /**
  11173. * On center pick
  11174. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11175. */
  11176. static readonly OnCenterPickTrigger: number;
  11177. /**
  11178. * On pick down
  11179. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11180. */
  11181. static readonly OnPickDownTrigger: number;
  11182. /**
  11183. * On double pick
  11184. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11185. */
  11186. static readonly OnDoublePickTrigger: number;
  11187. /**
  11188. * On pick up
  11189. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11190. */
  11191. static readonly OnPickUpTrigger: number;
  11192. /**
  11193. * On pick out.
  11194. * This trigger will only be raised if you also declared a OnPickDown
  11195. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11196. */
  11197. static readonly OnPickOutTrigger: number;
  11198. /**
  11199. * On long press
  11200. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11201. */
  11202. static readonly OnLongPressTrigger: number;
  11203. /**
  11204. * On pointer over
  11205. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11206. */
  11207. static readonly OnPointerOverTrigger: number;
  11208. /**
  11209. * On pointer out
  11210. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11211. */
  11212. static readonly OnPointerOutTrigger: number;
  11213. /**
  11214. * On every frame
  11215. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11216. */
  11217. static readonly OnEveryFrameTrigger: number;
  11218. /**
  11219. * On intersection enter
  11220. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11221. */
  11222. static readonly OnIntersectionEnterTrigger: number;
  11223. /**
  11224. * On intersection exit
  11225. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11226. */
  11227. static readonly OnIntersectionExitTrigger: number;
  11228. /**
  11229. * On key down
  11230. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11231. */
  11232. static readonly OnKeyDownTrigger: number;
  11233. /**
  11234. * On key up
  11235. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11236. */
  11237. static readonly OnKeyUpTrigger: number;
  11238. private _scene;
  11239. /**
  11240. * Creates a new action manager
  11241. * @param scene defines the hosting scene
  11242. */
  11243. constructor(scene: Scene);
  11244. /**
  11245. * Releases all associated resources
  11246. */
  11247. dispose(): void;
  11248. /**
  11249. * Gets hosting scene
  11250. * @returns the hosting scene
  11251. */
  11252. getScene(): Scene;
  11253. /**
  11254. * Does this action manager handles actions of any of the given triggers
  11255. * @param triggers defines the triggers to be tested
  11256. * @return a boolean indicating whether one (or more) of the triggers is handled
  11257. */
  11258. hasSpecificTriggers(triggers: number[]): boolean;
  11259. /**
  11260. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11261. * speed.
  11262. * @param triggerA defines the trigger to be tested
  11263. * @param triggerB defines the trigger to be tested
  11264. * @return a boolean indicating whether one (or more) of the triggers is handled
  11265. */
  11266. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11267. /**
  11268. * Does this action manager handles actions of a given trigger
  11269. * @param trigger defines the trigger to be tested
  11270. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11271. * @return whether the trigger is handled
  11272. */
  11273. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11274. /**
  11275. * Does this action manager has pointer triggers
  11276. */
  11277. get hasPointerTriggers(): boolean;
  11278. /**
  11279. * Does this action manager has pick triggers
  11280. */
  11281. get hasPickTriggers(): boolean;
  11282. /**
  11283. * Registers an action to this action manager
  11284. * @param action defines the action to be registered
  11285. * @return the action amended (prepared) after registration
  11286. */
  11287. registerAction(action: IAction): Nullable<IAction>;
  11288. /**
  11289. * Unregisters an action to this action manager
  11290. * @param action defines the action to be unregistered
  11291. * @return a boolean indicating whether the action has been unregistered
  11292. */
  11293. unregisterAction(action: IAction): Boolean;
  11294. /**
  11295. * Process a specific trigger
  11296. * @param trigger defines the trigger to process
  11297. * @param evt defines the event details to be processed
  11298. */
  11299. processTrigger(trigger: number, evt?: IActionEvent): void;
  11300. /** @hidden */
  11301. _getEffectiveTarget(target: any, propertyPath: string): any;
  11302. /** @hidden */
  11303. _getProperty(propertyPath: string): string;
  11304. /**
  11305. * Serialize this manager to a JSON object
  11306. * @param name defines the property name to store this manager
  11307. * @returns a JSON representation of this manager
  11308. */
  11309. serialize(name: string): any;
  11310. /**
  11311. * Creates a new ActionManager from a JSON data
  11312. * @param parsedActions defines the JSON data to read from
  11313. * @param object defines the hosting mesh
  11314. * @param scene defines the hosting scene
  11315. */
  11316. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11317. /**
  11318. * Get a trigger name by index
  11319. * @param trigger defines the trigger index
  11320. * @returns a trigger name
  11321. */
  11322. static GetTriggerName(trigger: number): string;
  11323. }
  11324. }
  11325. declare module "babylonjs/Culling/ray" {
  11326. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11327. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11328. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11329. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11330. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11331. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11332. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11333. import { Plane } from "babylonjs/Maths/math.plane";
  11334. /**
  11335. * Class representing a ray with position and direction
  11336. */
  11337. export class Ray {
  11338. /** origin point */
  11339. origin: Vector3;
  11340. /** direction */
  11341. direction: Vector3;
  11342. /** length of the ray */
  11343. length: number;
  11344. private static readonly TmpVector3;
  11345. private _tmpRay;
  11346. /**
  11347. * Creates a new ray
  11348. * @param origin origin point
  11349. * @param direction direction
  11350. * @param length length of the ray
  11351. */
  11352. constructor(
  11353. /** origin point */
  11354. origin: Vector3,
  11355. /** direction */
  11356. direction: Vector3,
  11357. /** length of the ray */
  11358. length?: number);
  11359. /**
  11360. * Checks if the ray intersects a box
  11361. * @param minimum bound of the box
  11362. * @param maximum bound of the box
  11363. * @param intersectionTreshold extra extend to be added to the box in all direction
  11364. * @returns if the box was hit
  11365. */
  11366. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11367. /**
  11368. * Checks if the ray intersects a box
  11369. * @param box the bounding box to check
  11370. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11371. * @returns if the box was hit
  11372. */
  11373. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11374. /**
  11375. * If the ray hits a sphere
  11376. * @param sphere the bounding sphere to check
  11377. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11378. * @returns true if it hits the sphere
  11379. */
  11380. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11381. /**
  11382. * If the ray hits a triange
  11383. * @param vertex0 triangle vertex
  11384. * @param vertex1 triangle vertex
  11385. * @param vertex2 triangle vertex
  11386. * @returns intersection information if hit
  11387. */
  11388. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11389. /**
  11390. * Checks if ray intersects a plane
  11391. * @param plane the plane to check
  11392. * @returns the distance away it was hit
  11393. */
  11394. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11395. /**
  11396. * Calculate the intercept of a ray on a given axis
  11397. * @param axis to check 'x' | 'y' | 'z'
  11398. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11399. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11400. */
  11401. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11402. /**
  11403. * Checks if ray intersects a mesh
  11404. * @param mesh the mesh to check
  11405. * @param fastCheck if only the bounding box should checked
  11406. * @returns picking info of the intersecton
  11407. */
  11408. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11409. /**
  11410. * Checks if ray intersects a mesh
  11411. * @param meshes the meshes to check
  11412. * @param fastCheck if only the bounding box should checked
  11413. * @param results array to store result in
  11414. * @returns Array of picking infos
  11415. */
  11416. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11417. private _comparePickingInfo;
  11418. private static smallnum;
  11419. private static rayl;
  11420. /**
  11421. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11422. * @param sega the first point of the segment to test the intersection against
  11423. * @param segb the second point of the segment to test the intersection against
  11424. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11425. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11426. */
  11427. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11428. /**
  11429. * Update the ray from viewport position
  11430. * @param x position
  11431. * @param y y position
  11432. * @param viewportWidth viewport width
  11433. * @param viewportHeight viewport height
  11434. * @param world world matrix
  11435. * @param view view matrix
  11436. * @param projection projection matrix
  11437. * @returns this ray updated
  11438. */
  11439. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11440. /**
  11441. * Creates a ray with origin and direction of 0,0,0
  11442. * @returns the new ray
  11443. */
  11444. static Zero(): Ray;
  11445. /**
  11446. * Creates a new ray from screen space and viewport
  11447. * @param x position
  11448. * @param y y position
  11449. * @param viewportWidth viewport width
  11450. * @param viewportHeight viewport height
  11451. * @param world world matrix
  11452. * @param view view matrix
  11453. * @param projection projection matrix
  11454. * @returns new ray
  11455. */
  11456. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11457. /**
  11458. * 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
  11459. * transformed to the given world matrix.
  11460. * @param origin The origin point
  11461. * @param end The end point
  11462. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11463. * @returns the new ray
  11464. */
  11465. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11466. /**
  11467. * Transforms a ray by a matrix
  11468. * @param ray ray to transform
  11469. * @param matrix matrix to apply
  11470. * @returns the resulting new ray
  11471. */
  11472. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11473. /**
  11474. * Transforms a ray by a matrix
  11475. * @param ray ray to transform
  11476. * @param matrix matrix to apply
  11477. * @param result ray to store result in
  11478. */
  11479. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11480. /**
  11481. * Unproject a ray from screen space to object space
  11482. * @param sourceX defines the screen space x coordinate to use
  11483. * @param sourceY defines the screen space y coordinate to use
  11484. * @param viewportWidth defines the current width of the viewport
  11485. * @param viewportHeight defines the current height of the viewport
  11486. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11487. * @param view defines the view matrix to use
  11488. * @param projection defines the projection matrix to use
  11489. */
  11490. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11491. }
  11492. /**
  11493. * Type used to define predicate used to select faces when a mesh intersection is detected
  11494. */
  11495. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11496. module "babylonjs/scene" {
  11497. interface Scene {
  11498. /** @hidden */
  11499. _tempPickingRay: Nullable<Ray>;
  11500. /** @hidden */
  11501. _cachedRayForTransform: Ray;
  11502. /** @hidden */
  11503. _pickWithRayInverseMatrix: Matrix;
  11504. /** @hidden */
  11505. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11506. /** @hidden */
  11507. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11508. }
  11509. }
  11510. }
  11511. declare module "babylonjs/sceneComponent" {
  11512. import { Scene } from "babylonjs/scene";
  11513. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11514. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11515. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11516. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11517. import { Nullable } from "babylonjs/types";
  11518. import { Camera } from "babylonjs/Cameras/camera";
  11519. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11520. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11521. import { AbstractScene } from "babylonjs/abstractScene";
  11522. import { Mesh } from "babylonjs/Meshes/mesh";
  11523. /**
  11524. * Groups all the scene component constants in one place to ease maintenance.
  11525. * @hidden
  11526. */
  11527. export class SceneComponentConstants {
  11528. static readonly NAME_EFFECTLAYER: string;
  11529. static readonly NAME_LAYER: string;
  11530. static readonly NAME_LENSFLARESYSTEM: string;
  11531. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11532. static readonly NAME_PARTICLESYSTEM: string;
  11533. static readonly NAME_GAMEPAD: string;
  11534. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11535. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11536. static readonly NAME_DEPTHRENDERER: string;
  11537. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11538. static readonly NAME_SPRITE: string;
  11539. static readonly NAME_OUTLINERENDERER: string;
  11540. static readonly NAME_PROCEDURALTEXTURE: string;
  11541. static readonly NAME_SHADOWGENERATOR: string;
  11542. static readonly NAME_OCTREE: string;
  11543. static readonly NAME_PHYSICSENGINE: string;
  11544. static readonly NAME_AUDIO: string;
  11545. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11546. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11547. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11548. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11549. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11550. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11551. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11552. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11553. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11554. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11555. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11556. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11557. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11558. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11559. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11560. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11561. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11562. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11563. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11564. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11565. static readonly STEP_AFTERRENDER_AUDIO: number;
  11566. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11567. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11568. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11569. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11570. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11571. static readonly STEP_POINTERMOVE_SPRITE: number;
  11572. static readonly STEP_POINTERDOWN_SPRITE: number;
  11573. static readonly STEP_POINTERUP_SPRITE: number;
  11574. }
  11575. /**
  11576. * This represents a scene component.
  11577. *
  11578. * This is used to decouple the dependency the scene is having on the different workloads like
  11579. * layers, post processes...
  11580. */
  11581. export interface ISceneComponent {
  11582. /**
  11583. * The name of the component. Each component must have a unique name.
  11584. */
  11585. name: string;
  11586. /**
  11587. * The scene the component belongs to.
  11588. */
  11589. scene: Scene;
  11590. /**
  11591. * Register the component to one instance of a scene.
  11592. */
  11593. register(): void;
  11594. /**
  11595. * Rebuilds the elements related to this component in case of
  11596. * context lost for instance.
  11597. */
  11598. rebuild(): void;
  11599. /**
  11600. * Disposes the component and the associated ressources.
  11601. */
  11602. dispose(): void;
  11603. }
  11604. /**
  11605. * This represents a SERIALIZABLE scene component.
  11606. *
  11607. * This extends Scene Component to add Serialization methods on top.
  11608. */
  11609. export interface ISceneSerializableComponent extends ISceneComponent {
  11610. /**
  11611. * Adds all the elements from the container to the scene
  11612. * @param container the container holding the elements
  11613. */
  11614. addFromContainer(container: AbstractScene): void;
  11615. /**
  11616. * Removes all the elements in the container from the scene
  11617. * @param container contains the elements to remove
  11618. * @param dispose if the removed element should be disposed (default: false)
  11619. */
  11620. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11621. /**
  11622. * Serializes the component data to the specified json object
  11623. * @param serializationObject The object to serialize to
  11624. */
  11625. serialize(serializationObject: any): void;
  11626. }
  11627. /**
  11628. * Strong typing of a Mesh related stage step action
  11629. */
  11630. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11631. /**
  11632. * Strong typing of a Evaluate Sub Mesh related stage step action
  11633. */
  11634. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11635. /**
  11636. * Strong typing of a Active Mesh related stage step action
  11637. */
  11638. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11639. /**
  11640. * Strong typing of a Camera related stage step action
  11641. */
  11642. export type CameraStageAction = (camera: Camera) => void;
  11643. /**
  11644. * Strong typing of a Camera Frame buffer related stage step action
  11645. */
  11646. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11647. /**
  11648. * Strong typing of a Render Target related stage step action
  11649. */
  11650. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11651. /**
  11652. * Strong typing of a RenderingGroup related stage step action
  11653. */
  11654. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11655. /**
  11656. * Strong typing of a Mesh Render related stage step action
  11657. */
  11658. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11659. /**
  11660. * Strong typing of a simple stage step action
  11661. */
  11662. export type SimpleStageAction = () => void;
  11663. /**
  11664. * Strong typing of a render target action.
  11665. */
  11666. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11667. /**
  11668. * Strong typing of a pointer move action.
  11669. */
  11670. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11671. /**
  11672. * Strong typing of a pointer up/down action.
  11673. */
  11674. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11675. /**
  11676. * Representation of a stage in the scene (Basically a list of ordered steps)
  11677. * @hidden
  11678. */
  11679. export class Stage<T extends Function> extends Array<{
  11680. index: number;
  11681. component: ISceneComponent;
  11682. action: T;
  11683. }> {
  11684. /**
  11685. * Hide ctor from the rest of the world.
  11686. * @param items The items to add.
  11687. */
  11688. private constructor();
  11689. /**
  11690. * Creates a new Stage.
  11691. * @returns A new instance of a Stage
  11692. */
  11693. static Create<T extends Function>(): Stage<T>;
  11694. /**
  11695. * Registers a step in an ordered way in the targeted stage.
  11696. * @param index Defines the position to register the step in
  11697. * @param component Defines the component attached to the step
  11698. * @param action Defines the action to launch during the step
  11699. */
  11700. registerStep(index: number, component: ISceneComponent, action: T): void;
  11701. /**
  11702. * Clears all the steps from the stage.
  11703. */
  11704. clear(): void;
  11705. }
  11706. }
  11707. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11708. import { Nullable } from "babylonjs/types";
  11709. import { Observable } from "babylonjs/Misc/observable";
  11710. import { Scene } from "babylonjs/scene";
  11711. import { Sprite } from "babylonjs/Sprites/sprite";
  11712. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11713. import { Ray } from "babylonjs/Culling/ray";
  11714. import { Camera } from "babylonjs/Cameras/camera";
  11715. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11716. import { ISceneComponent } from "babylonjs/sceneComponent";
  11717. module "babylonjs/scene" {
  11718. interface Scene {
  11719. /** @hidden */
  11720. _pointerOverSprite: Nullable<Sprite>;
  11721. /** @hidden */
  11722. _pickedDownSprite: Nullable<Sprite>;
  11723. /** @hidden */
  11724. _tempSpritePickingRay: Nullable<Ray>;
  11725. /**
  11726. * All of the sprite managers added to this scene
  11727. * @see http://doc.babylonjs.com/babylon101/sprites
  11728. */
  11729. spriteManagers: Array<ISpriteManager>;
  11730. /**
  11731. * An event triggered when sprites rendering is about to start
  11732. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11733. */
  11734. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11735. /**
  11736. * An event triggered when sprites rendering is done
  11737. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11738. */
  11739. onAfterSpritesRenderingObservable: Observable<Scene>;
  11740. /** @hidden */
  11741. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11742. /** Launch a ray to try to pick a sprite in the scene
  11743. * @param x position on screen
  11744. * @param y position on screen
  11745. * @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
  11746. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11747. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11748. * @returns a PickingInfo
  11749. */
  11750. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11751. /** Use the given ray to pick a sprite in the scene
  11752. * @param ray The ray (in world space) to use to pick meshes
  11753. * @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
  11754. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11755. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11756. * @returns a PickingInfo
  11757. */
  11758. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11759. /** @hidden */
  11760. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11761. /** Launch a ray to try to pick sprites in the scene
  11762. * @param x position on screen
  11763. * @param y position on screen
  11764. * @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
  11765. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11766. * @returns a PickingInfo array
  11767. */
  11768. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11769. /** Use the given ray to pick sprites in the scene
  11770. * @param ray The ray (in world space) to use to pick meshes
  11771. * @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
  11772. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11773. * @returns a PickingInfo array
  11774. */
  11775. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11776. /**
  11777. * Force the sprite under the pointer
  11778. * @param sprite defines the sprite to use
  11779. */
  11780. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11781. /**
  11782. * Gets the sprite under the pointer
  11783. * @returns a Sprite or null if no sprite is under the pointer
  11784. */
  11785. getPointerOverSprite(): Nullable<Sprite>;
  11786. }
  11787. }
  11788. /**
  11789. * Defines the sprite scene component responsible to manage sprites
  11790. * in a given scene.
  11791. */
  11792. export class SpriteSceneComponent implements ISceneComponent {
  11793. /**
  11794. * The component name helpfull to identify the component in the list of scene components.
  11795. */
  11796. readonly name: string;
  11797. /**
  11798. * The scene the component belongs to.
  11799. */
  11800. scene: Scene;
  11801. /** @hidden */
  11802. private _spritePredicate;
  11803. /**
  11804. * Creates a new instance of the component for the given scene
  11805. * @param scene Defines the scene to register the component in
  11806. */
  11807. constructor(scene: Scene);
  11808. /**
  11809. * Registers the component in a given scene
  11810. */
  11811. register(): void;
  11812. /**
  11813. * Rebuilds the elements related to this component in case of
  11814. * context lost for instance.
  11815. */
  11816. rebuild(): void;
  11817. /**
  11818. * Disposes the component and the associated ressources.
  11819. */
  11820. dispose(): void;
  11821. private _pickSpriteButKeepRay;
  11822. private _pointerMove;
  11823. private _pointerDown;
  11824. private _pointerUp;
  11825. }
  11826. }
  11827. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11828. /** @hidden */
  11829. export var fogFragmentDeclaration: {
  11830. name: string;
  11831. shader: string;
  11832. };
  11833. }
  11834. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11835. /** @hidden */
  11836. export var fogFragment: {
  11837. name: string;
  11838. shader: string;
  11839. };
  11840. }
  11841. declare module "babylonjs/Shaders/sprites.fragment" {
  11842. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11843. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11844. /** @hidden */
  11845. export var spritesPixelShader: {
  11846. name: string;
  11847. shader: string;
  11848. };
  11849. }
  11850. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11851. /** @hidden */
  11852. export var fogVertexDeclaration: {
  11853. name: string;
  11854. shader: string;
  11855. };
  11856. }
  11857. declare module "babylonjs/Shaders/sprites.vertex" {
  11858. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11859. /** @hidden */
  11860. export var spritesVertexShader: {
  11861. name: string;
  11862. shader: string;
  11863. };
  11864. }
  11865. declare module "babylonjs/Sprites/spriteManager" {
  11866. import { IDisposable, Scene } from "babylonjs/scene";
  11867. import { Nullable } from "babylonjs/types";
  11868. import { Observable } from "babylonjs/Misc/observable";
  11869. import { Sprite } from "babylonjs/Sprites/sprite";
  11870. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11871. import { Camera } from "babylonjs/Cameras/camera";
  11872. import { Texture } from "babylonjs/Materials/Textures/texture";
  11873. import "babylonjs/Shaders/sprites.fragment";
  11874. import "babylonjs/Shaders/sprites.vertex";
  11875. import { Ray } from "babylonjs/Culling/ray";
  11876. /**
  11877. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11878. */
  11879. export interface ISpriteManager extends IDisposable {
  11880. /**
  11881. * Restricts the camera to viewing objects with the same layerMask.
  11882. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11883. */
  11884. layerMask: number;
  11885. /**
  11886. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11887. */
  11888. isPickable: boolean;
  11889. /**
  11890. * Specifies the rendering group id for this mesh (0 by default)
  11891. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11892. */
  11893. renderingGroupId: number;
  11894. /**
  11895. * Defines the list of sprites managed by the manager.
  11896. */
  11897. sprites: Array<Sprite>;
  11898. /**
  11899. * Tests the intersection of a sprite with a specific ray.
  11900. * @param ray The ray we are sending to test the collision
  11901. * @param camera The camera space we are sending rays in
  11902. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11903. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11904. * @returns picking info or null.
  11905. */
  11906. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11907. /**
  11908. * Intersects the sprites with a ray
  11909. * @param ray defines the ray to intersect with
  11910. * @param camera defines the current active camera
  11911. * @param predicate defines a predicate used to select candidate sprites
  11912. * @returns null if no hit or a PickingInfo array
  11913. */
  11914. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11915. /**
  11916. * Renders the list of sprites on screen.
  11917. */
  11918. render(): void;
  11919. }
  11920. /**
  11921. * Class used to manage multiple sprites on the same spritesheet
  11922. * @see http://doc.babylonjs.com/babylon101/sprites
  11923. */
  11924. export class SpriteManager implements ISpriteManager {
  11925. /** defines the manager's name */
  11926. name: string;
  11927. /** Gets the list of sprites */
  11928. sprites: Sprite[];
  11929. /** Gets or sets the rendering group id (0 by default) */
  11930. renderingGroupId: number;
  11931. /** Gets or sets camera layer mask */
  11932. layerMask: number;
  11933. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11934. fogEnabled: boolean;
  11935. /** Gets or sets a boolean indicating if the sprites are pickable */
  11936. isPickable: boolean;
  11937. /** Defines the default width of a cell in the spritesheet */
  11938. cellWidth: number;
  11939. /** Defines the default height of a cell in the spritesheet */
  11940. cellHeight: number;
  11941. /** Associative array from JSON sprite data file */
  11942. private _cellData;
  11943. /** Array of sprite names from JSON sprite data file */
  11944. private _spriteMap;
  11945. /** True when packed cell data from JSON file is ready*/
  11946. private _packedAndReady;
  11947. /**
  11948. * An event triggered when the manager is disposed.
  11949. */
  11950. onDisposeObservable: Observable<SpriteManager>;
  11951. private _onDisposeObserver;
  11952. /**
  11953. * Callback called when the manager is disposed
  11954. */
  11955. set onDispose(callback: () => void);
  11956. private _capacity;
  11957. private _fromPacked;
  11958. private _spriteTexture;
  11959. private _epsilon;
  11960. private _scene;
  11961. private _vertexData;
  11962. private _buffer;
  11963. private _vertexBuffers;
  11964. private _indexBuffer;
  11965. private _effectBase;
  11966. private _effectFog;
  11967. /**
  11968. * Gets or sets the spritesheet texture
  11969. */
  11970. get texture(): Texture;
  11971. set texture(value: Texture);
  11972. /**
  11973. * Creates a new sprite manager
  11974. * @param name defines the manager's name
  11975. * @param imgUrl defines the sprite sheet url
  11976. * @param capacity defines the maximum allowed number of sprites
  11977. * @param cellSize defines the size of a sprite cell
  11978. * @param scene defines the hosting scene
  11979. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11980. * @param samplingMode defines the smapling mode to use with spritesheet
  11981. * @param fromPacked set to false; do not alter
  11982. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11983. */
  11984. constructor(
  11985. /** defines the manager's name */
  11986. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: any | null);
  11987. private _makePacked;
  11988. private _appendSpriteVertex;
  11989. /**
  11990. * Intersects the sprites with a ray
  11991. * @param ray defines the ray to intersect with
  11992. * @param camera defines the current active camera
  11993. * @param predicate defines a predicate used to select candidate sprites
  11994. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11995. * @returns null if no hit or a PickingInfo
  11996. */
  11997. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11998. /**
  11999. * Intersects the sprites with a ray
  12000. * @param ray defines the ray to intersect with
  12001. * @param camera defines the current active camera
  12002. * @param predicate defines a predicate used to select candidate sprites
  12003. * @returns null if no hit or a PickingInfo array
  12004. */
  12005. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  12006. /**
  12007. * Render all child sprites
  12008. */
  12009. render(): void;
  12010. /**
  12011. * Release associated resources
  12012. */
  12013. dispose(): void;
  12014. }
  12015. }
  12016. declare module "babylonjs/Sprites/sprite" {
  12017. import { Vector3 } from "babylonjs/Maths/math.vector";
  12018. import { Nullable } from "babylonjs/types";
  12019. import { ActionManager } from "babylonjs/Actions/actionManager";
  12020. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  12021. import { Color4 } from "babylonjs/Maths/math.color";
  12022. /**
  12023. * Class used to represent a sprite
  12024. * @see http://doc.babylonjs.com/babylon101/sprites
  12025. */
  12026. export class Sprite {
  12027. /** defines the name */
  12028. name: string;
  12029. /** Gets or sets the current world position */
  12030. position: Vector3;
  12031. /** Gets or sets the main color */
  12032. color: Color4;
  12033. /** Gets or sets the width */
  12034. width: number;
  12035. /** Gets or sets the height */
  12036. height: number;
  12037. /** Gets or sets rotation angle */
  12038. angle: number;
  12039. /** Gets or sets the cell index in the sprite sheet */
  12040. cellIndex: number;
  12041. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  12042. cellRef: string;
  12043. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  12044. invertU: number;
  12045. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  12046. invertV: number;
  12047. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  12048. disposeWhenFinishedAnimating: boolean;
  12049. /** Gets the list of attached animations */
  12050. animations: Animation[];
  12051. /** Gets or sets a boolean indicating if the sprite can be picked */
  12052. isPickable: boolean;
  12053. /**
  12054. * Gets or sets the associated action manager
  12055. */
  12056. actionManager: Nullable<ActionManager>;
  12057. private _animationStarted;
  12058. private _loopAnimation;
  12059. private _fromIndex;
  12060. private _toIndex;
  12061. private _delay;
  12062. private _direction;
  12063. private _manager;
  12064. private _time;
  12065. private _onAnimationEnd;
  12066. /**
  12067. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  12068. */
  12069. isVisible: boolean;
  12070. /**
  12071. * Gets or sets the sprite size
  12072. */
  12073. get size(): number;
  12074. set size(value: number);
  12075. /**
  12076. * Creates a new Sprite
  12077. * @param name defines the name
  12078. * @param manager defines the manager
  12079. */
  12080. constructor(
  12081. /** defines the name */
  12082. name: string, manager: ISpriteManager);
  12083. /**
  12084. * Starts an animation
  12085. * @param from defines the initial key
  12086. * @param to defines the end key
  12087. * @param loop defines if the animation must loop
  12088. * @param delay defines the start delay (in ms)
  12089. * @param onAnimationEnd defines a callback to call when animation ends
  12090. */
  12091. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  12092. /** Stops current animation (if any) */
  12093. stopAnimation(): void;
  12094. /** @hidden */
  12095. _animate(deltaTime: number): void;
  12096. /** Release associated resources */
  12097. dispose(): void;
  12098. }
  12099. }
  12100. declare module "babylonjs/Collisions/pickingInfo" {
  12101. import { Nullable } from "babylonjs/types";
  12102. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  12103. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12104. import { Sprite } from "babylonjs/Sprites/sprite";
  12105. import { Ray } from "babylonjs/Culling/ray";
  12106. /**
  12107. * Information about the result of picking within a scene
  12108. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  12109. */
  12110. export class PickingInfo {
  12111. /** @hidden */
  12112. _pickingUnavailable: boolean;
  12113. /**
  12114. * If the pick collided with an object
  12115. */
  12116. hit: boolean;
  12117. /**
  12118. * Distance away where the pick collided
  12119. */
  12120. distance: number;
  12121. /**
  12122. * The location of pick collision
  12123. */
  12124. pickedPoint: Nullable<Vector3>;
  12125. /**
  12126. * The mesh corresponding the the pick collision
  12127. */
  12128. pickedMesh: Nullable<AbstractMesh>;
  12129. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  12130. bu: number;
  12131. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  12132. bv: number;
  12133. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  12134. faceId: number;
  12135. /** Id of the the submesh that was picked */
  12136. subMeshId: number;
  12137. /** If a sprite was picked, this will be the sprite the pick collided with */
  12138. pickedSprite: Nullable<Sprite>;
  12139. /**
  12140. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  12141. */
  12142. originMesh: Nullable<AbstractMesh>;
  12143. /**
  12144. * The ray that was used to perform the picking.
  12145. */
  12146. ray: Nullable<Ray>;
  12147. /**
  12148. * Gets the normal correspodning to the face the pick collided with
  12149. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  12150. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  12151. * @returns The normal correspodning to the face the pick collided with
  12152. */
  12153. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  12154. /**
  12155. * Gets the texture coordinates of where the pick occured
  12156. * @returns the vector containing the coordnates of the texture
  12157. */
  12158. getTextureCoordinates(): Nullable<Vector2>;
  12159. }
  12160. }
  12161. declare module "babylonjs/Events/pointerEvents" {
  12162. import { Nullable } from "babylonjs/types";
  12163. import { Vector2 } from "babylonjs/Maths/math.vector";
  12164. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  12165. import { Ray } from "babylonjs/Culling/ray";
  12166. /**
  12167. * Gather the list of pointer event types as constants.
  12168. */
  12169. export class PointerEventTypes {
  12170. /**
  12171. * 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.
  12172. */
  12173. static readonly POINTERDOWN: number;
  12174. /**
  12175. * The pointerup event is fired when a pointer is no longer active.
  12176. */
  12177. static readonly POINTERUP: number;
  12178. /**
  12179. * The pointermove event is fired when a pointer changes coordinates.
  12180. */
  12181. static readonly POINTERMOVE: number;
  12182. /**
  12183. * The pointerwheel event is fired when a mouse wheel has been rotated.
  12184. */
  12185. static readonly POINTERWHEEL: number;
  12186. /**
  12187. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  12188. */
  12189. static readonly POINTERPICK: number;
  12190. /**
  12191. * The pointertap event is fired when a the object has been touched and released without drag.
  12192. */
  12193. static readonly POINTERTAP: number;
  12194. /**
  12195. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  12196. */
  12197. static readonly POINTERDOUBLETAP: number;
  12198. }
  12199. /**
  12200. * Base class of pointer info types.
  12201. */
  12202. export class PointerInfoBase {
  12203. /**
  12204. * Defines the type of event (PointerEventTypes)
  12205. */
  12206. type: number;
  12207. /**
  12208. * Defines the related dom event
  12209. */
  12210. event: PointerEvent | MouseWheelEvent;
  12211. /**
  12212. * Instantiates the base class of pointers info.
  12213. * @param type Defines the type of event (PointerEventTypes)
  12214. * @param event Defines the related dom event
  12215. */
  12216. constructor(
  12217. /**
  12218. * Defines the type of event (PointerEventTypes)
  12219. */
  12220. type: number,
  12221. /**
  12222. * Defines the related dom event
  12223. */
  12224. event: PointerEvent | MouseWheelEvent);
  12225. }
  12226. /**
  12227. * This class is used to store pointer related info for the onPrePointerObservable event.
  12228. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12229. */
  12230. export class PointerInfoPre extends PointerInfoBase {
  12231. /**
  12232. * Ray from a pointer if availible (eg. 6dof controller)
  12233. */
  12234. ray: Nullable<Ray>;
  12235. /**
  12236. * Defines the local position of the pointer on the canvas.
  12237. */
  12238. localPosition: Vector2;
  12239. /**
  12240. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12241. */
  12242. skipOnPointerObservable: boolean;
  12243. /**
  12244. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12245. * @param type Defines the type of event (PointerEventTypes)
  12246. * @param event Defines the related dom event
  12247. * @param localX Defines the local x coordinates of the pointer when the event occured
  12248. * @param localY Defines the local y coordinates of the pointer when the event occured
  12249. */
  12250. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12251. }
  12252. /**
  12253. * This type contains all the data related to a pointer event in Babylon.js.
  12254. * 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.
  12255. */
  12256. export class PointerInfo extends PointerInfoBase {
  12257. /**
  12258. * Defines the picking info associated to the info (if any)\
  12259. */
  12260. pickInfo: Nullable<PickingInfo>;
  12261. /**
  12262. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12263. * @param type Defines the type of event (PointerEventTypes)
  12264. * @param event Defines the related dom event
  12265. * @param pickInfo Defines the picking info associated to the info (if any)\
  12266. */
  12267. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12268. /**
  12269. * Defines the picking info associated to the info (if any)\
  12270. */
  12271. pickInfo: Nullable<PickingInfo>);
  12272. }
  12273. /**
  12274. * Data relating to a touch event on the screen.
  12275. */
  12276. export interface PointerTouch {
  12277. /**
  12278. * X coordinate of touch.
  12279. */
  12280. x: number;
  12281. /**
  12282. * Y coordinate of touch.
  12283. */
  12284. y: number;
  12285. /**
  12286. * Id of touch. Unique for each finger.
  12287. */
  12288. pointerId: number;
  12289. /**
  12290. * Event type passed from DOM.
  12291. */
  12292. type: any;
  12293. }
  12294. }
  12295. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12296. import { Observable } from "babylonjs/Misc/observable";
  12297. import { Nullable } from "babylonjs/types";
  12298. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12299. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12300. /**
  12301. * Manage the mouse inputs to control the movement of a free camera.
  12302. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12303. */
  12304. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12305. /**
  12306. * Define if touch is enabled in the mouse input
  12307. */
  12308. touchEnabled: boolean;
  12309. /**
  12310. * Defines the camera the input is attached to.
  12311. */
  12312. camera: FreeCamera;
  12313. /**
  12314. * Defines the buttons associated with the input to handle camera move.
  12315. */
  12316. buttons: number[];
  12317. /**
  12318. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12319. */
  12320. angularSensibility: number;
  12321. private _pointerInput;
  12322. private _onMouseMove;
  12323. private _observer;
  12324. private previousPosition;
  12325. /**
  12326. * Observable for when a pointer move event occurs containing the move offset
  12327. */
  12328. onPointerMovedObservable: Observable<{
  12329. offsetX: number;
  12330. offsetY: number;
  12331. }>;
  12332. /**
  12333. * @hidden
  12334. * If the camera should be rotated automatically based on pointer movement
  12335. */
  12336. _allowCameraRotation: boolean;
  12337. /**
  12338. * Manage the mouse inputs to control the movement of a free camera.
  12339. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12340. * @param touchEnabled Defines if touch is enabled or not
  12341. */
  12342. constructor(
  12343. /**
  12344. * Define if touch is enabled in the mouse input
  12345. */
  12346. touchEnabled?: boolean);
  12347. /**
  12348. * Attach the input controls to a specific dom element to get the input from.
  12349. * @param element Defines the element the controls should be listened from
  12350. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12351. */
  12352. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12353. /**
  12354. * Called on JS contextmenu event.
  12355. * Override this method to provide functionality.
  12356. */
  12357. protected onContextMenu(evt: PointerEvent): void;
  12358. /**
  12359. * Detach the current controls from the specified dom element.
  12360. * @param element Defines the element to stop listening the inputs from
  12361. */
  12362. detachControl(element: Nullable<HTMLElement>): void;
  12363. /**
  12364. * Gets the class name of the current intput.
  12365. * @returns the class name
  12366. */
  12367. getClassName(): string;
  12368. /**
  12369. * Get the friendly name associated with the input class.
  12370. * @returns the input friendly name
  12371. */
  12372. getSimpleName(): string;
  12373. }
  12374. }
  12375. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12376. import { Nullable } from "babylonjs/types";
  12377. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12378. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12379. /**
  12380. * Manage the touch inputs to control the movement of a free camera.
  12381. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12382. */
  12383. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12384. /**
  12385. * Defines the camera the input is attached to.
  12386. */
  12387. camera: FreeCamera;
  12388. /**
  12389. * Defines the touch sensibility for rotation.
  12390. * The higher the faster.
  12391. */
  12392. touchAngularSensibility: number;
  12393. /**
  12394. * Defines the touch sensibility for move.
  12395. * The higher the faster.
  12396. */
  12397. touchMoveSensibility: number;
  12398. private _offsetX;
  12399. private _offsetY;
  12400. private _pointerPressed;
  12401. private _pointerInput;
  12402. private _observer;
  12403. private _onLostFocus;
  12404. /**
  12405. * Attach the input controls to a specific dom element to get the input from.
  12406. * @param element Defines the element the controls should be listened from
  12407. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12408. */
  12409. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12410. /**
  12411. * Detach the current controls from the specified dom element.
  12412. * @param element Defines the element to stop listening the inputs from
  12413. */
  12414. detachControl(element: Nullable<HTMLElement>): void;
  12415. /**
  12416. * Update the current camera state depending on the inputs that have been used this frame.
  12417. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12418. */
  12419. checkInputs(): void;
  12420. /**
  12421. * Gets the class name of the current intput.
  12422. * @returns the class name
  12423. */
  12424. getClassName(): string;
  12425. /**
  12426. * Get the friendly name associated with the input class.
  12427. * @returns the input friendly name
  12428. */
  12429. getSimpleName(): string;
  12430. }
  12431. }
  12432. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12433. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12434. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12435. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12436. import { Nullable } from "babylonjs/types";
  12437. /**
  12438. * Default Inputs manager for the FreeCamera.
  12439. * It groups all the default supported inputs for ease of use.
  12440. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12441. */
  12442. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12443. /**
  12444. * @hidden
  12445. */
  12446. _mouseInput: Nullable<FreeCameraMouseInput>;
  12447. /**
  12448. * Instantiates a new FreeCameraInputsManager.
  12449. * @param camera Defines the camera the inputs belong to
  12450. */
  12451. constructor(camera: FreeCamera);
  12452. /**
  12453. * Add keyboard input support to the input manager.
  12454. * @returns the current input manager
  12455. */
  12456. addKeyboard(): FreeCameraInputsManager;
  12457. /**
  12458. * Add mouse input support to the input manager.
  12459. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12460. * @returns the current input manager
  12461. */
  12462. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12463. /**
  12464. * Removes the mouse input support from the manager
  12465. * @returns the current input manager
  12466. */
  12467. removeMouse(): FreeCameraInputsManager;
  12468. /**
  12469. * Add touch input support to the input manager.
  12470. * @returns the current input manager
  12471. */
  12472. addTouch(): FreeCameraInputsManager;
  12473. /**
  12474. * Remove all attached input methods from a camera
  12475. */
  12476. clear(): void;
  12477. }
  12478. }
  12479. declare module "babylonjs/Cameras/freeCamera" {
  12480. import { Vector3 } from "babylonjs/Maths/math.vector";
  12481. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12482. import { Scene } from "babylonjs/scene";
  12483. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12484. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12485. /**
  12486. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12487. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12488. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12489. */
  12490. export class FreeCamera extends TargetCamera {
  12491. /**
  12492. * Define the collision ellipsoid of the camera.
  12493. * This is helpful to simulate a camera body like the player body around the camera
  12494. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12495. */
  12496. ellipsoid: Vector3;
  12497. /**
  12498. * Define an offset for the position of the ellipsoid around the camera.
  12499. * This can be helpful to determine the center of the body near the gravity center of the body
  12500. * instead of its head.
  12501. */
  12502. ellipsoidOffset: Vector3;
  12503. /**
  12504. * Enable or disable collisions of the camera with the rest of the scene objects.
  12505. */
  12506. checkCollisions: boolean;
  12507. /**
  12508. * Enable or disable gravity on the camera.
  12509. */
  12510. applyGravity: boolean;
  12511. /**
  12512. * Define the input manager associated to the camera.
  12513. */
  12514. inputs: FreeCameraInputsManager;
  12515. /**
  12516. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12517. * Higher values reduce sensitivity.
  12518. */
  12519. get angularSensibility(): number;
  12520. /**
  12521. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12522. * Higher values reduce sensitivity.
  12523. */
  12524. set angularSensibility(value: number);
  12525. /**
  12526. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12527. */
  12528. get keysUp(): number[];
  12529. set keysUp(value: number[]);
  12530. /**
  12531. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12532. */
  12533. get keysDown(): number[];
  12534. set keysDown(value: number[]);
  12535. /**
  12536. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12537. */
  12538. get keysLeft(): number[];
  12539. set keysLeft(value: number[]);
  12540. /**
  12541. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12542. */
  12543. get keysRight(): number[];
  12544. set keysRight(value: number[]);
  12545. /**
  12546. * Event raised when the camera collide with a mesh in the scene.
  12547. */
  12548. onCollide: (collidedMesh: AbstractMesh) => void;
  12549. private _collider;
  12550. private _needMoveForGravity;
  12551. private _oldPosition;
  12552. private _diffPosition;
  12553. private _newPosition;
  12554. /** @hidden */
  12555. _localDirection: Vector3;
  12556. /** @hidden */
  12557. _transformedDirection: Vector3;
  12558. /**
  12559. * Instantiates a Free Camera.
  12560. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12561. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12562. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12563. * @param name Define the name of the camera in the scene
  12564. * @param position Define the start position of the camera in the scene
  12565. * @param scene Define the scene the camera belongs to
  12566. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12567. */
  12568. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12569. /**
  12570. * Attached controls to the current camera.
  12571. * @param element Defines the element the controls should be listened from
  12572. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12573. */
  12574. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12575. /**
  12576. * Detach the current controls from the camera.
  12577. * The camera will stop reacting to inputs.
  12578. * @param element Defines the element to stop listening the inputs from
  12579. */
  12580. detachControl(element: HTMLElement): void;
  12581. private _collisionMask;
  12582. /**
  12583. * Define a collision mask to limit the list of object the camera can collide with
  12584. */
  12585. get collisionMask(): number;
  12586. set collisionMask(mask: number);
  12587. /** @hidden */
  12588. _collideWithWorld(displacement: Vector3): void;
  12589. private _onCollisionPositionChange;
  12590. /** @hidden */
  12591. _checkInputs(): void;
  12592. /** @hidden */
  12593. _decideIfNeedsToMove(): boolean;
  12594. /** @hidden */
  12595. _updatePosition(): void;
  12596. /**
  12597. * Destroy the camera and release the current resources hold by it.
  12598. */
  12599. dispose(): void;
  12600. /**
  12601. * Gets the current object class name.
  12602. * @return the class name
  12603. */
  12604. getClassName(): string;
  12605. }
  12606. }
  12607. declare module "babylonjs/Gamepads/gamepad" {
  12608. import { Observable } from "babylonjs/Misc/observable";
  12609. /**
  12610. * Represents a gamepad control stick position
  12611. */
  12612. export class StickValues {
  12613. /**
  12614. * The x component of the control stick
  12615. */
  12616. x: number;
  12617. /**
  12618. * The y component of the control stick
  12619. */
  12620. y: number;
  12621. /**
  12622. * Initializes the gamepad x and y control stick values
  12623. * @param x The x component of the gamepad control stick value
  12624. * @param y The y component of the gamepad control stick value
  12625. */
  12626. constructor(
  12627. /**
  12628. * The x component of the control stick
  12629. */
  12630. x: number,
  12631. /**
  12632. * The y component of the control stick
  12633. */
  12634. y: number);
  12635. }
  12636. /**
  12637. * An interface which manages callbacks for gamepad button changes
  12638. */
  12639. export interface GamepadButtonChanges {
  12640. /**
  12641. * Called when a gamepad has been changed
  12642. */
  12643. changed: boolean;
  12644. /**
  12645. * Called when a gamepad press event has been triggered
  12646. */
  12647. pressChanged: boolean;
  12648. /**
  12649. * Called when a touch event has been triggered
  12650. */
  12651. touchChanged: boolean;
  12652. /**
  12653. * Called when a value has changed
  12654. */
  12655. valueChanged: boolean;
  12656. }
  12657. /**
  12658. * Represents a gamepad
  12659. */
  12660. export class Gamepad {
  12661. /**
  12662. * The id of the gamepad
  12663. */
  12664. id: string;
  12665. /**
  12666. * The index of the gamepad
  12667. */
  12668. index: number;
  12669. /**
  12670. * The browser gamepad
  12671. */
  12672. browserGamepad: any;
  12673. /**
  12674. * Specifies what type of gamepad this represents
  12675. */
  12676. type: number;
  12677. private _leftStick;
  12678. private _rightStick;
  12679. /** @hidden */
  12680. _isConnected: boolean;
  12681. private _leftStickAxisX;
  12682. private _leftStickAxisY;
  12683. private _rightStickAxisX;
  12684. private _rightStickAxisY;
  12685. /**
  12686. * Triggered when the left control stick has been changed
  12687. */
  12688. private _onleftstickchanged;
  12689. /**
  12690. * Triggered when the right control stick has been changed
  12691. */
  12692. private _onrightstickchanged;
  12693. /**
  12694. * Represents a gamepad controller
  12695. */
  12696. static GAMEPAD: number;
  12697. /**
  12698. * Represents a generic controller
  12699. */
  12700. static GENERIC: number;
  12701. /**
  12702. * Represents an XBox controller
  12703. */
  12704. static XBOX: number;
  12705. /**
  12706. * Represents a pose-enabled controller
  12707. */
  12708. static POSE_ENABLED: number;
  12709. /**
  12710. * Represents an Dual Shock controller
  12711. */
  12712. static DUALSHOCK: number;
  12713. /**
  12714. * Specifies whether the left control stick should be Y-inverted
  12715. */
  12716. protected _invertLeftStickY: boolean;
  12717. /**
  12718. * Specifies if the gamepad has been connected
  12719. */
  12720. get isConnected(): boolean;
  12721. /**
  12722. * Initializes the gamepad
  12723. * @param id The id of the gamepad
  12724. * @param index The index of the gamepad
  12725. * @param browserGamepad The browser gamepad
  12726. * @param leftStickX The x component of the left joystick
  12727. * @param leftStickY The y component of the left joystick
  12728. * @param rightStickX The x component of the right joystick
  12729. * @param rightStickY The y component of the right joystick
  12730. */
  12731. constructor(
  12732. /**
  12733. * The id of the gamepad
  12734. */
  12735. id: string,
  12736. /**
  12737. * The index of the gamepad
  12738. */
  12739. index: number,
  12740. /**
  12741. * The browser gamepad
  12742. */
  12743. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12744. /**
  12745. * Callback triggered when the left joystick has changed
  12746. * @param callback
  12747. */
  12748. onleftstickchanged(callback: (values: StickValues) => void): void;
  12749. /**
  12750. * Callback triggered when the right joystick has changed
  12751. * @param callback
  12752. */
  12753. onrightstickchanged(callback: (values: StickValues) => void): void;
  12754. /**
  12755. * Gets the left joystick
  12756. */
  12757. get leftStick(): StickValues;
  12758. /**
  12759. * Sets the left joystick values
  12760. */
  12761. set leftStick(newValues: StickValues);
  12762. /**
  12763. * Gets the right joystick
  12764. */
  12765. get rightStick(): StickValues;
  12766. /**
  12767. * Sets the right joystick value
  12768. */
  12769. set rightStick(newValues: StickValues);
  12770. /**
  12771. * Updates the gamepad joystick positions
  12772. */
  12773. update(): void;
  12774. /**
  12775. * Disposes the gamepad
  12776. */
  12777. dispose(): void;
  12778. }
  12779. /**
  12780. * Represents a generic gamepad
  12781. */
  12782. export class GenericPad extends Gamepad {
  12783. private _buttons;
  12784. private _onbuttondown;
  12785. private _onbuttonup;
  12786. /**
  12787. * Observable triggered when a button has been pressed
  12788. */
  12789. onButtonDownObservable: Observable<number>;
  12790. /**
  12791. * Observable triggered when a button has been released
  12792. */
  12793. onButtonUpObservable: Observable<number>;
  12794. /**
  12795. * Callback triggered when a button has been pressed
  12796. * @param callback Called when a button has been pressed
  12797. */
  12798. onbuttondown(callback: (buttonPressed: number) => void): void;
  12799. /**
  12800. * Callback triggered when a button has been released
  12801. * @param callback Called when a button has been released
  12802. */
  12803. onbuttonup(callback: (buttonReleased: number) => void): void;
  12804. /**
  12805. * Initializes the generic gamepad
  12806. * @param id The id of the generic gamepad
  12807. * @param index The index of the generic gamepad
  12808. * @param browserGamepad The browser gamepad
  12809. */
  12810. constructor(id: string, index: number, browserGamepad: any);
  12811. private _setButtonValue;
  12812. /**
  12813. * Updates the generic gamepad
  12814. */
  12815. update(): void;
  12816. /**
  12817. * Disposes the generic gamepad
  12818. */
  12819. dispose(): void;
  12820. }
  12821. }
  12822. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12823. import { Nullable } from "babylonjs/types";
  12824. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12825. import { Scene } from "babylonjs/scene";
  12826. module "babylonjs/Engines/engine" {
  12827. interface Engine {
  12828. /**
  12829. * Creates a raw texture
  12830. * @param data defines the data to store in the texture
  12831. * @param width defines the width of the texture
  12832. * @param height defines the height of the texture
  12833. * @param format defines the format of the data
  12834. * @param generateMipMaps defines if the engine should generate the mip levels
  12835. * @param invertY defines if data must be stored with Y axis inverted
  12836. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12837. * @param compression defines the compression used (null by default)
  12838. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12839. * @returns the raw texture inside an InternalTexture
  12840. */
  12841. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12842. /**
  12843. * Update a raw texture
  12844. * @param texture defines the texture to update
  12845. * @param data defines the data to store in the texture
  12846. * @param format defines the format of the data
  12847. * @param invertY defines if data must be stored with Y axis inverted
  12848. */
  12849. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12850. /**
  12851. * Update a raw texture
  12852. * @param texture defines the texture to update
  12853. * @param data defines the data to store in the texture
  12854. * @param format defines the format of the data
  12855. * @param invertY defines if data must be stored with Y axis inverted
  12856. * @param compression defines the compression used (null by default)
  12857. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12858. */
  12859. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12860. /**
  12861. * Creates a new raw cube texture
  12862. * @param data defines the array of data to use to create each face
  12863. * @param size defines the size of the textures
  12864. * @param format defines the format of the data
  12865. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12866. * @param generateMipMaps defines if the engine should generate the mip levels
  12867. * @param invertY defines if data must be stored with Y axis inverted
  12868. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12869. * @param compression defines the compression used (null by default)
  12870. * @returns the cube texture as an InternalTexture
  12871. */
  12872. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12873. /**
  12874. * Update a raw cube texture
  12875. * @param texture defines the texture to udpdate
  12876. * @param data defines the data to store
  12877. * @param format defines the data format
  12878. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12879. * @param invertY defines if data must be stored with Y axis inverted
  12880. */
  12881. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12882. /**
  12883. * Update a raw cube texture
  12884. * @param texture defines the texture to udpdate
  12885. * @param data defines the data to store
  12886. * @param format defines the data format
  12887. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12888. * @param invertY defines if data must be stored with Y axis inverted
  12889. * @param compression defines the compression used (null by default)
  12890. */
  12891. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12892. /**
  12893. * Update a raw cube texture
  12894. * @param texture defines the texture to udpdate
  12895. * @param data defines the data to store
  12896. * @param format defines the data format
  12897. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12898. * @param invertY defines if data must be stored with Y axis inverted
  12899. * @param compression defines the compression used (null by default)
  12900. * @param level defines which level of the texture to update
  12901. */
  12902. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12903. /**
  12904. * Creates a new raw cube texture from a specified url
  12905. * @param url defines the url where the data is located
  12906. * @param scene defines the current scene
  12907. * @param size defines the size of the textures
  12908. * @param format defines the format of the data
  12909. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12910. * @param noMipmap defines if the engine should avoid generating the mip levels
  12911. * @param callback defines a callback used to extract texture data from loaded data
  12912. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12913. * @param onLoad defines a callback called when texture is loaded
  12914. * @param onError defines a callback called if there is an error
  12915. * @returns the cube texture as an InternalTexture
  12916. */
  12917. 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;
  12918. /**
  12919. * Creates a new raw cube texture from a specified url
  12920. * @param url defines the url where the data is located
  12921. * @param scene defines the current scene
  12922. * @param size defines the size of the textures
  12923. * @param format defines the format of the data
  12924. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12925. * @param noMipmap defines if the engine should avoid generating the mip levels
  12926. * @param callback defines a callback used to extract texture data from loaded data
  12927. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12928. * @param onLoad defines a callback called when texture is loaded
  12929. * @param onError defines a callback called if there is an error
  12930. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12931. * @param invertY defines if data must be stored with Y axis inverted
  12932. * @returns the cube texture as an InternalTexture
  12933. */
  12934. 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;
  12935. /**
  12936. * Creates a new raw 3D texture
  12937. * @param data defines the data used to create the texture
  12938. * @param width defines the width of the texture
  12939. * @param height defines the height of the texture
  12940. * @param depth defines the depth of the texture
  12941. * @param format defines the format of the texture
  12942. * @param generateMipMaps defines if the engine must generate mip levels
  12943. * @param invertY defines if data must be stored with Y axis inverted
  12944. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12945. * @param compression defines the compressed used (can be null)
  12946. * @param textureType defines the compressed used (can be null)
  12947. * @returns a new raw 3D texture (stored in an InternalTexture)
  12948. */
  12949. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12950. /**
  12951. * Update a raw 3D texture
  12952. * @param texture defines the texture to update
  12953. * @param data defines the data to store
  12954. * @param format defines the data format
  12955. * @param invertY defines if data must be stored with Y axis inverted
  12956. */
  12957. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12958. /**
  12959. * Update a raw 3D texture
  12960. * @param texture defines the texture to update
  12961. * @param data defines the data to store
  12962. * @param format defines the data format
  12963. * @param invertY defines if data must be stored with Y axis inverted
  12964. * @param compression defines the used compression (can be null)
  12965. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12966. */
  12967. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12968. /**
  12969. * Creates a new raw 2D array texture
  12970. * @param data defines the data used to create the texture
  12971. * @param width defines the width of the texture
  12972. * @param height defines the height of the texture
  12973. * @param depth defines the number of layers of the texture
  12974. * @param format defines the format of the texture
  12975. * @param generateMipMaps defines if the engine must generate mip levels
  12976. * @param invertY defines if data must be stored with Y axis inverted
  12977. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12978. * @param compression defines the compressed used (can be null)
  12979. * @param textureType defines the compressed used (can be null)
  12980. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12981. */
  12982. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12983. /**
  12984. * Update a raw 2D array texture
  12985. * @param texture defines the texture to update
  12986. * @param data defines the data to store
  12987. * @param format defines the data format
  12988. * @param invertY defines if data must be stored with Y axis inverted
  12989. */
  12990. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12991. /**
  12992. * Update a raw 2D array texture
  12993. * @param texture defines the texture to update
  12994. * @param data defines the data to store
  12995. * @param format defines the data format
  12996. * @param invertY defines if data must be stored with Y axis inverted
  12997. * @param compression defines the used compression (can be null)
  12998. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12999. */
  13000. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  13001. }
  13002. }
  13003. }
  13004. declare module "babylonjs/Materials/Textures/rawTexture" {
  13005. import { Scene } from "babylonjs/scene";
  13006. import { Texture } from "babylonjs/Materials/Textures/texture";
  13007. import "babylonjs/Engines/Extensions/engine.rawTexture";
  13008. /**
  13009. * Raw texture can help creating a texture directly from an array of data.
  13010. * This can be super useful if you either get the data from an uncompressed source or
  13011. * if you wish to create your texture pixel by pixel.
  13012. */
  13013. export class RawTexture extends Texture {
  13014. /**
  13015. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  13016. */
  13017. format: number;
  13018. private _engine;
  13019. /**
  13020. * Instantiates a new RawTexture.
  13021. * Raw texture can help creating a texture directly from an array of data.
  13022. * This can be super useful if you either get the data from an uncompressed source or
  13023. * if you wish to create your texture pixel by pixel.
  13024. * @param data define the array of data to use to create the texture
  13025. * @param width define the width of the texture
  13026. * @param height define the height of the texture
  13027. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  13028. * @param scene define the scene the texture belongs to
  13029. * @param generateMipMaps define whether mip maps should be generated or not
  13030. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13031. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13032. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  13033. */
  13034. constructor(data: ArrayBufferView, width: number, height: number,
  13035. /**
  13036. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  13037. */
  13038. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  13039. /**
  13040. * Updates the texture underlying data.
  13041. * @param data Define the new data of the texture
  13042. */
  13043. update(data: ArrayBufferView): void;
  13044. /**
  13045. * Creates a luminance texture from some data.
  13046. * @param data Define the texture data
  13047. * @param width Define the width of the texture
  13048. * @param height Define the height of the texture
  13049. * @param scene Define the scene the texture belongs to
  13050. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13051. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13052. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13053. * @returns the luminance texture
  13054. */
  13055. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  13056. /**
  13057. * Creates a luminance alpha texture from some data.
  13058. * @param data Define the texture data
  13059. * @param width Define the width of the texture
  13060. * @param height Define the height of the texture
  13061. * @param scene Define the scene the texture belongs to
  13062. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13063. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13064. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13065. * @returns the luminance alpha texture
  13066. */
  13067. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  13068. /**
  13069. * Creates an alpha texture from some data.
  13070. * @param data Define the texture data
  13071. * @param width Define the width of the texture
  13072. * @param height Define the height of the texture
  13073. * @param scene Define the scene the texture belongs to
  13074. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13075. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13076. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13077. * @returns the alpha texture
  13078. */
  13079. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  13080. /**
  13081. * Creates a RGB texture from some data.
  13082. * @param data Define the texture data
  13083. * @param width Define the width of the texture
  13084. * @param height Define the height of the texture
  13085. * @param scene Define the scene the texture belongs to
  13086. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13087. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13088. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13089. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  13090. * @returns the RGB alpha texture
  13091. */
  13092. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  13093. /**
  13094. * Creates a RGBA texture from some data.
  13095. * @param data Define the texture data
  13096. * @param width Define the width of the texture
  13097. * @param height Define the height of the texture
  13098. * @param scene Define the scene the texture belongs to
  13099. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13100. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13101. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13102. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  13103. * @returns the RGBA texture
  13104. */
  13105. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  13106. /**
  13107. * Creates a R texture from some data.
  13108. * @param data Define the texture data
  13109. * @param width Define the width of the texture
  13110. * @param height Define the height of the texture
  13111. * @param scene Define the scene the texture belongs to
  13112. * @param generateMipMaps Define whether or not to create mip maps for the texture
  13113. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  13114. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  13115. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  13116. * @returns the R texture
  13117. */
  13118. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  13119. }
  13120. }
  13121. declare module "babylonjs/Maths/math.size" {
  13122. /**
  13123. * Interface for the size containing width and height
  13124. */
  13125. export interface ISize {
  13126. /**
  13127. * Width
  13128. */
  13129. width: number;
  13130. /**
  13131. * Heighht
  13132. */
  13133. height: number;
  13134. }
  13135. /**
  13136. * Size containing widht and height
  13137. */
  13138. export class Size implements ISize {
  13139. /**
  13140. * Width
  13141. */
  13142. width: number;
  13143. /**
  13144. * Height
  13145. */
  13146. height: number;
  13147. /**
  13148. * Creates a Size object from the given width and height (floats).
  13149. * @param width width of the new size
  13150. * @param height height of the new size
  13151. */
  13152. constructor(width: number, height: number);
  13153. /**
  13154. * Returns a string with the Size width and height
  13155. * @returns a string with the Size width and height
  13156. */
  13157. toString(): string;
  13158. /**
  13159. * "Size"
  13160. * @returns the string "Size"
  13161. */
  13162. getClassName(): string;
  13163. /**
  13164. * Returns the Size hash code.
  13165. * @returns a hash code for a unique width and height
  13166. */
  13167. getHashCode(): number;
  13168. /**
  13169. * Updates the current size from the given one.
  13170. * @param src the given size
  13171. */
  13172. copyFrom(src: Size): void;
  13173. /**
  13174. * Updates in place the current Size from the given floats.
  13175. * @param width width of the new size
  13176. * @param height height of the new size
  13177. * @returns the updated Size.
  13178. */
  13179. copyFromFloats(width: number, height: number): Size;
  13180. /**
  13181. * Updates in place the current Size from the given floats.
  13182. * @param width width to set
  13183. * @param height height to set
  13184. * @returns the updated Size.
  13185. */
  13186. set(width: number, height: number): Size;
  13187. /**
  13188. * Multiplies the width and height by numbers
  13189. * @param w factor to multiple the width by
  13190. * @param h factor to multiple the height by
  13191. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  13192. */
  13193. multiplyByFloats(w: number, h: number): Size;
  13194. /**
  13195. * Clones the size
  13196. * @returns a new Size copied from the given one.
  13197. */
  13198. clone(): Size;
  13199. /**
  13200. * True if the current Size and the given one width and height are strictly equal.
  13201. * @param other the other size to compare against
  13202. * @returns True if the current Size and the given one width and height are strictly equal.
  13203. */
  13204. equals(other: Size): boolean;
  13205. /**
  13206. * The surface of the Size : width * height (float).
  13207. */
  13208. get surface(): number;
  13209. /**
  13210. * Create a new size of zero
  13211. * @returns a new Size set to (0.0, 0.0)
  13212. */
  13213. static Zero(): Size;
  13214. /**
  13215. * Sums the width and height of two sizes
  13216. * @param otherSize size to add to this size
  13217. * @returns a new Size set as the addition result of the current Size and the given one.
  13218. */
  13219. add(otherSize: Size): Size;
  13220. /**
  13221. * Subtracts the width and height of two
  13222. * @param otherSize size to subtract to this size
  13223. * @returns a new Size set as the subtraction result of the given one from the current Size.
  13224. */
  13225. subtract(otherSize: Size): Size;
  13226. /**
  13227. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  13228. * @param start starting size to lerp between
  13229. * @param end end size to lerp between
  13230. * @param amount amount to lerp between the start and end values
  13231. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  13232. */
  13233. static Lerp(start: Size, end: Size, amount: number): Size;
  13234. }
  13235. }
  13236. declare module "babylonjs/Animations/runtimeAnimation" {
  13237. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13238. import { Animatable } from "babylonjs/Animations/animatable";
  13239. import { Scene } from "babylonjs/scene";
  13240. /**
  13241. * Defines a runtime animation
  13242. */
  13243. export class RuntimeAnimation {
  13244. private _events;
  13245. /**
  13246. * The current frame of the runtime animation
  13247. */
  13248. private _currentFrame;
  13249. /**
  13250. * The animation used by the runtime animation
  13251. */
  13252. private _animation;
  13253. /**
  13254. * The target of the runtime animation
  13255. */
  13256. private _target;
  13257. /**
  13258. * The initiating animatable
  13259. */
  13260. private _host;
  13261. /**
  13262. * The original value of the runtime animation
  13263. */
  13264. private _originalValue;
  13265. /**
  13266. * The original blend value of the runtime animation
  13267. */
  13268. private _originalBlendValue;
  13269. /**
  13270. * The offsets cache of the runtime animation
  13271. */
  13272. private _offsetsCache;
  13273. /**
  13274. * The high limits cache of the runtime animation
  13275. */
  13276. private _highLimitsCache;
  13277. /**
  13278. * Specifies if the runtime animation has been stopped
  13279. */
  13280. private _stopped;
  13281. /**
  13282. * The blending factor of the runtime animation
  13283. */
  13284. private _blendingFactor;
  13285. /**
  13286. * The BabylonJS scene
  13287. */
  13288. private _scene;
  13289. /**
  13290. * The current value of the runtime animation
  13291. */
  13292. private _currentValue;
  13293. /** @hidden */
  13294. _animationState: _IAnimationState;
  13295. /**
  13296. * The active target of the runtime animation
  13297. */
  13298. private _activeTargets;
  13299. private _currentActiveTarget;
  13300. private _directTarget;
  13301. /**
  13302. * The target path of the runtime animation
  13303. */
  13304. private _targetPath;
  13305. /**
  13306. * The weight of the runtime animation
  13307. */
  13308. private _weight;
  13309. /**
  13310. * The ratio offset of the runtime animation
  13311. */
  13312. private _ratioOffset;
  13313. /**
  13314. * The previous delay of the runtime animation
  13315. */
  13316. private _previousDelay;
  13317. /**
  13318. * The previous ratio of the runtime animation
  13319. */
  13320. private _previousRatio;
  13321. private _enableBlending;
  13322. private _keys;
  13323. private _minFrame;
  13324. private _maxFrame;
  13325. private _minValue;
  13326. private _maxValue;
  13327. private _targetIsArray;
  13328. /**
  13329. * Gets the current frame of the runtime animation
  13330. */
  13331. get currentFrame(): number;
  13332. /**
  13333. * Gets the weight of the runtime animation
  13334. */
  13335. get weight(): number;
  13336. /**
  13337. * Gets the current value of the runtime animation
  13338. */
  13339. get currentValue(): any;
  13340. /**
  13341. * Gets the target path of the runtime animation
  13342. */
  13343. get targetPath(): string;
  13344. /**
  13345. * Gets the actual target of the runtime animation
  13346. */
  13347. get target(): any;
  13348. /** @hidden */
  13349. _onLoop: () => void;
  13350. /**
  13351. * Create a new RuntimeAnimation object
  13352. * @param target defines the target of the animation
  13353. * @param animation defines the source animation object
  13354. * @param scene defines the hosting scene
  13355. * @param host defines the initiating Animatable
  13356. */
  13357. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13358. private _preparePath;
  13359. /**
  13360. * Gets the animation from the runtime animation
  13361. */
  13362. get animation(): Animation;
  13363. /**
  13364. * Resets the runtime animation to the beginning
  13365. * @param restoreOriginal defines whether to restore the target property to the original value
  13366. */
  13367. reset(restoreOriginal?: boolean): void;
  13368. /**
  13369. * Specifies if the runtime animation is stopped
  13370. * @returns Boolean specifying if the runtime animation is stopped
  13371. */
  13372. isStopped(): boolean;
  13373. /**
  13374. * Disposes of the runtime animation
  13375. */
  13376. dispose(): void;
  13377. /**
  13378. * Apply the interpolated value to the target
  13379. * @param currentValue defines the value computed by the animation
  13380. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13381. */
  13382. setValue(currentValue: any, weight: number): void;
  13383. private _getOriginalValues;
  13384. private _setValue;
  13385. /**
  13386. * Gets the loop pmode of the runtime animation
  13387. * @returns Loop Mode
  13388. */
  13389. private _getCorrectLoopMode;
  13390. /**
  13391. * Move the current animation to a given frame
  13392. * @param frame defines the frame to move to
  13393. */
  13394. goToFrame(frame: number): void;
  13395. /**
  13396. * @hidden Internal use only
  13397. */
  13398. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13399. /**
  13400. * Execute the current animation
  13401. * @param delay defines the delay to add to the current frame
  13402. * @param from defines the lower bound of the animation range
  13403. * @param to defines the upper bound of the animation range
  13404. * @param loop defines if the current animation must loop
  13405. * @param speedRatio defines the current speed ratio
  13406. * @param weight defines the weight of the animation (default is -1 so no weight)
  13407. * @param onLoop optional callback called when animation loops
  13408. * @returns a boolean indicating if the animation is running
  13409. */
  13410. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13411. }
  13412. }
  13413. declare module "babylonjs/Animations/animatable" {
  13414. import { Animation } from "babylonjs/Animations/animation";
  13415. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13416. import { Nullable } from "babylonjs/types";
  13417. import { Observable } from "babylonjs/Misc/observable";
  13418. import { Scene } from "babylonjs/scene";
  13419. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13420. import { Node } from "babylonjs/node";
  13421. /**
  13422. * Class used to store an actual running animation
  13423. */
  13424. export class Animatable {
  13425. /** defines the target object */
  13426. target: any;
  13427. /** defines the starting frame number (default is 0) */
  13428. fromFrame: number;
  13429. /** defines the ending frame number (default is 100) */
  13430. toFrame: number;
  13431. /** defines if the animation must loop (default is false) */
  13432. loopAnimation: boolean;
  13433. /** defines a callback to call when animation ends if it is not looping */
  13434. onAnimationEnd?: (() => void) | null | undefined;
  13435. /** defines a callback to call when animation loops */
  13436. onAnimationLoop?: (() => void) | null | undefined;
  13437. private _localDelayOffset;
  13438. private _pausedDelay;
  13439. private _runtimeAnimations;
  13440. private _paused;
  13441. private _scene;
  13442. private _speedRatio;
  13443. private _weight;
  13444. private _syncRoot;
  13445. /**
  13446. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13447. * This will only apply for non looping animation (default is true)
  13448. */
  13449. disposeOnEnd: boolean;
  13450. /**
  13451. * Gets a boolean indicating if the animation has started
  13452. */
  13453. animationStarted: boolean;
  13454. /**
  13455. * Observer raised when the animation ends
  13456. */
  13457. onAnimationEndObservable: Observable<Animatable>;
  13458. /**
  13459. * Observer raised when the animation loops
  13460. */
  13461. onAnimationLoopObservable: Observable<Animatable>;
  13462. /**
  13463. * Gets the root Animatable used to synchronize and normalize animations
  13464. */
  13465. get syncRoot(): Nullable<Animatable>;
  13466. /**
  13467. * Gets the current frame of the first RuntimeAnimation
  13468. * Used to synchronize Animatables
  13469. */
  13470. get masterFrame(): number;
  13471. /**
  13472. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13473. */
  13474. get weight(): number;
  13475. set weight(value: number);
  13476. /**
  13477. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13478. */
  13479. get speedRatio(): number;
  13480. set speedRatio(value: number);
  13481. /**
  13482. * Creates a new Animatable
  13483. * @param scene defines the hosting scene
  13484. * @param target defines the target object
  13485. * @param fromFrame defines the starting frame number (default is 0)
  13486. * @param toFrame defines the ending frame number (default is 100)
  13487. * @param loopAnimation defines if the animation must loop (default is false)
  13488. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13489. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13490. * @param animations defines a group of animation to add to the new Animatable
  13491. * @param onAnimationLoop defines a callback to call when animation loops
  13492. */
  13493. constructor(scene: Scene,
  13494. /** defines the target object */
  13495. target: any,
  13496. /** defines the starting frame number (default is 0) */
  13497. fromFrame?: number,
  13498. /** defines the ending frame number (default is 100) */
  13499. toFrame?: number,
  13500. /** defines if the animation must loop (default is false) */
  13501. loopAnimation?: boolean, speedRatio?: number,
  13502. /** defines a callback to call when animation ends if it is not looping */
  13503. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13504. /** defines a callback to call when animation loops */
  13505. onAnimationLoop?: (() => void) | null | undefined);
  13506. /**
  13507. * Synchronize and normalize current Animatable with a source Animatable
  13508. * This is useful when using animation weights and when animations are not of the same length
  13509. * @param root defines the root Animatable to synchronize with
  13510. * @returns the current Animatable
  13511. */
  13512. syncWith(root: Animatable): Animatable;
  13513. /**
  13514. * Gets the list of runtime animations
  13515. * @returns an array of RuntimeAnimation
  13516. */
  13517. getAnimations(): RuntimeAnimation[];
  13518. /**
  13519. * Adds more animations to the current animatable
  13520. * @param target defines the target of the animations
  13521. * @param animations defines the new animations to add
  13522. */
  13523. appendAnimations(target: any, animations: Animation[]): void;
  13524. /**
  13525. * Gets the source animation for a specific property
  13526. * @param property defines the propertyu to look for
  13527. * @returns null or the source animation for the given property
  13528. */
  13529. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13530. /**
  13531. * Gets the runtime animation for a specific property
  13532. * @param property defines the propertyu to look for
  13533. * @returns null or the runtime animation for the given property
  13534. */
  13535. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13536. /**
  13537. * Resets the animatable to its original state
  13538. */
  13539. reset(): void;
  13540. /**
  13541. * Allows the animatable to blend with current running animations
  13542. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13543. * @param blendingSpeed defines the blending speed to use
  13544. */
  13545. enableBlending(blendingSpeed: number): void;
  13546. /**
  13547. * Disable animation blending
  13548. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13549. */
  13550. disableBlending(): void;
  13551. /**
  13552. * Jump directly to a given frame
  13553. * @param frame defines the frame to jump to
  13554. */
  13555. goToFrame(frame: number): void;
  13556. /**
  13557. * Pause the animation
  13558. */
  13559. pause(): void;
  13560. /**
  13561. * Restart the animation
  13562. */
  13563. restart(): void;
  13564. private _raiseOnAnimationEnd;
  13565. /**
  13566. * Stop and delete the current animation
  13567. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13568. * @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)
  13569. */
  13570. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13571. /**
  13572. * Wait asynchronously for the animation to end
  13573. * @returns a promise which will be fullfilled when the animation ends
  13574. */
  13575. waitAsync(): Promise<Animatable>;
  13576. /** @hidden */
  13577. _animate(delay: number): boolean;
  13578. }
  13579. module "babylonjs/scene" {
  13580. interface Scene {
  13581. /** @hidden */
  13582. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13583. /** @hidden */
  13584. _processLateAnimationBindingsForMatrices(holder: {
  13585. totalWeight: number;
  13586. animations: RuntimeAnimation[];
  13587. originalValue: Matrix;
  13588. }): any;
  13589. /** @hidden */
  13590. _processLateAnimationBindingsForQuaternions(holder: {
  13591. totalWeight: number;
  13592. animations: RuntimeAnimation[];
  13593. originalValue: Quaternion;
  13594. }, refQuaternion: Quaternion): Quaternion;
  13595. /** @hidden */
  13596. _processLateAnimationBindings(): void;
  13597. /**
  13598. * Will start the animation sequence of a given target
  13599. * @param target defines the target
  13600. * @param from defines from which frame should animation start
  13601. * @param to defines until which frame should animation run.
  13602. * @param weight defines the weight to apply to the animation (1.0 by default)
  13603. * @param loop defines if the animation loops
  13604. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13605. * @param onAnimationEnd defines the function to be executed when the animation ends
  13606. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13607. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13608. * @param onAnimationLoop defines the callback to call when an animation loops
  13609. * @returns the animatable object created for this animation
  13610. */
  13611. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13612. /**
  13613. * Will start the animation sequence of a given target
  13614. * @param target defines the target
  13615. * @param from defines from which frame should animation start
  13616. * @param to defines until which frame should animation run.
  13617. * @param loop defines if the animation loops
  13618. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13619. * @param onAnimationEnd defines the function to be executed when the animation ends
  13620. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13621. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13622. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13623. * @param onAnimationLoop defines the callback to call when an animation loops
  13624. * @returns the animatable object created for this animation
  13625. */
  13626. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13627. /**
  13628. * Will start the animation sequence of a given target and its hierarchy
  13629. * @param target defines the target
  13630. * @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.
  13631. * @param from defines from which frame should animation start
  13632. * @param to defines until which frame should animation run.
  13633. * @param loop defines if the animation loops
  13634. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13635. * @param onAnimationEnd defines the function to be executed when the animation ends
  13636. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13637. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13638. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13639. * @param onAnimationLoop defines the callback to call when an animation loops
  13640. * @returns the list of created animatables
  13641. */
  13642. 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[];
  13643. /**
  13644. * Begin a new animation on a given node
  13645. * @param target defines the target where the animation will take place
  13646. * @param animations defines the list of animations to start
  13647. * @param from defines the initial value
  13648. * @param to defines the final value
  13649. * @param loop defines if you want animation to loop (off by default)
  13650. * @param speedRatio defines the speed ratio to apply to all animations
  13651. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13652. * @param onAnimationLoop defines the callback to call when an animation loops
  13653. * @returns the list of created animatables
  13654. */
  13655. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13656. /**
  13657. * Begin a new animation on a given node and its hierarchy
  13658. * @param target defines the root node where the animation will take place
  13659. * @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.
  13660. * @param animations defines the list of animations to start
  13661. * @param from defines the initial value
  13662. * @param to defines the final value
  13663. * @param loop defines if you want animation to loop (off by default)
  13664. * @param speedRatio defines the speed ratio to apply to all animations
  13665. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13666. * @param onAnimationLoop defines the callback to call when an animation loops
  13667. * @returns the list of animatables created for all nodes
  13668. */
  13669. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13670. /**
  13671. * Gets the animatable associated with a specific target
  13672. * @param target defines the target of the animatable
  13673. * @returns the required animatable if found
  13674. */
  13675. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13676. /**
  13677. * Gets all animatables associated with a given target
  13678. * @param target defines the target to look animatables for
  13679. * @returns an array of Animatables
  13680. */
  13681. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13682. /**
  13683. * Stops and removes all animations that have been applied to the scene
  13684. */
  13685. stopAllAnimations(): void;
  13686. /**
  13687. * Gets the current delta time used by animation engine
  13688. */
  13689. deltaTime: number;
  13690. }
  13691. }
  13692. module "babylonjs/Bones/bone" {
  13693. interface Bone {
  13694. /**
  13695. * Copy an animation range from another bone
  13696. * @param source defines the source bone
  13697. * @param rangeName defines the range name to copy
  13698. * @param frameOffset defines the frame offset
  13699. * @param rescaleAsRequired defines if rescaling must be applied if required
  13700. * @param skelDimensionsRatio defines the scaling ratio
  13701. * @returns true if operation was successful
  13702. */
  13703. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13704. }
  13705. }
  13706. }
  13707. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13708. /**
  13709. * Class used to override all child animations of a given target
  13710. */
  13711. export class AnimationPropertiesOverride {
  13712. /**
  13713. * Gets or sets a value indicating if animation blending must be used
  13714. */
  13715. enableBlending: boolean;
  13716. /**
  13717. * Gets or sets the blending speed to use when enableBlending is true
  13718. */
  13719. blendingSpeed: number;
  13720. /**
  13721. * Gets or sets the default loop mode to use
  13722. */
  13723. loopMode: number;
  13724. }
  13725. }
  13726. declare module "babylonjs/Bones/skeleton" {
  13727. import { Bone } from "babylonjs/Bones/bone";
  13728. import { Observable } from "babylonjs/Misc/observable";
  13729. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13730. import { Scene } from "babylonjs/scene";
  13731. import { Nullable } from "babylonjs/types";
  13732. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13733. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13734. import { Animatable } from "babylonjs/Animations/animatable";
  13735. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13736. import { Animation } from "babylonjs/Animations/animation";
  13737. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13738. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13739. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13740. /**
  13741. * Class used to handle skinning animations
  13742. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13743. */
  13744. export class Skeleton implements IAnimatable {
  13745. /** defines the skeleton name */
  13746. name: string;
  13747. /** defines the skeleton Id */
  13748. id: string;
  13749. /**
  13750. * Defines the list of child bones
  13751. */
  13752. bones: Bone[];
  13753. /**
  13754. * Defines an estimate of the dimension of the skeleton at rest
  13755. */
  13756. dimensionsAtRest: Vector3;
  13757. /**
  13758. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13759. */
  13760. needInitialSkinMatrix: boolean;
  13761. /**
  13762. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13763. */
  13764. overrideMesh: Nullable<AbstractMesh>;
  13765. /**
  13766. * Gets the list of animations attached to this skeleton
  13767. */
  13768. animations: Array<Animation>;
  13769. private _scene;
  13770. private _isDirty;
  13771. private _transformMatrices;
  13772. private _transformMatrixTexture;
  13773. private _meshesWithPoseMatrix;
  13774. private _animatables;
  13775. private _identity;
  13776. private _synchronizedWithMesh;
  13777. private _ranges;
  13778. private _lastAbsoluteTransformsUpdateId;
  13779. private _canUseTextureForBones;
  13780. private _uniqueId;
  13781. /** @hidden */
  13782. _numBonesWithLinkedTransformNode: number;
  13783. /** @hidden */
  13784. _hasWaitingData: Nullable<boolean>;
  13785. /**
  13786. * Specifies if the skeleton should be serialized
  13787. */
  13788. doNotSerialize: boolean;
  13789. private _useTextureToStoreBoneMatrices;
  13790. /**
  13791. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13792. * Please note that this option is not available if the hardware does not support it
  13793. */
  13794. get useTextureToStoreBoneMatrices(): boolean;
  13795. set useTextureToStoreBoneMatrices(value: boolean);
  13796. private _animationPropertiesOverride;
  13797. /**
  13798. * Gets or sets the animation properties override
  13799. */
  13800. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  13801. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  13802. /**
  13803. * List of inspectable custom properties (used by the Inspector)
  13804. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13805. */
  13806. inspectableCustomProperties: IInspectable[];
  13807. /**
  13808. * An observable triggered before computing the skeleton's matrices
  13809. */
  13810. onBeforeComputeObservable: Observable<Skeleton>;
  13811. /**
  13812. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13813. */
  13814. get isUsingTextureForMatrices(): boolean;
  13815. /**
  13816. * Gets the unique ID of this skeleton
  13817. */
  13818. get uniqueId(): number;
  13819. /**
  13820. * Creates a new skeleton
  13821. * @param name defines the skeleton name
  13822. * @param id defines the skeleton Id
  13823. * @param scene defines the hosting scene
  13824. */
  13825. constructor(
  13826. /** defines the skeleton name */
  13827. name: string,
  13828. /** defines the skeleton Id */
  13829. id: string, scene: Scene);
  13830. /**
  13831. * Gets the current object class name.
  13832. * @return the class name
  13833. */
  13834. getClassName(): string;
  13835. /**
  13836. * Returns an array containing the root bones
  13837. * @returns an array containing the root bones
  13838. */
  13839. getChildren(): Array<Bone>;
  13840. /**
  13841. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13842. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13843. * @returns a Float32Array containing matrices data
  13844. */
  13845. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13846. /**
  13847. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13848. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13849. * @returns a raw texture containing the data
  13850. */
  13851. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13852. /**
  13853. * Gets the current hosting scene
  13854. * @returns a scene object
  13855. */
  13856. getScene(): Scene;
  13857. /**
  13858. * Gets a string representing the current skeleton data
  13859. * @param fullDetails defines a boolean indicating if we want a verbose version
  13860. * @returns a string representing the current skeleton data
  13861. */
  13862. toString(fullDetails?: boolean): string;
  13863. /**
  13864. * Get bone's index searching by name
  13865. * @param name defines bone's name to search for
  13866. * @return the indice of the bone. Returns -1 if not found
  13867. */
  13868. getBoneIndexByName(name: string): number;
  13869. /**
  13870. * Creater a new animation range
  13871. * @param name defines the name of the range
  13872. * @param from defines the start key
  13873. * @param to defines the end key
  13874. */
  13875. createAnimationRange(name: string, from: number, to: number): void;
  13876. /**
  13877. * Delete a specific animation range
  13878. * @param name defines the name of the range
  13879. * @param deleteFrames defines if frames must be removed as well
  13880. */
  13881. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13882. /**
  13883. * Gets a specific animation range
  13884. * @param name defines the name of the range to look for
  13885. * @returns the requested animation range or null if not found
  13886. */
  13887. getAnimationRange(name: string): Nullable<AnimationRange>;
  13888. /**
  13889. * Gets the list of all animation ranges defined on this skeleton
  13890. * @returns an array
  13891. */
  13892. getAnimationRanges(): Nullable<AnimationRange>[];
  13893. /**
  13894. * Copy animation range from a source skeleton.
  13895. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13896. * @param source defines the source skeleton
  13897. * @param name defines the name of the range to copy
  13898. * @param rescaleAsRequired defines if rescaling must be applied if required
  13899. * @returns true if operation was successful
  13900. */
  13901. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13902. /**
  13903. * Forces the skeleton to go to rest pose
  13904. */
  13905. returnToRest(): void;
  13906. private _getHighestAnimationFrame;
  13907. /**
  13908. * Begin a specific animation range
  13909. * @param name defines the name of the range to start
  13910. * @param loop defines if looping must be turned on (false by default)
  13911. * @param speedRatio defines the speed ratio to apply (1 by default)
  13912. * @param onAnimationEnd defines a callback which will be called when animation will end
  13913. * @returns a new animatable
  13914. */
  13915. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13916. /** @hidden */
  13917. _markAsDirty(): void;
  13918. /** @hidden */
  13919. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13920. /** @hidden */
  13921. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13922. private _computeTransformMatrices;
  13923. /**
  13924. * Build all resources required to render a skeleton
  13925. */
  13926. prepare(): void;
  13927. /**
  13928. * Gets the list of animatables currently running for this skeleton
  13929. * @returns an array of animatables
  13930. */
  13931. getAnimatables(): IAnimatable[];
  13932. /**
  13933. * Clone the current skeleton
  13934. * @param name defines the name of the new skeleton
  13935. * @param id defines the id of the new skeleton
  13936. * @returns the new skeleton
  13937. */
  13938. clone(name: string, id?: string): Skeleton;
  13939. /**
  13940. * Enable animation blending for this skeleton
  13941. * @param blendingSpeed defines the blending speed to apply
  13942. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13943. */
  13944. enableBlending(blendingSpeed?: number): void;
  13945. /**
  13946. * Releases all resources associated with the current skeleton
  13947. */
  13948. dispose(): void;
  13949. /**
  13950. * Serialize the skeleton in a JSON object
  13951. * @returns a JSON object
  13952. */
  13953. serialize(): any;
  13954. /**
  13955. * Creates a new skeleton from serialized data
  13956. * @param parsedSkeleton defines the serialized data
  13957. * @param scene defines the hosting scene
  13958. * @returns a new skeleton
  13959. */
  13960. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13961. /**
  13962. * Compute all node absolute transforms
  13963. * @param forceUpdate defines if computation must be done even if cache is up to date
  13964. */
  13965. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13966. /**
  13967. * Gets the root pose matrix
  13968. * @returns a matrix
  13969. */
  13970. getPoseMatrix(): Nullable<Matrix>;
  13971. /**
  13972. * Sorts bones per internal index
  13973. */
  13974. sortBones(): void;
  13975. private _sortBones;
  13976. }
  13977. }
  13978. declare module "babylonjs/Bones/bone" {
  13979. import { Skeleton } from "babylonjs/Bones/skeleton";
  13980. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13981. import { Nullable } from "babylonjs/types";
  13982. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13983. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13984. import { Node } from "babylonjs/node";
  13985. import { Space } from "babylonjs/Maths/math.axis";
  13986. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13987. /**
  13988. * Class used to store bone information
  13989. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13990. */
  13991. export class Bone extends Node {
  13992. /**
  13993. * defines the bone name
  13994. */
  13995. name: string;
  13996. private static _tmpVecs;
  13997. private static _tmpQuat;
  13998. private static _tmpMats;
  13999. /**
  14000. * Gets the list of child bones
  14001. */
  14002. children: Bone[];
  14003. /** Gets the animations associated with this bone */
  14004. animations: import("babylonjs/Animations/animation").Animation[];
  14005. /**
  14006. * Gets or sets bone length
  14007. */
  14008. length: number;
  14009. /**
  14010. * @hidden Internal only
  14011. * Set this value to map this bone to a different index in the transform matrices
  14012. * Set this value to -1 to exclude the bone from the transform matrices
  14013. */
  14014. _index: Nullable<number>;
  14015. private _skeleton;
  14016. private _localMatrix;
  14017. private _restPose;
  14018. private _baseMatrix;
  14019. private _absoluteTransform;
  14020. private _invertedAbsoluteTransform;
  14021. private _parent;
  14022. private _scalingDeterminant;
  14023. private _worldTransform;
  14024. private _localScaling;
  14025. private _localRotation;
  14026. private _localPosition;
  14027. private _needToDecompose;
  14028. private _needToCompose;
  14029. /** @hidden */
  14030. _linkedTransformNode: Nullable<TransformNode>;
  14031. /** @hidden */
  14032. _waitingTransformNodeId: Nullable<string>;
  14033. /** @hidden */
  14034. get _matrix(): Matrix;
  14035. /** @hidden */
  14036. set _matrix(value: Matrix);
  14037. /**
  14038. * Create a new bone
  14039. * @param name defines the bone name
  14040. * @param skeleton defines the parent skeleton
  14041. * @param parentBone defines the parent (can be null if the bone is the root)
  14042. * @param localMatrix defines the local matrix
  14043. * @param restPose defines the rest pose matrix
  14044. * @param baseMatrix defines the base matrix
  14045. * @param index defines index of the bone in the hiearchy
  14046. */
  14047. constructor(
  14048. /**
  14049. * defines the bone name
  14050. */
  14051. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  14052. /**
  14053. * Gets the current object class name.
  14054. * @return the class name
  14055. */
  14056. getClassName(): string;
  14057. /**
  14058. * Gets the parent skeleton
  14059. * @returns a skeleton
  14060. */
  14061. getSkeleton(): Skeleton;
  14062. /**
  14063. * Gets parent bone
  14064. * @returns a bone or null if the bone is the root of the bone hierarchy
  14065. */
  14066. getParent(): Nullable<Bone>;
  14067. /**
  14068. * Returns an array containing the root bones
  14069. * @returns an array containing the root bones
  14070. */
  14071. getChildren(): Array<Bone>;
  14072. /**
  14073. * Gets the node index in matrix array generated for rendering
  14074. * @returns the node index
  14075. */
  14076. getIndex(): number;
  14077. /**
  14078. * Sets the parent bone
  14079. * @param parent defines the parent (can be null if the bone is the root)
  14080. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  14081. */
  14082. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  14083. /**
  14084. * Gets the local matrix
  14085. * @returns a matrix
  14086. */
  14087. getLocalMatrix(): Matrix;
  14088. /**
  14089. * Gets the base matrix (initial matrix which remains unchanged)
  14090. * @returns a matrix
  14091. */
  14092. getBaseMatrix(): Matrix;
  14093. /**
  14094. * Gets the rest pose matrix
  14095. * @returns a matrix
  14096. */
  14097. getRestPose(): Matrix;
  14098. /**
  14099. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  14100. */
  14101. getWorldMatrix(): Matrix;
  14102. /**
  14103. * Sets the local matrix to rest pose matrix
  14104. */
  14105. returnToRest(): void;
  14106. /**
  14107. * Gets the inverse of the absolute transform matrix.
  14108. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  14109. * @returns a matrix
  14110. */
  14111. getInvertedAbsoluteTransform(): Matrix;
  14112. /**
  14113. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  14114. * @returns a matrix
  14115. */
  14116. getAbsoluteTransform(): Matrix;
  14117. /**
  14118. * Links with the given transform node.
  14119. * The local matrix of this bone is copied from the transform node every frame.
  14120. * @param transformNode defines the transform node to link to
  14121. */
  14122. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  14123. /**
  14124. * Gets the node used to drive the bone's transformation
  14125. * @returns a transform node or null
  14126. */
  14127. getTransformNode(): Nullable<TransformNode>;
  14128. /** Gets or sets current position (in local space) */
  14129. get position(): Vector3;
  14130. set position(newPosition: Vector3);
  14131. /** Gets or sets current rotation (in local space) */
  14132. get rotation(): Vector3;
  14133. set rotation(newRotation: Vector3);
  14134. /** Gets or sets current rotation quaternion (in local space) */
  14135. get rotationQuaternion(): Quaternion;
  14136. set rotationQuaternion(newRotation: Quaternion);
  14137. /** Gets or sets current scaling (in local space) */
  14138. get scaling(): Vector3;
  14139. set scaling(newScaling: Vector3);
  14140. /**
  14141. * Gets the animation properties override
  14142. */
  14143. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  14144. private _decompose;
  14145. private _compose;
  14146. /**
  14147. * Update the base and local matrices
  14148. * @param matrix defines the new base or local matrix
  14149. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  14150. * @param updateLocalMatrix defines if the local matrix should be updated
  14151. */
  14152. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  14153. /** @hidden */
  14154. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  14155. /**
  14156. * Flag the bone as dirty (Forcing it to update everything)
  14157. */
  14158. markAsDirty(): void;
  14159. /** @hidden */
  14160. _markAsDirtyAndCompose(): void;
  14161. private _markAsDirtyAndDecompose;
  14162. /**
  14163. * Translate the bone in local or world space
  14164. * @param vec The amount to translate the bone
  14165. * @param space The space that the translation is in
  14166. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14167. */
  14168. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14169. /**
  14170. * Set the postion of the bone in local or world space
  14171. * @param position The position to set the bone
  14172. * @param space The space that the position is in
  14173. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14174. */
  14175. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14176. /**
  14177. * Set the absolute position of the bone (world space)
  14178. * @param position The position to set the bone
  14179. * @param mesh The mesh that this bone is attached to
  14180. */
  14181. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  14182. /**
  14183. * Scale the bone on the x, y and z axes (in local space)
  14184. * @param x The amount to scale the bone on the x axis
  14185. * @param y The amount to scale the bone on the y axis
  14186. * @param z The amount to scale the bone on the z axis
  14187. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  14188. */
  14189. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  14190. /**
  14191. * Set the bone scaling in local space
  14192. * @param scale defines the scaling vector
  14193. */
  14194. setScale(scale: Vector3): void;
  14195. /**
  14196. * Gets the current scaling in local space
  14197. * @returns the current scaling vector
  14198. */
  14199. getScale(): Vector3;
  14200. /**
  14201. * Gets the current scaling in local space and stores it in a target vector
  14202. * @param result defines the target vector
  14203. */
  14204. getScaleToRef(result: Vector3): void;
  14205. /**
  14206. * Set the yaw, pitch, and roll of the bone in local or world space
  14207. * @param yaw The rotation of the bone on the y axis
  14208. * @param pitch The rotation of the bone on the x axis
  14209. * @param roll The rotation of the bone on the z axis
  14210. * @param space The space that the axes of rotation are in
  14211. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14212. */
  14213. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  14214. /**
  14215. * Add a rotation to the bone on an axis in local or world space
  14216. * @param axis The axis to rotate the bone on
  14217. * @param amount The amount to rotate the bone
  14218. * @param space The space that the axis is in
  14219. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14220. */
  14221. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  14222. /**
  14223. * Set the rotation of the bone to a particular axis angle in local or world space
  14224. * @param axis The axis to rotate the bone on
  14225. * @param angle The angle that the bone should be rotated to
  14226. * @param space The space that the axis is in
  14227. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14228. */
  14229. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  14230. /**
  14231. * Set the euler rotation of the bone in local of world space
  14232. * @param rotation The euler rotation that the bone should be set to
  14233. * @param space The space that the rotation is in
  14234. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14235. */
  14236. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  14237. /**
  14238. * Set the quaternion rotation of the bone in local of world space
  14239. * @param quat The quaternion rotation that the bone should be set to
  14240. * @param space The space that the rotation is in
  14241. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14242. */
  14243. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  14244. /**
  14245. * Set the rotation matrix of the bone in local of world space
  14246. * @param rotMat The rotation matrix that the bone should be set to
  14247. * @param space The space that the rotation is in
  14248. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14249. */
  14250. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14251. private _rotateWithMatrix;
  14252. private _getNegativeRotationToRef;
  14253. /**
  14254. * Get the position of the bone in local or world space
  14255. * @param space The space that the returned position is in
  14256. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14257. * @returns The position of the bone
  14258. */
  14259. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14260. /**
  14261. * Copy the position of the bone to a vector3 in local or world space
  14262. * @param space The space that the returned position is in
  14263. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14264. * @param result The vector3 to copy the position to
  14265. */
  14266. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14267. /**
  14268. * Get the absolute position of the bone (world space)
  14269. * @param mesh The mesh that this bone is attached to
  14270. * @returns The absolute position of the bone
  14271. */
  14272. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14273. /**
  14274. * Copy the absolute position of the bone (world space) to the result param
  14275. * @param mesh The mesh that this bone is attached to
  14276. * @param result The vector3 to copy the absolute position to
  14277. */
  14278. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14279. /**
  14280. * Compute the absolute transforms of this bone and its children
  14281. */
  14282. computeAbsoluteTransforms(): void;
  14283. /**
  14284. * Get the world direction from an axis that is in the local space of the bone
  14285. * @param localAxis The local direction that is used to compute the world direction
  14286. * @param mesh The mesh that this bone is attached to
  14287. * @returns The world direction
  14288. */
  14289. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14290. /**
  14291. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14292. * @param localAxis The local direction that is used to compute the world direction
  14293. * @param mesh The mesh that this bone is attached to
  14294. * @param result The vector3 that the world direction will be copied to
  14295. */
  14296. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14297. /**
  14298. * Get the euler rotation of the bone in local or world space
  14299. * @param space The space that the rotation should be in
  14300. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14301. * @returns The euler rotation
  14302. */
  14303. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14304. /**
  14305. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14306. * @param space The space that the rotation should be in
  14307. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14308. * @param result The vector3 that the rotation should be copied to
  14309. */
  14310. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14311. /**
  14312. * Get the quaternion rotation of the bone in either local or world space
  14313. * @param space The space that the rotation should be in
  14314. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14315. * @returns The quaternion rotation
  14316. */
  14317. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14318. /**
  14319. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14320. * @param space The space that the rotation should be in
  14321. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14322. * @param result The quaternion that the rotation should be copied to
  14323. */
  14324. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14325. /**
  14326. * Get the rotation matrix of the bone in local or world space
  14327. * @param space The space that the rotation should be in
  14328. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14329. * @returns The rotation matrix
  14330. */
  14331. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14332. /**
  14333. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14334. * @param space The space that the rotation should be in
  14335. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14336. * @param result The quaternion that the rotation should be copied to
  14337. */
  14338. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14339. /**
  14340. * Get the world position of a point that is in the local space of the bone
  14341. * @param position The local position
  14342. * @param mesh The mesh that this bone is attached to
  14343. * @returns The world position
  14344. */
  14345. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14346. /**
  14347. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14348. * @param position The local position
  14349. * @param mesh The mesh that this bone is attached to
  14350. * @param result The vector3 that the world position should be copied to
  14351. */
  14352. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14353. /**
  14354. * Get the local position of a point that is in world space
  14355. * @param position The world position
  14356. * @param mesh The mesh that this bone is attached to
  14357. * @returns The local position
  14358. */
  14359. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14360. /**
  14361. * Get the local position of a point that is in world space and copy it to the result param
  14362. * @param position The world position
  14363. * @param mesh The mesh that this bone is attached to
  14364. * @param result The vector3 that the local position should be copied to
  14365. */
  14366. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14367. }
  14368. }
  14369. declare module "babylonjs/Meshes/transformNode" {
  14370. import { DeepImmutable } from "babylonjs/types";
  14371. import { Observable } from "babylonjs/Misc/observable";
  14372. import { Nullable } from "babylonjs/types";
  14373. import { Camera } from "babylonjs/Cameras/camera";
  14374. import { Scene } from "babylonjs/scene";
  14375. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14376. import { Node } from "babylonjs/node";
  14377. import { Bone } from "babylonjs/Bones/bone";
  14378. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14379. import { Space } from "babylonjs/Maths/math.axis";
  14380. /**
  14381. * 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.
  14382. * @see https://doc.babylonjs.com/how_to/transformnode
  14383. */
  14384. export class TransformNode extends Node {
  14385. /**
  14386. * Object will not rotate to face the camera
  14387. */
  14388. static BILLBOARDMODE_NONE: number;
  14389. /**
  14390. * Object will rotate to face the camera but only on the x axis
  14391. */
  14392. static BILLBOARDMODE_X: number;
  14393. /**
  14394. * Object will rotate to face the camera but only on the y axis
  14395. */
  14396. static BILLBOARDMODE_Y: number;
  14397. /**
  14398. * Object will rotate to face the camera but only on the z axis
  14399. */
  14400. static BILLBOARDMODE_Z: number;
  14401. /**
  14402. * Object will rotate to face the camera
  14403. */
  14404. static BILLBOARDMODE_ALL: number;
  14405. /**
  14406. * Object will rotate to face the camera's position instead of orientation
  14407. */
  14408. static BILLBOARDMODE_USE_POSITION: number;
  14409. private _forward;
  14410. private _forwardInverted;
  14411. private _up;
  14412. private _right;
  14413. private _rightInverted;
  14414. private _position;
  14415. private _rotation;
  14416. private _rotationQuaternion;
  14417. protected _scaling: Vector3;
  14418. protected _isDirty: boolean;
  14419. private _transformToBoneReferal;
  14420. private _isAbsoluteSynced;
  14421. private _billboardMode;
  14422. /**
  14423. * Gets or sets the billboard mode. Default is 0.
  14424. *
  14425. * | Value | Type | Description |
  14426. * | --- | --- | --- |
  14427. * | 0 | BILLBOARDMODE_NONE | |
  14428. * | 1 | BILLBOARDMODE_X | |
  14429. * | 2 | BILLBOARDMODE_Y | |
  14430. * | 4 | BILLBOARDMODE_Z | |
  14431. * | 7 | BILLBOARDMODE_ALL | |
  14432. *
  14433. */
  14434. get billboardMode(): number;
  14435. set billboardMode(value: number);
  14436. private _preserveParentRotationForBillboard;
  14437. /**
  14438. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14439. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14440. */
  14441. get preserveParentRotationForBillboard(): boolean;
  14442. set preserveParentRotationForBillboard(value: boolean);
  14443. /**
  14444. * 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
  14445. */
  14446. scalingDeterminant: number;
  14447. private _infiniteDistance;
  14448. /**
  14449. * Gets or sets the distance of the object to max, often used by skybox
  14450. */
  14451. get infiniteDistance(): boolean;
  14452. set infiniteDistance(value: boolean);
  14453. /**
  14454. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14455. * By default the system will update normals to compensate
  14456. */
  14457. ignoreNonUniformScaling: boolean;
  14458. /**
  14459. * 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
  14460. */
  14461. reIntegrateRotationIntoRotationQuaternion: boolean;
  14462. /** @hidden */
  14463. _poseMatrix: Nullable<Matrix>;
  14464. /** @hidden */
  14465. _localMatrix: Matrix;
  14466. private _usePivotMatrix;
  14467. private _absolutePosition;
  14468. private _absoluteScaling;
  14469. private _absoluteRotationQuaternion;
  14470. private _pivotMatrix;
  14471. private _pivotMatrixInverse;
  14472. protected _postMultiplyPivotMatrix: boolean;
  14473. protected _isWorldMatrixFrozen: boolean;
  14474. /** @hidden */
  14475. _indexInSceneTransformNodesArray: number;
  14476. /**
  14477. * An event triggered after the world matrix is updated
  14478. */
  14479. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14480. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14481. /**
  14482. * Gets a string identifying the name of the class
  14483. * @returns "TransformNode" string
  14484. */
  14485. getClassName(): string;
  14486. /**
  14487. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14488. */
  14489. get position(): Vector3;
  14490. set position(newPosition: Vector3);
  14491. /**
  14492. * 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)).
  14493. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14494. */
  14495. get rotation(): Vector3;
  14496. set rotation(newRotation: Vector3);
  14497. /**
  14498. * 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)).
  14499. */
  14500. get scaling(): Vector3;
  14501. set scaling(newScaling: Vector3);
  14502. /**
  14503. * 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).
  14504. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14505. */
  14506. get rotationQuaternion(): Nullable<Quaternion>;
  14507. set rotationQuaternion(quaternion: Nullable<Quaternion>);
  14508. /**
  14509. * The forward direction of that transform in world space.
  14510. */
  14511. get forward(): Vector3;
  14512. /**
  14513. * The up direction of that transform in world space.
  14514. */
  14515. get up(): Vector3;
  14516. /**
  14517. * The right direction of that transform in world space.
  14518. */
  14519. get right(): Vector3;
  14520. /**
  14521. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14522. * @param matrix the matrix to copy the pose from
  14523. * @returns this TransformNode.
  14524. */
  14525. updatePoseMatrix(matrix: Matrix): TransformNode;
  14526. /**
  14527. * Returns the mesh Pose matrix.
  14528. * @returns the pose matrix
  14529. */
  14530. getPoseMatrix(): Matrix;
  14531. /** @hidden */
  14532. _isSynchronized(): boolean;
  14533. /** @hidden */
  14534. _initCache(): void;
  14535. /**
  14536. * Flag the transform node as dirty (Forcing it to update everything)
  14537. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14538. * @returns this transform node
  14539. */
  14540. markAsDirty(property: string): TransformNode;
  14541. /**
  14542. * Returns the current mesh absolute position.
  14543. * Returns a Vector3.
  14544. */
  14545. get absolutePosition(): Vector3;
  14546. /**
  14547. * Returns the current mesh absolute scaling.
  14548. * Returns a Vector3.
  14549. */
  14550. get absoluteScaling(): Vector3;
  14551. /**
  14552. * Returns the current mesh absolute rotation.
  14553. * Returns a Quaternion.
  14554. */
  14555. get absoluteRotationQuaternion(): Quaternion;
  14556. /**
  14557. * Sets a new matrix to apply before all other transformation
  14558. * @param matrix defines the transform matrix
  14559. * @returns the current TransformNode
  14560. */
  14561. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14562. /**
  14563. * Sets a new pivot matrix to the current node
  14564. * @param matrix defines the new pivot matrix to use
  14565. * @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
  14566. * @returns the current TransformNode
  14567. */
  14568. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14569. /**
  14570. * Returns the mesh pivot matrix.
  14571. * Default : Identity.
  14572. * @returns the matrix
  14573. */
  14574. getPivotMatrix(): Matrix;
  14575. /**
  14576. * Instantiate (when possible) or clone that node with its hierarchy
  14577. * @param newParent defines the new parent to use for the instance (or clone)
  14578. * @param options defines options to configure how copy is done
  14579. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14580. * @returns an instance (or a clone) of the current node with its hiearchy
  14581. */
  14582. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14583. doNotInstantiate: boolean;
  14584. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14585. /**
  14586. * Prevents the World matrix to be computed any longer
  14587. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14588. * @returns the TransformNode.
  14589. */
  14590. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14591. /**
  14592. * Allows back the World matrix computation.
  14593. * @returns the TransformNode.
  14594. */
  14595. unfreezeWorldMatrix(): this;
  14596. /**
  14597. * True if the World matrix has been frozen.
  14598. */
  14599. get isWorldMatrixFrozen(): boolean;
  14600. /**
  14601. * Retuns the mesh absolute position in the World.
  14602. * @returns a Vector3.
  14603. */
  14604. getAbsolutePosition(): Vector3;
  14605. /**
  14606. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14607. * @param absolutePosition the absolute position to set
  14608. * @returns the TransformNode.
  14609. */
  14610. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14611. /**
  14612. * Sets the mesh position in its local space.
  14613. * @param vector3 the position to set in localspace
  14614. * @returns the TransformNode.
  14615. */
  14616. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14617. /**
  14618. * Returns the mesh position in the local space from the current World matrix values.
  14619. * @returns a new Vector3.
  14620. */
  14621. getPositionExpressedInLocalSpace(): Vector3;
  14622. /**
  14623. * Translates the mesh along the passed Vector3 in its local space.
  14624. * @param vector3 the distance to translate in localspace
  14625. * @returns the TransformNode.
  14626. */
  14627. locallyTranslate(vector3: Vector3): TransformNode;
  14628. private static _lookAtVectorCache;
  14629. /**
  14630. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14631. * @param targetPoint the position (must be in same space as current mesh) to look at
  14632. * @param yawCor optional yaw (y-axis) correction in radians
  14633. * @param pitchCor optional pitch (x-axis) correction in radians
  14634. * @param rollCor optional roll (z-axis) correction in radians
  14635. * @param space the choosen space of the target
  14636. * @returns the TransformNode.
  14637. */
  14638. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14639. /**
  14640. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14641. * This Vector3 is expressed in the World space.
  14642. * @param localAxis axis to rotate
  14643. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14644. */
  14645. getDirection(localAxis: Vector3): Vector3;
  14646. /**
  14647. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14648. * localAxis is expressed in the mesh local space.
  14649. * result is computed in the Wordl space from the mesh World matrix.
  14650. * @param localAxis axis to rotate
  14651. * @param result the resulting transformnode
  14652. * @returns this TransformNode.
  14653. */
  14654. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14655. /**
  14656. * Sets this transform node rotation to the given local axis.
  14657. * @param localAxis the axis in local space
  14658. * @param yawCor optional yaw (y-axis) correction in radians
  14659. * @param pitchCor optional pitch (x-axis) correction in radians
  14660. * @param rollCor optional roll (z-axis) correction in radians
  14661. * @returns this TransformNode
  14662. */
  14663. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14664. /**
  14665. * Sets a new pivot point to the current node
  14666. * @param point defines the new pivot point to use
  14667. * @param space defines if the point is in world or local space (local by default)
  14668. * @returns the current TransformNode
  14669. */
  14670. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14671. /**
  14672. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14673. * @returns the pivot point
  14674. */
  14675. getPivotPoint(): Vector3;
  14676. /**
  14677. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14678. * @param result the vector3 to store the result
  14679. * @returns this TransformNode.
  14680. */
  14681. getPivotPointToRef(result: Vector3): TransformNode;
  14682. /**
  14683. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14684. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14685. */
  14686. getAbsolutePivotPoint(): Vector3;
  14687. /**
  14688. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14689. * @param result vector3 to store the result
  14690. * @returns this TransformNode.
  14691. */
  14692. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14693. /**
  14694. * Defines the passed node as the parent of the current node.
  14695. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14696. * @see https://doc.babylonjs.com/how_to/parenting
  14697. * @param node the node ot set as the parent
  14698. * @returns this TransformNode.
  14699. */
  14700. setParent(node: Nullable<Node>): TransformNode;
  14701. private _nonUniformScaling;
  14702. /**
  14703. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14704. */
  14705. get nonUniformScaling(): boolean;
  14706. /** @hidden */
  14707. _updateNonUniformScalingState(value: boolean): boolean;
  14708. /**
  14709. * Attach the current TransformNode to another TransformNode associated with a bone
  14710. * @param bone Bone affecting the TransformNode
  14711. * @param affectedTransformNode TransformNode associated with the bone
  14712. * @returns this object
  14713. */
  14714. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14715. /**
  14716. * Detach the transform node if its associated with a bone
  14717. * @returns this object
  14718. */
  14719. detachFromBone(): TransformNode;
  14720. private static _rotationAxisCache;
  14721. /**
  14722. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14723. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14724. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14725. * The passed axis is also normalized.
  14726. * @param axis the axis to rotate around
  14727. * @param amount the amount to rotate in radians
  14728. * @param space Space to rotate in (Default: local)
  14729. * @returns the TransformNode.
  14730. */
  14731. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14732. /**
  14733. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14734. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14735. * The passed axis is also normalized. .
  14736. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14737. * @param point the point to rotate around
  14738. * @param axis the axis to rotate around
  14739. * @param amount the amount to rotate in radians
  14740. * @returns the TransformNode
  14741. */
  14742. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14743. /**
  14744. * Translates the mesh along the axis vector for the passed distance in the given space.
  14745. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14746. * @param axis the axis to translate in
  14747. * @param distance the distance to translate
  14748. * @param space Space to rotate in (Default: local)
  14749. * @returns the TransformNode.
  14750. */
  14751. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14752. /**
  14753. * Adds a rotation step to the mesh current rotation.
  14754. * x, y, z are Euler angles expressed in radians.
  14755. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14756. * This means this rotation is made in the mesh local space only.
  14757. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14758. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14759. * ```javascript
  14760. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14761. * ```
  14762. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14763. * 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.
  14764. * @param x Rotation to add
  14765. * @param y Rotation to add
  14766. * @param z Rotation to add
  14767. * @returns the TransformNode.
  14768. */
  14769. addRotation(x: number, y: number, z: number): TransformNode;
  14770. /**
  14771. * @hidden
  14772. */
  14773. protected _getEffectiveParent(): Nullable<Node>;
  14774. /**
  14775. * Computes the world matrix of the node
  14776. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14777. * @returns the world matrix
  14778. */
  14779. computeWorldMatrix(force?: boolean): Matrix;
  14780. protected _afterComputeWorldMatrix(): void;
  14781. /**
  14782. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14783. * @param func callback function to add
  14784. *
  14785. * @returns the TransformNode.
  14786. */
  14787. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14788. /**
  14789. * Removes a registered callback function.
  14790. * @param func callback function to remove
  14791. * @returns the TransformNode.
  14792. */
  14793. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14794. /**
  14795. * Gets the position of the current mesh in camera space
  14796. * @param camera defines the camera to use
  14797. * @returns a position
  14798. */
  14799. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14800. /**
  14801. * Returns the distance from the mesh to the active camera
  14802. * @param camera defines the camera to use
  14803. * @returns the distance
  14804. */
  14805. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14806. /**
  14807. * Clone the current transform node
  14808. * @param name Name of the new clone
  14809. * @param newParent New parent for the clone
  14810. * @param doNotCloneChildren Do not clone children hierarchy
  14811. * @returns the new transform node
  14812. */
  14813. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14814. /**
  14815. * Serializes the objects information.
  14816. * @param currentSerializationObject defines the object to serialize in
  14817. * @returns the serialized object
  14818. */
  14819. serialize(currentSerializationObject?: any): any;
  14820. /**
  14821. * Returns a new TransformNode object parsed from the source provided.
  14822. * @param parsedTransformNode is the source.
  14823. * @param scene the scne the object belongs to
  14824. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14825. * @returns a new TransformNode object parsed from the source provided.
  14826. */
  14827. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14828. /**
  14829. * Get all child-transformNodes of this node
  14830. * @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
  14831. * @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
  14832. * @returns an array of TransformNode
  14833. */
  14834. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14835. /**
  14836. * Releases resources associated with this transform node.
  14837. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14838. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14839. */
  14840. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14841. /**
  14842. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14843. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14844. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14845. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14846. * @returns the current mesh
  14847. */
  14848. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14849. private _syncAbsoluteScalingAndRotation;
  14850. }
  14851. }
  14852. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14853. import { Observable } from "babylonjs/Misc/observable";
  14854. import { Nullable } from "babylonjs/types";
  14855. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14856. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14857. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14858. import { Ray } from "babylonjs/Culling/ray";
  14859. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14860. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14861. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14862. /**
  14863. * Defines the types of pose enabled controllers that are supported
  14864. */
  14865. export enum PoseEnabledControllerType {
  14866. /**
  14867. * HTC Vive
  14868. */
  14869. VIVE = 0,
  14870. /**
  14871. * Oculus Rift
  14872. */
  14873. OCULUS = 1,
  14874. /**
  14875. * Windows mixed reality
  14876. */
  14877. WINDOWS = 2,
  14878. /**
  14879. * Samsung gear VR
  14880. */
  14881. GEAR_VR = 3,
  14882. /**
  14883. * Google Daydream
  14884. */
  14885. DAYDREAM = 4,
  14886. /**
  14887. * Generic
  14888. */
  14889. GENERIC = 5
  14890. }
  14891. /**
  14892. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14893. */
  14894. export interface MutableGamepadButton {
  14895. /**
  14896. * Value of the button/trigger
  14897. */
  14898. value: number;
  14899. /**
  14900. * If the button/trigger is currently touched
  14901. */
  14902. touched: boolean;
  14903. /**
  14904. * If the button/trigger is currently pressed
  14905. */
  14906. pressed: boolean;
  14907. }
  14908. /**
  14909. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14910. * @hidden
  14911. */
  14912. export interface ExtendedGamepadButton extends GamepadButton {
  14913. /**
  14914. * If the button/trigger is currently pressed
  14915. */
  14916. readonly pressed: boolean;
  14917. /**
  14918. * If the button/trigger is currently touched
  14919. */
  14920. readonly touched: boolean;
  14921. /**
  14922. * Value of the button/trigger
  14923. */
  14924. readonly value: number;
  14925. }
  14926. /** @hidden */
  14927. export interface _GamePadFactory {
  14928. /**
  14929. * Returns wether or not the current gamepad can be created for this type of controller.
  14930. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14931. * @returns true if it can be created, otherwise false
  14932. */
  14933. canCreate(gamepadInfo: any): boolean;
  14934. /**
  14935. * Creates a new instance of the Gamepad.
  14936. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14937. * @returns the new gamepad instance
  14938. */
  14939. create(gamepadInfo: any): Gamepad;
  14940. }
  14941. /**
  14942. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14943. */
  14944. export class PoseEnabledControllerHelper {
  14945. /** @hidden */
  14946. static _ControllerFactories: _GamePadFactory[];
  14947. /** @hidden */
  14948. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14949. /**
  14950. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14951. * @param vrGamepad the gamepad to initialized
  14952. * @returns a vr controller of the type the gamepad identified as
  14953. */
  14954. static InitiateController(vrGamepad: any): Gamepad;
  14955. }
  14956. /**
  14957. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14958. */
  14959. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14960. /**
  14961. * If the controller is used in a webXR session
  14962. */
  14963. isXR: boolean;
  14964. private _deviceRoomPosition;
  14965. private _deviceRoomRotationQuaternion;
  14966. /**
  14967. * The device position in babylon space
  14968. */
  14969. devicePosition: Vector3;
  14970. /**
  14971. * The device rotation in babylon space
  14972. */
  14973. deviceRotationQuaternion: Quaternion;
  14974. /**
  14975. * The scale factor of the device in babylon space
  14976. */
  14977. deviceScaleFactor: number;
  14978. /**
  14979. * (Likely devicePosition should be used instead) The device position in its room space
  14980. */
  14981. position: Vector3;
  14982. /**
  14983. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14984. */
  14985. rotationQuaternion: Quaternion;
  14986. /**
  14987. * The type of controller (Eg. Windows mixed reality)
  14988. */
  14989. controllerType: PoseEnabledControllerType;
  14990. protected _calculatedPosition: Vector3;
  14991. private _calculatedRotation;
  14992. /**
  14993. * The raw pose from the device
  14994. */
  14995. rawPose: DevicePose;
  14996. private _trackPosition;
  14997. private _maxRotationDistFromHeadset;
  14998. private _draggedRoomRotation;
  14999. /**
  15000. * @hidden
  15001. */
  15002. _disableTrackPosition(fixedPosition: Vector3): void;
  15003. /**
  15004. * Internal, the mesh attached to the controller
  15005. * @hidden
  15006. */
  15007. _mesh: Nullable<AbstractMesh>;
  15008. private _poseControlledCamera;
  15009. private _leftHandSystemQuaternion;
  15010. /**
  15011. * Internal, matrix used to convert room space to babylon space
  15012. * @hidden
  15013. */
  15014. _deviceToWorld: Matrix;
  15015. /**
  15016. * Node to be used when casting a ray from the controller
  15017. * @hidden
  15018. */
  15019. _pointingPoseNode: Nullable<TransformNode>;
  15020. /**
  15021. * Name of the child mesh that can be used to cast a ray from the controller
  15022. */
  15023. static readonly POINTING_POSE: string;
  15024. /**
  15025. * Creates a new PoseEnabledController from a gamepad
  15026. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  15027. */
  15028. constructor(browserGamepad: any);
  15029. private _workingMatrix;
  15030. /**
  15031. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  15032. */
  15033. update(): void;
  15034. /**
  15035. * Updates only the pose device and mesh without doing any button event checking
  15036. */
  15037. protected _updatePoseAndMesh(): void;
  15038. /**
  15039. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  15040. * @param poseData raw pose fromthe device
  15041. */
  15042. updateFromDevice(poseData: DevicePose): void;
  15043. /**
  15044. * @hidden
  15045. */
  15046. _meshAttachedObservable: Observable<AbstractMesh>;
  15047. /**
  15048. * Attaches a mesh to the controller
  15049. * @param mesh the mesh to be attached
  15050. */
  15051. attachToMesh(mesh: AbstractMesh): void;
  15052. /**
  15053. * Attaches the controllers mesh to a camera
  15054. * @param camera the camera the mesh should be attached to
  15055. */
  15056. attachToPoseControlledCamera(camera: TargetCamera): void;
  15057. /**
  15058. * Disposes of the controller
  15059. */
  15060. dispose(): void;
  15061. /**
  15062. * The mesh that is attached to the controller
  15063. */
  15064. get mesh(): Nullable<AbstractMesh>;
  15065. /**
  15066. * Gets the ray of the controller in the direction the controller is pointing
  15067. * @param length the length the resulting ray should be
  15068. * @returns a ray in the direction the controller is pointing
  15069. */
  15070. getForwardRay(length?: number): Ray;
  15071. }
  15072. }
  15073. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  15074. import { Observable } from "babylonjs/Misc/observable";
  15075. import { Scene } from "babylonjs/scene";
  15076. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  15077. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  15078. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  15079. import { Nullable } from "babylonjs/types";
  15080. /**
  15081. * Defines the WebVRController object that represents controllers tracked in 3D space
  15082. */
  15083. export abstract class WebVRController extends PoseEnabledController {
  15084. /**
  15085. * Internal, the default controller model for the controller
  15086. */
  15087. protected _defaultModel: Nullable<AbstractMesh>;
  15088. /**
  15089. * Fired when the trigger state has changed
  15090. */
  15091. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  15092. /**
  15093. * Fired when the main button state has changed
  15094. */
  15095. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  15096. /**
  15097. * Fired when the secondary button state has changed
  15098. */
  15099. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  15100. /**
  15101. * Fired when the pad state has changed
  15102. */
  15103. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  15104. /**
  15105. * Fired when controllers stick values have changed
  15106. */
  15107. onPadValuesChangedObservable: Observable<StickValues>;
  15108. /**
  15109. * Array of button availible on the controller
  15110. */
  15111. protected _buttons: Array<MutableGamepadButton>;
  15112. private _onButtonStateChange;
  15113. /**
  15114. * Fired when a controller button's state has changed
  15115. * @param callback the callback containing the button that was modified
  15116. */
  15117. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  15118. /**
  15119. * X and Y axis corresponding to the controllers joystick
  15120. */
  15121. pad: StickValues;
  15122. /**
  15123. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  15124. */
  15125. hand: string;
  15126. /**
  15127. * The default controller model for the controller
  15128. */
  15129. get defaultModel(): Nullable<AbstractMesh>;
  15130. /**
  15131. * Creates a new WebVRController from a gamepad
  15132. * @param vrGamepad the gamepad that the WebVRController should be created from
  15133. */
  15134. constructor(vrGamepad: any);
  15135. /**
  15136. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  15137. */
  15138. update(): void;
  15139. /**
  15140. * Function to be called when a button is modified
  15141. */
  15142. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  15143. /**
  15144. * Loads a mesh and attaches it to the controller
  15145. * @param scene the scene the mesh should be added to
  15146. * @param meshLoaded callback for when the mesh has been loaded
  15147. */
  15148. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  15149. private _setButtonValue;
  15150. private _changes;
  15151. private _checkChanges;
  15152. /**
  15153. * Disposes of th webVRCOntroller
  15154. */
  15155. dispose(): void;
  15156. }
  15157. }
  15158. declare module "babylonjs/Lights/hemisphericLight" {
  15159. import { Nullable } from "babylonjs/types";
  15160. import { Scene } from "babylonjs/scene";
  15161. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15162. import { Color3 } from "babylonjs/Maths/math.color";
  15163. import { Effect } from "babylonjs/Materials/effect";
  15164. import { Light } from "babylonjs/Lights/light";
  15165. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  15166. /**
  15167. * The HemisphericLight simulates the ambient environment light,
  15168. * so the passed direction is the light reflection direction, not the incoming direction.
  15169. */
  15170. export class HemisphericLight extends Light {
  15171. /**
  15172. * The groundColor is the light in the opposite direction to the one specified during creation.
  15173. * 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.
  15174. */
  15175. groundColor: Color3;
  15176. /**
  15177. * The light reflection direction, not the incoming direction.
  15178. */
  15179. direction: Vector3;
  15180. /**
  15181. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  15182. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  15183. * The HemisphericLight can't cast shadows.
  15184. * Documentation : https://doc.babylonjs.com/babylon101/lights
  15185. * @param name The friendly name of the light
  15186. * @param direction The direction of the light reflection
  15187. * @param scene The scene the light belongs to
  15188. */
  15189. constructor(name: string, direction: Vector3, scene: Scene);
  15190. protected _buildUniformLayout(): void;
  15191. /**
  15192. * Returns the string "HemisphericLight".
  15193. * @return The class name
  15194. */
  15195. getClassName(): string;
  15196. /**
  15197. * Sets the HemisphericLight direction towards the passed target (Vector3).
  15198. * Returns the updated direction.
  15199. * @param target The target the direction should point to
  15200. * @return The computed direction
  15201. */
  15202. setDirectionToTarget(target: Vector3): Vector3;
  15203. /**
  15204. * Returns the shadow generator associated to the light.
  15205. * @returns Always null for hemispheric lights because it does not support shadows.
  15206. */
  15207. getShadowGenerator(): Nullable<IShadowGenerator>;
  15208. /**
  15209. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  15210. * @param effect The effect to update
  15211. * @param lightIndex The index of the light in the effect to update
  15212. * @returns The hemispheric light
  15213. */
  15214. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  15215. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  15216. /**
  15217. * Computes the world matrix of the node
  15218. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  15219. * @param useWasUpdatedFlag defines a reserved property
  15220. * @returns the world matrix
  15221. */
  15222. computeWorldMatrix(): Matrix;
  15223. /**
  15224. * Returns the integer 3.
  15225. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  15226. */
  15227. getTypeID(): number;
  15228. /**
  15229. * Prepares the list of defines specific to the light type.
  15230. * @param defines the list of defines
  15231. * @param lightIndex defines the index of the light for the effect
  15232. */
  15233. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  15234. }
  15235. }
  15236. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  15237. /** @hidden */
  15238. export var vrMultiviewToSingleviewPixelShader: {
  15239. name: string;
  15240. shader: string;
  15241. };
  15242. }
  15243. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  15244. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15245. import { Scene } from "babylonjs/scene";
  15246. /**
  15247. * Renders to multiple views with a single draw call
  15248. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  15249. */
  15250. export class MultiviewRenderTarget extends RenderTargetTexture {
  15251. /**
  15252. * Creates a multiview render target
  15253. * @param scene scene used with the render target
  15254. * @param size the size of the render target (used for each view)
  15255. */
  15256. constructor(scene: Scene, size?: number | {
  15257. width: number;
  15258. height: number;
  15259. } | {
  15260. ratio: number;
  15261. });
  15262. /**
  15263. * @hidden
  15264. * @param faceIndex the face index, if its a cube texture
  15265. */
  15266. _bindFrameBuffer(faceIndex?: number): void;
  15267. /**
  15268. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15269. * @returns the view count
  15270. */
  15271. getViewCount(): number;
  15272. }
  15273. }
  15274. declare module "babylonjs/Maths/math.frustum" {
  15275. import { Matrix } from "babylonjs/Maths/math.vector";
  15276. import { DeepImmutable } from "babylonjs/types";
  15277. import { Plane } from "babylonjs/Maths/math.plane";
  15278. /**
  15279. * Represents a camera frustum
  15280. */
  15281. export class Frustum {
  15282. /**
  15283. * Gets the planes representing the frustum
  15284. * @param transform matrix to be applied to the returned planes
  15285. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15286. */
  15287. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15288. /**
  15289. * Gets the near frustum plane transformed by the transform matrix
  15290. * @param transform transformation matrix to be applied to the resulting frustum plane
  15291. * @param frustumPlane the resuling frustum plane
  15292. */
  15293. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15294. /**
  15295. * Gets the far frustum plane transformed by the transform matrix
  15296. * @param transform transformation matrix to be applied to the resulting frustum plane
  15297. * @param frustumPlane the resuling frustum plane
  15298. */
  15299. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15300. /**
  15301. * Gets the left frustum plane transformed by the transform matrix
  15302. * @param transform transformation matrix to be applied to the resulting frustum plane
  15303. * @param frustumPlane the resuling frustum plane
  15304. */
  15305. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15306. /**
  15307. * Gets the right frustum plane transformed by the transform matrix
  15308. * @param transform transformation matrix to be applied to the resulting frustum plane
  15309. * @param frustumPlane the resuling frustum plane
  15310. */
  15311. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15312. /**
  15313. * Gets the top frustum plane transformed by the transform matrix
  15314. * @param transform transformation matrix to be applied to the resulting frustum plane
  15315. * @param frustumPlane the resuling frustum plane
  15316. */
  15317. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15318. /**
  15319. * Gets the bottom frustum plane transformed by the transform matrix
  15320. * @param transform transformation matrix to be applied to the resulting frustum plane
  15321. * @param frustumPlane the resuling frustum plane
  15322. */
  15323. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15324. /**
  15325. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15326. * @param transform transformation matrix to be applied to the resulting frustum planes
  15327. * @param frustumPlanes the resuling frustum planes
  15328. */
  15329. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15330. }
  15331. }
  15332. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15333. import { Camera } from "babylonjs/Cameras/camera";
  15334. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15335. import { Nullable } from "babylonjs/types";
  15336. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15337. import { Matrix } from "babylonjs/Maths/math.vector";
  15338. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15339. module "babylonjs/Engines/engine" {
  15340. interface Engine {
  15341. /**
  15342. * Creates a new multiview render target
  15343. * @param width defines the width of the texture
  15344. * @param height defines the height of the texture
  15345. * @returns the created multiview texture
  15346. */
  15347. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15348. /**
  15349. * Binds a multiview framebuffer to be drawn to
  15350. * @param multiviewTexture texture to bind
  15351. */
  15352. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15353. }
  15354. }
  15355. module "babylonjs/Cameras/camera" {
  15356. interface Camera {
  15357. /**
  15358. * @hidden
  15359. * 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)
  15360. */
  15361. _useMultiviewToSingleView: boolean;
  15362. /**
  15363. * @hidden
  15364. * 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)
  15365. */
  15366. _multiviewTexture: Nullable<RenderTargetTexture>;
  15367. /**
  15368. * @hidden
  15369. * ensures the multiview texture of the camera exists and has the specified width/height
  15370. * @param width height to set on the multiview texture
  15371. * @param height width to set on the multiview texture
  15372. */
  15373. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15374. }
  15375. }
  15376. module "babylonjs/scene" {
  15377. interface Scene {
  15378. /** @hidden */
  15379. _transformMatrixR: Matrix;
  15380. /** @hidden */
  15381. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15382. /** @hidden */
  15383. _createMultiviewUbo(): void;
  15384. /** @hidden */
  15385. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15386. /** @hidden */
  15387. _renderMultiviewToSingleView(camera: Camera): void;
  15388. }
  15389. }
  15390. }
  15391. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15392. import { Camera } from "babylonjs/Cameras/camera";
  15393. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15394. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15395. import "babylonjs/Engines/Extensions/engine.multiview";
  15396. /**
  15397. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15398. * This will not be used for webXR as it supports displaying texture arrays directly
  15399. */
  15400. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15401. /**
  15402. * Initializes a VRMultiviewToSingleview
  15403. * @param name name of the post process
  15404. * @param camera camera to be applied to
  15405. * @param scaleFactor scaling factor to the size of the output texture
  15406. */
  15407. constructor(name: string, camera: Camera, scaleFactor: number);
  15408. }
  15409. }
  15410. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15411. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15412. import { Nullable } from "babylonjs/types";
  15413. import { Size } from "babylonjs/Maths/math.size";
  15414. import { Observable } from "babylonjs/Misc/observable";
  15415. import { WebVROptions } from "babylonjs/Cameras/VR/webVRCamera";
  15416. /**
  15417. * Interface used to define additional presentation attributes
  15418. */
  15419. export interface IVRPresentationAttributes {
  15420. /**
  15421. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15422. */
  15423. highRefreshRate: boolean;
  15424. /**
  15425. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15426. */
  15427. foveationLevel: number;
  15428. }
  15429. module "babylonjs/Engines/engine" {
  15430. interface Engine {
  15431. /** @hidden */
  15432. _vrDisplay: any;
  15433. /** @hidden */
  15434. _vrSupported: boolean;
  15435. /** @hidden */
  15436. _oldSize: Size;
  15437. /** @hidden */
  15438. _oldHardwareScaleFactor: number;
  15439. /** @hidden */
  15440. _vrExclusivePointerMode: boolean;
  15441. /** @hidden */
  15442. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15443. /** @hidden */
  15444. _onVRDisplayPointerRestricted: () => void;
  15445. /** @hidden */
  15446. _onVRDisplayPointerUnrestricted: () => void;
  15447. /** @hidden */
  15448. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15449. /** @hidden */
  15450. _onVrDisplayDisconnect: Nullable<() => void>;
  15451. /** @hidden */
  15452. _onVrDisplayPresentChange: Nullable<() => void>;
  15453. /**
  15454. * Observable signaled when VR display mode changes
  15455. */
  15456. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15457. /**
  15458. * Observable signaled when VR request present is complete
  15459. */
  15460. onVRRequestPresentComplete: Observable<boolean>;
  15461. /**
  15462. * Observable signaled when VR request present starts
  15463. */
  15464. onVRRequestPresentStart: Observable<Engine>;
  15465. /**
  15466. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15467. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15468. */
  15469. isInVRExclusivePointerMode: boolean;
  15470. /**
  15471. * Gets a boolean indicating if a webVR device was detected
  15472. * @returns true if a webVR device was detected
  15473. */
  15474. isVRDevicePresent(): boolean;
  15475. /**
  15476. * Gets the current webVR device
  15477. * @returns the current webVR device (or null)
  15478. */
  15479. getVRDevice(): any;
  15480. /**
  15481. * Initializes a webVR display and starts listening to display change events
  15482. * The onVRDisplayChangedObservable will be notified upon these changes
  15483. * @returns A promise containing a VRDisplay and if vr is supported
  15484. */
  15485. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15486. /** @hidden */
  15487. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15488. /**
  15489. * Gets or sets the presentation attributes used to configure VR rendering
  15490. */
  15491. vrPresentationAttributes?: IVRPresentationAttributes;
  15492. /**
  15493. * Call this function to switch to webVR mode
  15494. * Will do nothing if webVR is not supported or if there is no webVR device
  15495. * @param options the webvr options provided to the camera. mainly used for multiview
  15496. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15497. */
  15498. enableVR(options: WebVROptions): void;
  15499. /** @hidden */
  15500. _onVRFullScreenTriggered(): void;
  15501. }
  15502. }
  15503. }
  15504. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15505. import { Nullable } from "babylonjs/types";
  15506. import { Observable } from "babylonjs/Misc/observable";
  15507. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15508. import { Scene } from "babylonjs/scene";
  15509. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15510. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15511. import { Node } from "babylonjs/node";
  15512. import { Ray } from "babylonjs/Culling/ray";
  15513. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15514. import "babylonjs/Engines/Extensions/engine.webVR";
  15515. /**
  15516. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15517. * IMPORTANT!! The data is right-hand data.
  15518. * @export
  15519. * @interface DevicePose
  15520. */
  15521. export interface DevicePose {
  15522. /**
  15523. * The position of the device, values in array are [x,y,z].
  15524. */
  15525. readonly position: Nullable<Float32Array>;
  15526. /**
  15527. * The linearVelocity of the device, values in array are [x,y,z].
  15528. */
  15529. readonly linearVelocity: Nullable<Float32Array>;
  15530. /**
  15531. * The linearAcceleration of the device, values in array are [x,y,z].
  15532. */
  15533. readonly linearAcceleration: Nullable<Float32Array>;
  15534. /**
  15535. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15536. */
  15537. readonly orientation: Nullable<Float32Array>;
  15538. /**
  15539. * The angularVelocity of the device, values in array are [x,y,z].
  15540. */
  15541. readonly angularVelocity: Nullable<Float32Array>;
  15542. /**
  15543. * The angularAcceleration of the device, values in array are [x,y,z].
  15544. */
  15545. readonly angularAcceleration: Nullable<Float32Array>;
  15546. }
  15547. /**
  15548. * Interface representing a pose controlled object in Babylon.
  15549. * A pose controlled object has both regular pose values as well as pose values
  15550. * from an external device such as a VR head mounted display
  15551. */
  15552. export interface PoseControlled {
  15553. /**
  15554. * The position of the object in babylon space.
  15555. */
  15556. position: Vector3;
  15557. /**
  15558. * The rotation quaternion of the object in babylon space.
  15559. */
  15560. rotationQuaternion: Quaternion;
  15561. /**
  15562. * The position of the device in babylon space.
  15563. */
  15564. devicePosition?: Vector3;
  15565. /**
  15566. * The rotation quaternion of the device in babylon space.
  15567. */
  15568. deviceRotationQuaternion: Quaternion;
  15569. /**
  15570. * The raw pose coming from the device.
  15571. */
  15572. rawPose: Nullable<DevicePose>;
  15573. /**
  15574. * The scale of the device to be used when translating from device space to babylon space.
  15575. */
  15576. deviceScaleFactor: number;
  15577. /**
  15578. * Updates the poseControlled values based on the input device pose.
  15579. * @param poseData the pose data to update the object with
  15580. */
  15581. updateFromDevice(poseData: DevicePose): void;
  15582. }
  15583. /**
  15584. * Set of options to customize the webVRCamera
  15585. */
  15586. export interface WebVROptions {
  15587. /**
  15588. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15589. */
  15590. trackPosition?: boolean;
  15591. /**
  15592. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15593. */
  15594. positionScale?: number;
  15595. /**
  15596. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15597. */
  15598. displayName?: string;
  15599. /**
  15600. * Should the native controller meshes be initialized. (default: true)
  15601. */
  15602. controllerMeshes?: boolean;
  15603. /**
  15604. * Creating a default HemiLight only on controllers. (default: true)
  15605. */
  15606. defaultLightingOnControllers?: boolean;
  15607. /**
  15608. * If you don't want to use the default VR button of the helper. (default: false)
  15609. */
  15610. useCustomVRButton?: boolean;
  15611. /**
  15612. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15613. */
  15614. customVRButton?: HTMLButtonElement;
  15615. /**
  15616. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15617. */
  15618. rayLength?: number;
  15619. /**
  15620. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15621. */
  15622. defaultHeight?: number;
  15623. /**
  15624. * If multiview should be used if availible (default: false)
  15625. */
  15626. useMultiview?: boolean;
  15627. }
  15628. /**
  15629. * This represents a WebVR camera.
  15630. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15631. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15632. */
  15633. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15634. private webVROptions;
  15635. /**
  15636. * @hidden
  15637. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15638. */
  15639. _vrDevice: any;
  15640. /**
  15641. * The rawPose of the vrDevice.
  15642. */
  15643. rawPose: Nullable<DevicePose>;
  15644. private _onVREnabled;
  15645. private _specsVersion;
  15646. private _attached;
  15647. private _frameData;
  15648. protected _descendants: Array<Node>;
  15649. private _deviceRoomPosition;
  15650. /** @hidden */
  15651. _deviceRoomRotationQuaternion: Quaternion;
  15652. private _standingMatrix;
  15653. /**
  15654. * Represents device position in babylon space.
  15655. */
  15656. devicePosition: Vector3;
  15657. /**
  15658. * Represents device rotation in babylon space.
  15659. */
  15660. deviceRotationQuaternion: Quaternion;
  15661. /**
  15662. * The scale of the device to be used when translating from device space to babylon space.
  15663. */
  15664. deviceScaleFactor: number;
  15665. private _deviceToWorld;
  15666. private _worldToDevice;
  15667. /**
  15668. * References to the webVR controllers for the vrDevice.
  15669. */
  15670. controllers: Array<WebVRController>;
  15671. /**
  15672. * Emits an event when a controller is attached.
  15673. */
  15674. onControllersAttachedObservable: Observable<WebVRController[]>;
  15675. /**
  15676. * Emits an event when a controller's mesh has been loaded;
  15677. */
  15678. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15679. /**
  15680. * Emits an event when the HMD's pose has been updated.
  15681. */
  15682. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15683. private _poseSet;
  15684. /**
  15685. * If the rig cameras be used as parent instead of this camera.
  15686. */
  15687. rigParenting: boolean;
  15688. private _lightOnControllers;
  15689. private _defaultHeight?;
  15690. /**
  15691. * Instantiates a WebVRFreeCamera.
  15692. * @param name The name of the WebVRFreeCamera
  15693. * @param position The starting anchor position for the camera
  15694. * @param scene The scene the camera belongs to
  15695. * @param webVROptions a set of customizable options for the webVRCamera
  15696. */
  15697. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15698. /**
  15699. * Gets the device distance from the ground in meters.
  15700. * @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.
  15701. */
  15702. deviceDistanceToRoomGround(): number;
  15703. /**
  15704. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15705. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15706. */
  15707. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15708. /**
  15709. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15710. * @returns A promise with a boolean set to if the standing matrix is supported.
  15711. */
  15712. useStandingMatrixAsync(): Promise<boolean>;
  15713. /**
  15714. * Disposes the camera
  15715. */
  15716. dispose(): void;
  15717. /**
  15718. * Gets a vrController by name.
  15719. * @param name The name of the controller to retreive
  15720. * @returns the controller matching the name specified or null if not found
  15721. */
  15722. getControllerByName(name: string): Nullable<WebVRController>;
  15723. private _leftController;
  15724. /**
  15725. * The controller corresponding to the users left hand.
  15726. */
  15727. get leftController(): Nullable<WebVRController>;
  15728. private _rightController;
  15729. /**
  15730. * The controller corresponding to the users right hand.
  15731. */
  15732. get rightController(): Nullable<WebVRController>;
  15733. /**
  15734. * Casts a ray forward from the vrCamera's gaze.
  15735. * @param length Length of the ray (default: 100)
  15736. * @returns the ray corresponding to the gaze
  15737. */
  15738. getForwardRay(length?: number): Ray;
  15739. /**
  15740. * @hidden
  15741. * Updates the camera based on device's frame data
  15742. */
  15743. _checkInputs(): void;
  15744. /**
  15745. * Updates the poseControlled values based on the input device pose.
  15746. * @param poseData Pose coming from the device
  15747. */
  15748. updateFromDevice(poseData: DevicePose): void;
  15749. private _htmlElementAttached;
  15750. private _detachIfAttached;
  15751. /**
  15752. * WebVR's attach control will start broadcasting frames to the device.
  15753. * Note that in certain browsers (chrome for example) this function must be called
  15754. * within a user-interaction callback. Example:
  15755. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15756. *
  15757. * @param element html element to attach the vrDevice to
  15758. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15759. */
  15760. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15761. /**
  15762. * Detaches the camera from the html element and disables VR
  15763. *
  15764. * @param element html element to detach from
  15765. */
  15766. detachControl(element: HTMLElement): void;
  15767. /**
  15768. * @returns the name of this class
  15769. */
  15770. getClassName(): string;
  15771. /**
  15772. * Calls resetPose on the vrDisplay
  15773. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15774. */
  15775. resetToCurrentRotation(): void;
  15776. /**
  15777. * @hidden
  15778. * Updates the rig cameras (left and right eye)
  15779. */
  15780. _updateRigCameras(): void;
  15781. private _workingVector;
  15782. private _oneVector;
  15783. private _workingMatrix;
  15784. private updateCacheCalled;
  15785. private _correctPositionIfNotTrackPosition;
  15786. /**
  15787. * @hidden
  15788. * Updates the cached values of the camera
  15789. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15790. */
  15791. _updateCache(ignoreParentClass?: boolean): void;
  15792. /**
  15793. * @hidden
  15794. * Get current device position in babylon world
  15795. */
  15796. _computeDevicePosition(): void;
  15797. /**
  15798. * Updates the current device position and rotation in the babylon world
  15799. */
  15800. update(): void;
  15801. /**
  15802. * @hidden
  15803. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15804. * @returns an identity matrix
  15805. */
  15806. _getViewMatrix(): Matrix;
  15807. private _tmpMatrix;
  15808. /**
  15809. * This function is called by the two RIG cameras.
  15810. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15811. * @hidden
  15812. */
  15813. _getWebVRViewMatrix(): Matrix;
  15814. /** @hidden */
  15815. _getWebVRProjectionMatrix(): Matrix;
  15816. private _onGamepadConnectedObserver;
  15817. private _onGamepadDisconnectedObserver;
  15818. private _updateCacheWhenTrackingDisabledObserver;
  15819. /**
  15820. * Initializes the controllers and their meshes
  15821. */
  15822. initControllers(): void;
  15823. }
  15824. }
  15825. declare module "babylonjs/PostProcesses/postProcess" {
  15826. import { Nullable } from "babylonjs/types";
  15827. import { SmartArray } from "babylonjs/Misc/smartArray";
  15828. import { Observable } from "babylonjs/Misc/observable";
  15829. import { Vector2 } from "babylonjs/Maths/math.vector";
  15830. import { Camera } from "babylonjs/Cameras/camera";
  15831. import { Effect } from "babylonjs/Materials/effect";
  15832. import "babylonjs/Shaders/postprocess.vertex";
  15833. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15834. import { Engine } from "babylonjs/Engines/engine";
  15835. import { Color4 } from "babylonjs/Maths/math.color";
  15836. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15837. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15838. /**
  15839. * Size options for a post process
  15840. */
  15841. export type PostProcessOptions = {
  15842. width: number;
  15843. height: number;
  15844. };
  15845. /**
  15846. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15847. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15848. */
  15849. export class PostProcess {
  15850. /** Name of the PostProcess. */
  15851. name: string;
  15852. /**
  15853. * Gets or sets the unique id of the post process
  15854. */
  15855. uniqueId: number;
  15856. /**
  15857. * Width of the texture to apply the post process on
  15858. */
  15859. width: number;
  15860. /**
  15861. * Height of the texture to apply the post process on
  15862. */
  15863. height: number;
  15864. /**
  15865. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15866. * @hidden
  15867. */
  15868. _outputTexture: Nullable<InternalTexture>;
  15869. /**
  15870. * Sampling mode used by the shader
  15871. * See https://doc.babylonjs.com/classes/3.1/texture
  15872. */
  15873. renderTargetSamplingMode: number;
  15874. /**
  15875. * Clear color to use when screen clearing
  15876. */
  15877. clearColor: Color4;
  15878. /**
  15879. * If the buffer needs to be cleared before applying the post process. (default: true)
  15880. * Should be set to false if shader will overwrite all previous pixels.
  15881. */
  15882. autoClear: boolean;
  15883. /**
  15884. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15885. */
  15886. alphaMode: number;
  15887. /**
  15888. * Sets the setAlphaBlendConstants of the babylon engine
  15889. */
  15890. alphaConstants: Color4;
  15891. /**
  15892. * Animations to be used for the post processing
  15893. */
  15894. animations: import("babylonjs/Animations/animation").Animation[];
  15895. /**
  15896. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15897. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15898. */
  15899. enablePixelPerfectMode: boolean;
  15900. /**
  15901. * Force the postprocess to be applied without taking in account viewport
  15902. */
  15903. forceFullscreenViewport: boolean;
  15904. /**
  15905. * List of inspectable custom properties (used by the Inspector)
  15906. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15907. */
  15908. inspectableCustomProperties: IInspectable[];
  15909. /**
  15910. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15911. *
  15912. * | Value | Type | Description |
  15913. * | ----- | ----------------------------------- | ----------- |
  15914. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15915. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15916. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15917. *
  15918. */
  15919. scaleMode: number;
  15920. /**
  15921. * Force textures to be a power of two (default: false)
  15922. */
  15923. alwaysForcePOT: boolean;
  15924. private _samples;
  15925. /**
  15926. * Number of sample textures (default: 1)
  15927. */
  15928. get samples(): number;
  15929. set samples(n: number);
  15930. /**
  15931. * Modify the scale of the post process to be the same as the viewport (default: false)
  15932. */
  15933. adaptScaleToCurrentViewport: boolean;
  15934. private _camera;
  15935. private _scene;
  15936. private _engine;
  15937. private _options;
  15938. private _reusable;
  15939. private _textureType;
  15940. private _textureFormat;
  15941. /**
  15942. * Smart array of input and output textures for the post process.
  15943. * @hidden
  15944. */
  15945. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15946. /**
  15947. * The index in _textures that corresponds to the output texture.
  15948. * @hidden
  15949. */
  15950. _currentRenderTextureInd: number;
  15951. private _effect;
  15952. private _samplers;
  15953. private _fragmentUrl;
  15954. private _vertexUrl;
  15955. private _parameters;
  15956. private _scaleRatio;
  15957. protected _indexParameters: any;
  15958. private _shareOutputWithPostProcess;
  15959. private _texelSize;
  15960. private _forcedOutputTexture;
  15961. /**
  15962. * Returns the fragment url or shader name used in the post process.
  15963. * @returns the fragment url or name in the shader store.
  15964. */
  15965. getEffectName(): string;
  15966. /**
  15967. * An event triggered when the postprocess is activated.
  15968. */
  15969. onActivateObservable: Observable<Camera>;
  15970. private _onActivateObserver;
  15971. /**
  15972. * A function that is added to the onActivateObservable
  15973. */
  15974. set onActivate(callback: Nullable<(camera: Camera) => void>);
  15975. /**
  15976. * An event triggered when the postprocess changes its size.
  15977. */
  15978. onSizeChangedObservable: Observable<PostProcess>;
  15979. private _onSizeChangedObserver;
  15980. /**
  15981. * A function that is added to the onSizeChangedObservable
  15982. */
  15983. set onSizeChanged(callback: (postProcess: PostProcess) => void);
  15984. /**
  15985. * An event triggered when the postprocess applies its effect.
  15986. */
  15987. onApplyObservable: Observable<Effect>;
  15988. private _onApplyObserver;
  15989. /**
  15990. * A function that is added to the onApplyObservable
  15991. */
  15992. set onApply(callback: (effect: Effect) => void);
  15993. /**
  15994. * An event triggered before rendering the postprocess
  15995. */
  15996. onBeforeRenderObservable: Observable<Effect>;
  15997. private _onBeforeRenderObserver;
  15998. /**
  15999. * A function that is added to the onBeforeRenderObservable
  16000. */
  16001. set onBeforeRender(callback: (effect: Effect) => void);
  16002. /**
  16003. * An event triggered after rendering the postprocess
  16004. */
  16005. onAfterRenderObservable: Observable<Effect>;
  16006. private _onAfterRenderObserver;
  16007. /**
  16008. * A function that is added to the onAfterRenderObservable
  16009. */
  16010. set onAfterRender(callback: (efect: Effect) => void);
  16011. /**
  16012. * 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
  16013. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  16014. */
  16015. get inputTexture(): InternalTexture;
  16016. set inputTexture(value: InternalTexture);
  16017. /**
  16018. * Gets the camera which post process is applied to.
  16019. * @returns The camera the post process is applied to.
  16020. */
  16021. getCamera(): Camera;
  16022. /**
  16023. * Gets the texel size of the postprocess.
  16024. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  16025. */
  16026. get texelSize(): Vector2;
  16027. /**
  16028. * Creates a new instance PostProcess
  16029. * @param name The name of the PostProcess.
  16030. * @param fragmentUrl The url of the fragment shader to be used.
  16031. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  16032. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  16033. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16034. * @param camera The camera to apply the render pass to.
  16035. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16036. * @param engine The engine which the post process will be applied. (default: current engine)
  16037. * @param reusable If the post process can be reused on the same frame. (default: false)
  16038. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  16039. * @param textureType Type of textures used when performing the post process. (default: 0)
  16040. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  16041. * @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
  16042. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  16043. * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
  16044. */
  16045. constructor(
  16046. /** Name of the PostProcess. */
  16047. 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, textureFormat?: number);
  16048. /**
  16049. * Gets a string idenfifying the name of the class
  16050. * @returns "PostProcess" string
  16051. */
  16052. getClassName(): string;
  16053. /**
  16054. * Gets the engine which this post process belongs to.
  16055. * @returns The engine the post process was enabled with.
  16056. */
  16057. getEngine(): Engine;
  16058. /**
  16059. * The effect that is created when initializing the post process.
  16060. * @returns The created effect corresponding the the postprocess.
  16061. */
  16062. getEffect(): Effect;
  16063. /**
  16064. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  16065. * @param postProcess The post process to share the output with.
  16066. * @returns This post process.
  16067. */
  16068. shareOutputWith(postProcess: PostProcess): PostProcess;
  16069. /**
  16070. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  16071. * This should be called if the post process that shares output with this post process is disabled/disposed.
  16072. */
  16073. useOwnOutput(): void;
  16074. /**
  16075. * Updates the effect with the current post process compile time values and recompiles the shader.
  16076. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16077. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16078. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16079. * @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
  16080. * @param onCompiled Called when the shader has been compiled.
  16081. * @param onError Called if there is an error when compiling a shader.
  16082. */
  16083. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16084. /**
  16085. * The post process is reusable if it can be used multiple times within one frame.
  16086. * @returns If the post process is reusable
  16087. */
  16088. isReusable(): boolean;
  16089. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  16090. markTextureDirty(): void;
  16091. /**
  16092. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  16093. * 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.
  16094. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  16095. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  16096. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  16097. * @returns The target texture that was bound to be written to.
  16098. */
  16099. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  16100. /**
  16101. * If the post process is supported.
  16102. */
  16103. get isSupported(): boolean;
  16104. /**
  16105. * The aspect ratio of the output texture.
  16106. */
  16107. get aspectRatio(): number;
  16108. /**
  16109. * Get a value indicating if the post-process is ready to be used
  16110. * @returns true if the post-process is ready (shader is compiled)
  16111. */
  16112. isReady(): boolean;
  16113. /**
  16114. * Binds all textures and uniforms to the shader, this will be run on every pass.
  16115. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  16116. */
  16117. apply(): Nullable<Effect>;
  16118. private _disposeTextures;
  16119. /**
  16120. * Disposes the post process.
  16121. * @param camera The camera to dispose the post process on.
  16122. */
  16123. dispose(camera?: Camera): void;
  16124. }
  16125. }
  16126. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  16127. /** @hidden */
  16128. export var kernelBlurVaryingDeclaration: {
  16129. name: string;
  16130. shader: string;
  16131. };
  16132. }
  16133. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  16134. /** @hidden */
  16135. export var kernelBlurFragment: {
  16136. name: string;
  16137. shader: string;
  16138. };
  16139. }
  16140. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  16141. /** @hidden */
  16142. export var kernelBlurFragment2: {
  16143. name: string;
  16144. shader: string;
  16145. };
  16146. }
  16147. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  16148. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16149. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  16150. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  16151. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  16152. /** @hidden */
  16153. export var kernelBlurPixelShader: {
  16154. name: string;
  16155. shader: string;
  16156. };
  16157. }
  16158. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  16159. /** @hidden */
  16160. export var kernelBlurVertex: {
  16161. name: string;
  16162. shader: string;
  16163. };
  16164. }
  16165. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  16166. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  16167. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  16168. /** @hidden */
  16169. export var kernelBlurVertexShader: {
  16170. name: string;
  16171. shader: string;
  16172. };
  16173. }
  16174. declare module "babylonjs/PostProcesses/blurPostProcess" {
  16175. import { Vector2 } from "babylonjs/Maths/math.vector";
  16176. import { Nullable } from "babylonjs/types";
  16177. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  16178. import { Camera } from "babylonjs/Cameras/camera";
  16179. import { Effect } from "babylonjs/Materials/effect";
  16180. import { Engine } from "babylonjs/Engines/engine";
  16181. import "babylonjs/Shaders/kernelBlur.fragment";
  16182. import "babylonjs/Shaders/kernelBlur.vertex";
  16183. /**
  16184. * The Blur Post Process which blurs an image based on a kernel and direction.
  16185. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  16186. */
  16187. export class BlurPostProcess extends PostProcess {
  16188. /** The direction in which to blur the image. */
  16189. direction: Vector2;
  16190. private blockCompilation;
  16191. protected _kernel: number;
  16192. protected _idealKernel: number;
  16193. protected _packedFloat: boolean;
  16194. private _staticDefines;
  16195. /**
  16196. * Sets the length in pixels of the blur sample region
  16197. */
  16198. set kernel(v: number);
  16199. /**
  16200. * Gets the length in pixels of the blur sample region
  16201. */
  16202. get kernel(): number;
  16203. /**
  16204. * Sets wether or not the blur needs to unpack/repack floats
  16205. */
  16206. set packedFloat(v: boolean);
  16207. /**
  16208. * Gets wether or not the blur is unpacking/repacking floats
  16209. */
  16210. get packedFloat(): boolean;
  16211. /**
  16212. * Creates a new instance BlurPostProcess
  16213. * @param name The name of the effect.
  16214. * @param direction The direction in which to blur the image.
  16215. * @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.
  16216. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  16217. * @param camera The camera to apply the render pass to.
  16218. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  16219. * @param engine The engine which the post process will be applied. (default: current engine)
  16220. * @param reusable If the post process can be reused on the same frame. (default: false)
  16221. * @param textureType Type of textures used when performing the post process. (default: 0)
  16222. * @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)
  16223. */
  16224. constructor(name: string,
  16225. /** The direction in which to blur the image. */
  16226. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  16227. /**
  16228. * Updates the effect with the current post process compile time values and recompiles the shader.
  16229. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  16230. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  16231. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  16232. * @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
  16233. * @param onCompiled Called when the shader has been compiled.
  16234. * @param onError Called if there is an error when compiling a shader.
  16235. */
  16236. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16237. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  16238. /**
  16239. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  16240. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  16241. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  16242. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  16243. * The gaps between physical kernels are compensated for in the weighting of the samples
  16244. * @param idealKernel Ideal blur kernel.
  16245. * @return Nearest best kernel.
  16246. */
  16247. protected _nearestBestKernel(idealKernel: number): number;
  16248. /**
  16249. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  16250. * @param x The point on the Gaussian distribution to sample.
  16251. * @return the value of the Gaussian function at x.
  16252. */
  16253. protected _gaussianWeight(x: number): number;
  16254. /**
  16255. * Generates a string that can be used as a floating point number in GLSL.
  16256. * @param x Value to print.
  16257. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  16258. * @return GLSL float string.
  16259. */
  16260. protected _glslFloat(x: number, decimalFigures?: number): string;
  16261. }
  16262. }
  16263. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16264. import { Scene } from "babylonjs/scene";
  16265. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16266. import { Plane } from "babylonjs/Maths/math.plane";
  16267. /**
  16268. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16269. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16270. * You can then easily use it as a reflectionTexture on a flat surface.
  16271. * In case the surface is not a plane, please consider relying on reflection probes.
  16272. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16273. */
  16274. export class MirrorTexture extends RenderTargetTexture {
  16275. private scene;
  16276. /**
  16277. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16278. * 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.
  16279. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16280. */
  16281. mirrorPlane: Plane;
  16282. /**
  16283. * Define the blur ratio used to blur the reflection if needed.
  16284. */
  16285. set blurRatio(value: number);
  16286. get blurRatio(): number;
  16287. /**
  16288. * Define the adaptive blur kernel used to blur the reflection if needed.
  16289. * This will autocompute the closest best match for the `blurKernel`
  16290. */
  16291. set adaptiveBlurKernel(value: number);
  16292. /**
  16293. * Define the blur kernel used to blur the reflection if needed.
  16294. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16295. */
  16296. set blurKernel(value: number);
  16297. /**
  16298. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16299. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16300. */
  16301. set blurKernelX(value: number);
  16302. get blurKernelX(): number;
  16303. /**
  16304. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16305. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16306. */
  16307. set blurKernelY(value: number);
  16308. get blurKernelY(): number;
  16309. private _autoComputeBlurKernel;
  16310. protected _onRatioRescale(): void;
  16311. private _updateGammaSpace;
  16312. private _imageProcessingConfigChangeObserver;
  16313. private _transformMatrix;
  16314. private _mirrorMatrix;
  16315. private _savedViewMatrix;
  16316. private _blurX;
  16317. private _blurY;
  16318. private _adaptiveBlurKernel;
  16319. private _blurKernelX;
  16320. private _blurKernelY;
  16321. private _blurRatio;
  16322. /**
  16323. * Instantiates a Mirror Texture.
  16324. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16325. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16326. * You can then easily use it as a reflectionTexture on a flat surface.
  16327. * In case the surface is not a plane, please consider relying on reflection probes.
  16328. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16329. * @param name
  16330. * @param size
  16331. * @param scene
  16332. * @param generateMipMaps
  16333. * @param type
  16334. * @param samplingMode
  16335. * @param generateDepthBuffer
  16336. */
  16337. constructor(name: string, size: number | {
  16338. width: number;
  16339. height: number;
  16340. } | {
  16341. ratio: number;
  16342. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16343. private _preparePostProcesses;
  16344. /**
  16345. * Clone the mirror texture.
  16346. * @returns the cloned texture
  16347. */
  16348. clone(): MirrorTexture;
  16349. /**
  16350. * Serialize the texture to a JSON representation you could use in Parse later on
  16351. * @returns the serialized JSON representation
  16352. */
  16353. serialize(): any;
  16354. /**
  16355. * Dispose the texture and release its associated resources.
  16356. */
  16357. dispose(): void;
  16358. }
  16359. }
  16360. declare module "babylonjs/Materials/Textures/texture" {
  16361. import { Observable } from "babylonjs/Misc/observable";
  16362. import { Nullable } from "babylonjs/types";
  16363. import { Matrix } from "babylonjs/Maths/math.vector";
  16364. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16365. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16366. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16367. import { Scene } from "babylonjs/scene";
  16368. /**
  16369. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16370. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16371. */
  16372. export class Texture extends BaseTexture {
  16373. /**
  16374. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16375. */
  16376. static SerializeBuffers: boolean;
  16377. /** @hidden */
  16378. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16379. /** @hidden */
  16380. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16381. /** @hidden */
  16382. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16383. /** nearest is mag = nearest and min = nearest and mip = linear */
  16384. static readonly NEAREST_SAMPLINGMODE: number;
  16385. /** nearest is mag = nearest and min = nearest and mip = linear */
  16386. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16387. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16388. static readonly BILINEAR_SAMPLINGMODE: number;
  16389. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16390. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16391. /** Trilinear is mag = linear and min = linear and mip = linear */
  16392. static readonly TRILINEAR_SAMPLINGMODE: number;
  16393. /** Trilinear is mag = linear and min = linear and mip = linear */
  16394. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16395. /** mag = nearest and min = nearest and mip = nearest */
  16396. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16397. /** mag = nearest and min = linear and mip = nearest */
  16398. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16399. /** mag = nearest and min = linear and mip = linear */
  16400. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16401. /** mag = nearest and min = linear and mip = none */
  16402. static readonly NEAREST_LINEAR: number;
  16403. /** mag = nearest and min = nearest and mip = none */
  16404. static readonly NEAREST_NEAREST: number;
  16405. /** mag = linear and min = nearest and mip = nearest */
  16406. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16407. /** mag = linear and min = nearest and mip = linear */
  16408. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16409. /** mag = linear and min = linear and mip = none */
  16410. static readonly LINEAR_LINEAR: number;
  16411. /** mag = linear and min = nearest and mip = none */
  16412. static readonly LINEAR_NEAREST: number;
  16413. /** Explicit coordinates mode */
  16414. static readonly EXPLICIT_MODE: number;
  16415. /** Spherical coordinates mode */
  16416. static readonly SPHERICAL_MODE: number;
  16417. /** Planar coordinates mode */
  16418. static readonly PLANAR_MODE: number;
  16419. /** Cubic coordinates mode */
  16420. static readonly CUBIC_MODE: number;
  16421. /** Projection coordinates mode */
  16422. static readonly PROJECTION_MODE: number;
  16423. /** Inverse Cubic coordinates mode */
  16424. static readonly SKYBOX_MODE: number;
  16425. /** Inverse Cubic coordinates mode */
  16426. static readonly INVCUBIC_MODE: number;
  16427. /** Equirectangular coordinates mode */
  16428. static readonly EQUIRECTANGULAR_MODE: number;
  16429. /** Equirectangular Fixed coordinates mode */
  16430. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16431. /** Equirectangular Fixed Mirrored coordinates mode */
  16432. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16433. /** Texture is not repeating outside of 0..1 UVs */
  16434. static readonly CLAMP_ADDRESSMODE: number;
  16435. /** Texture is repeating outside of 0..1 UVs */
  16436. static readonly WRAP_ADDRESSMODE: number;
  16437. /** Texture is repeating and mirrored */
  16438. static readonly MIRROR_ADDRESSMODE: number;
  16439. /**
  16440. * 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
  16441. */
  16442. static UseSerializedUrlIfAny: boolean;
  16443. /**
  16444. * Define the url of the texture.
  16445. */
  16446. url: Nullable<string>;
  16447. /**
  16448. * Define an offset on the texture to offset the u coordinates of the UVs
  16449. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16450. */
  16451. uOffset: number;
  16452. /**
  16453. * Define an offset on the texture to offset the v coordinates of the UVs
  16454. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16455. */
  16456. vOffset: number;
  16457. /**
  16458. * Define an offset on the texture to scale the u coordinates of the UVs
  16459. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16460. */
  16461. uScale: number;
  16462. /**
  16463. * Define an offset on the texture to scale the v coordinates of the UVs
  16464. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16465. */
  16466. vScale: number;
  16467. /**
  16468. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16469. * @see http://doc.babylonjs.com/how_to/more_materials
  16470. */
  16471. uAng: number;
  16472. /**
  16473. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16474. * @see http://doc.babylonjs.com/how_to/more_materials
  16475. */
  16476. vAng: number;
  16477. /**
  16478. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16479. * @see http://doc.babylonjs.com/how_to/more_materials
  16480. */
  16481. wAng: number;
  16482. /**
  16483. * Defines the center of rotation (U)
  16484. */
  16485. uRotationCenter: number;
  16486. /**
  16487. * Defines the center of rotation (V)
  16488. */
  16489. vRotationCenter: number;
  16490. /**
  16491. * Defines the center of rotation (W)
  16492. */
  16493. wRotationCenter: number;
  16494. /**
  16495. * Are mip maps generated for this texture or not.
  16496. */
  16497. get noMipmap(): boolean;
  16498. /**
  16499. * List of inspectable custom properties (used by the Inspector)
  16500. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16501. */
  16502. inspectableCustomProperties: Nullable<IInspectable[]>;
  16503. private _noMipmap;
  16504. /** @hidden */
  16505. _invertY: boolean;
  16506. private _rowGenerationMatrix;
  16507. private _cachedTextureMatrix;
  16508. private _projectionModeMatrix;
  16509. private _t0;
  16510. private _t1;
  16511. private _t2;
  16512. private _cachedUOffset;
  16513. private _cachedVOffset;
  16514. private _cachedUScale;
  16515. private _cachedVScale;
  16516. private _cachedUAng;
  16517. private _cachedVAng;
  16518. private _cachedWAng;
  16519. private _cachedProjectionMatrixId;
  16520. private _cachedCoordinatesMode;
  16521. /** @hidden */
  16522. protected _initialSamplingMode: number;
  16523. /** @hidden */
  16524. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16525. private _deleteBuffer;
  16526. protected _format: Nullable<number>;
  16527. private _delayedOnLoad;
  16528. private _delayedOnError;
  16529. private _mimeType?;
  16530. /**
  16531. * Observable triggered once the texture has been loaded.
  16532. */
  16533. onLoadObservable: Observable<Texture>;
  16534. protected _isBlocking: boolean;
  16535. /**
  16536. * Is the texture preventing material to render while loading.
  16537. * If false, a default texture will be used instead of the loading one during the preparation step.
  16538. */
  16539. set isBlocking(value: boolean);
  16540. get isBlocking(): boolean;
  16541. /**
  16542. * Get the current sampling mode associated with the texture.
  16543. */
  16544. get samplingMode(): number;
  16545. /**
  16546. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16547. */
  16548. get invertY(): boolean;
  16549. /**
  16550. * Instantiates a new texture.
  16551. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16552. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16553. * @param url defines the url of the picture to load as a texture
  16554. * @param scene defines the scene or engine the texture will belong to
  16555. * @param noMipmap defines if the texture will require mip maps or not
  16556. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16557. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16558. * @param onLoad defines a callback triggered when the texture has been loaded
  16559. * @param onError defines a callback triggered when an error occurred during the loading session
  16560. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16561. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16562. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16563. * @param mimeType defines an optional mime type information
  16564. */
  16565. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16566. /**
  16567. * Update the url (and optional buffer) of this texture if url was null during construction.
  16568. * @param url the url of the texture
  16569. * @param buffer the buffer of the texture (defaults to null)
  16570. * @param onLoad callback called when the texture is loaded (defaults to null)
  16571. */
  16572. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16573. /**
  16574. * Finish the loading sequence of a texture flagged as delayed load.
  16575. * @hidden
  16576. */
  16577. delayLoad(): void;
  16578. private _prepareRowForTextureGeneration;
  16579. /**
  16580. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16581. * @returns the transform matrix of the texture.
  16582. */
  16583. getTextureMatrix(uBase?: number): Matrix;
  16584. /**
  16585. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16586. * @returns The reflection texture transform
  16587. */
  16588. getReflectionTextureMatrix(): Matrix;
  16589. /**
  16590. * Clones the texture.
  16591. * @returns the cloned texture
  16592. */
  16593. clone(): Texture;
  16594. /**
  16595. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16596. * @returns The JSON representation of the texture
  16597. */
  16598. serialize(): any;
  16599. /**
  16600. * Get the current class name of the texture useful for serialization or dynamic coding.
  16601. * @returns "Texture"
  16602. */
  16603. getClassName(): string;
  16604. /**
  16605. * Dispose the texture and release its associated resources.
  16606. */
  16607. dispose(): void;
  16608. /**
  16609. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16610. * @param parsedTexture Define the JSON representation of the texture
  16611. * @param scene Define the scene the parsed texture should be instantiated in
  16612. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16613. * @returns The parsed texture if successful
  16614. */
  16615. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16616. /**
  16617. * Creates a texture from its base 64 representation.
  16618. * @param data Define the base64 payload without the data: prefix
  16619. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16620. * @param scene Define the scene the texture should belong to
  16621. * @param noMipmap Forces the texture to not create mip map information if true
  16622. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16623. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16624. * @param onLoad define a callback triggered when the texture has been loaded
  16625. * @param onError define a callback triggered when an error occurred during the loading session
  16626. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16627. * @returns the created texture
  16628. */
  16629. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16630. /**
  16631. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16632. * @param data Define the base64 payload without the data: prefix
  16633. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16634. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16635. * @param scene Define the scene the texture should belong to
  16636. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16637. * @param noMipmap Forces the texture to not create mip map information if true
  16638. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16639. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16640. * @param onLoad define a callback triggered when the texture has been loaded
  16641. * @param onError define a callback triggered when an error occurred during the loading session
  16642. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16643. * @returns the created texture
  16644. */
  16645. 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;
  16646. }
  16647. }
  16648. declare module "babylonjs/PostProcesses/postProcessManager" {
  16649. import { Nullable } from "babylonjs/types";
  16650. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16651. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16652. import { Scene } from "babylonjs/scene";
  16653. /**
  16654. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16655. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16656. */
  16657. export class PostProcessManager {
  16658. private _scene;
  16659. private _indexBuffer;
  16660. private _vertexBuffers;
  16661. /**
  16662. * Creates a new instance PostProcess
  16663. * @param scene The scene that the post process is associated with.
  16664. */
  16665. constructor(scene: Scene);
  16666. private _prepareBuffers;
  16667. private _buildIndexBuffer;
  16668. /**
  16669. * Rebuilds the vertex buffers of the manager.
  16670. * @hidden
  16671. */
  16672. _rebuild(): void;
  16673. /**
  16674. * Prepares a frame to be run through a post process.
  16675. * @param sourceTexture The input texture to the post procesess. (default: null)
  16676. * @param postProcesses An array of post processes to be run. (default: null)
  16677. * @returns True if the post processes were able to be run.
  16678. * @hidden
  16679. */
  16680. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16681. /**
  16682. * Manually render a set of post processes to a texture.
  16683. * @param postProcesses An array of post processes to be run.
  16684. * @param targetTexture The target texture to render to.
  16685. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16686. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16687. * @param lodLevel defines which lod of the texture to render to
  16688. */
  16689. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16690. /**
  16691. * Finalize the result of the output of the postprocesses.
  16692. * @param doNotPresent If true the result will not be displayed to the screen.
  16693. * @param targetTexture The target texture to render to.
  16694. * @param faceIndex The index of the face to bind the target texture to.
  16695. * @param postProcesses The array of post processes to render.
  16696. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16697. * @hidden
  16698. */
  16699. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16700. /**
  16701. * Disposes of the post process manager.
  16702. */
  16703. dispose(): void;
  16704. }
  16705. }
  16706. declare module "babylonjs/Misc/gradients" {
  16707. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16708. /** Interface used by value gradients (color, factor, ...) */
  16709. export interface IValueGradient {
  16710. /**
  16711. * Gets or sets the gradient value (between 0 and 1)
  16712. */
  16713. gradient: number;
  16714. }
  16715. /** Class used to store color4 gradient */
  16716. export class ColorGradient implements IValueGradient {
  16717. /**
  16718. * Gets or sets the gradient value (between 0 and 1)
  16719. */
  16720. gradient: number;
  16721. /**
  16722. * Gets or sets first associated color
  16723. */
  16724. color1: Color4;
  16725. /**
  16726. * Gets or sets second associated color
  16727. */
  16728. color2?: Color4;
  16729. /**
  16730. * Will get a color picked randomly between color1 and color2.
  16731. * If color2 is undefined then color1 will be used
  16732. * @param result defines the target Color4 to store the result in
  16733. */
  16734. getColorToRef(result: Color4): void;
  16735. }
  16736. /** Class used to store color 3 gradient */
  16737. export class Color3Gradient implements IValueGradient {
  16738. /**
  16739. * Gets or sets the gradient value (between 0 and 1)
  16740. */
  16741. gradient: number;
  16742. /**
  16743. * Gets or sets the associated color
  16744. */
  16745. color: Color3;
  16746. }
  16747. /** Class used to store factor gradient */
  16748. export class FactorGradient implements IValueGradient {
  16749. /**
  16750. * Gets or sets the gradient value (between 0 and 1)
  16751. */
  16752. gradient: number;
  16753. /**
  16754. * Gets or sets first associated factor
  16755. */
  16756. factor1: number;
  16757. /**
  16758. * Gets or sets second associated factor
  16759. */
  16760. factor2?: number;
  16761. /**
  16762. * Will get a number picked randomly between factor1 and factor2.
  16763. * If factor2 is undefined then factor1 will be used
  16764. * @returns the picked number
  16765. */
  16766. getFactor(): number;
  16767. }
  16768. /**
  16769. * Helper used to simplify some generic gradient tasks
  16770. */
  16771. export class GradientHelper {
  16772. /**
  16773. * Gets the current gradient from an array of IValueGradient
  16774. * @param ratio defines the current ratio to get
  16775. * @param gradients defines the array of IValueGradient
  16776. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16777. */
  16778. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16779. }
  16780. }
  16781. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16782. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16783. import { Nullable } from "babylonjs/types";
  16784. module "babylonjs/Engines/thinEngine" {
  16785. interface ThinEngine {
  16786. /**
  16787. * Creates a dynamic texture
  16788. * @param width defines the width of the texture
  16789. * @param height defines the height of the texture
  16790. * @param generateMipMaps defines if the engine should generate the mip levels
  16791. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16792. * @returns the dynamic texture inside an InternalTexture
  16793. */
  16794. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16795. /**
  16796. * Update the content of a dynamic texture
  16797. * @param texture defines the texture to update
  16798. * @param canvas defines the canvas containing the source
  16799. * @param invertY defines if data must be stored with Y axis inverted
  16800. * @param premulAlpha defines if alpha is stored as premultiplied
  16801. * @param format defines the format of the data
  16802. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16803. */
  16804. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16805. }
  16806. }
  16807. }
  16808. declare module "babylonjs/Misc/canvasGenerator" {
  16809. /**
  16810. * Helper class used to generate a canvas to manipulate images
  16811. */
  16812. export class CanvasGenerator {
  16813. /**
  16814. * Create a new canvas (or offscreen canvas depending on the context)
  16815. * @param width defines the expected width
  16816. * @param height defines the expected height
  16817. * @return a new canvas or offscreen canvas
  16818. */
  16819. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16820. }
  16821. }
  16822. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16823. import { Scene } from "babylonjs/scene";
  16824. import { Texture } from "babylonjs/Materials/Textures/texture";
  16825. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16826. /**
  16827. * A class extending Texture allowing drawing on a texture
  16828. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16829. */
  16830. export class DynamicTexture extends Texture {
  16831. private _generateMipMaps;
  16832. private _canvas;
  16833. private _context;
  16834. private _engine;
  16835. /**
  16836. * Creates a DynamicTexture
  16837. * @param name defines the name of the texture
  16838. * @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
  16839. * @param scene defines the scene where you want the texture
  16840. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16841. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16842. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16843. */
  16844. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16845. /**
  16846. * Get the current class name of the texture useful for serialization or dynamic coding.
  16847. * @returns "DynamicTexture"
  16848. */
  16849. getClassName(): string;
  16850. /**
  16851. * Gets the current state of canRescale
  16852. */
  16853. get canRescale(): boolean;
  16854. private _recreate;
  16855. /**
  16856. * Scales the texture
  16857. * @param ratio the scale factor to apply to both width and height
  16858. */
  16859. scale(ratio: number): void;
  16860. /**
  16861. * Resizes the texture
  16862. * @param width the new width
  16863. * @param height the new height
  16864. */
  16865. scaleTo(width: number, height: number): void;
  16866. /**
  16867. * Gets the context of the canvas used by the texture
  16868. * @returns the canvas context of the dynamic texture
  16869. */
  16870. getContext(): CanvasRenderingContext2D;
  16871. /**
  16872. * Clears the texture
  16873. */
  16874. clear(): void;
  16875. /**
  16876. * Updates the texture
  16877. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16878. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16879. */
  16880. update(invertY?: boolean, premulAlpha?: boolean): void;
  16881. /**
  16882. * Draws text onto the texture
  16883. * @param text defines the text to be drawn
  16884. * @param x defines the placement of the text from the left
  16885. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16886. * @param font defines the font to be used with font-style, font-size, font-name
  16887. * @param color defines the color used for the text
  16888. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16889. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16890. * @param update defines whether texture is immediately update (default is true)
  16891. */
  16892. drawText(text: string, x: number | null | undefined, y: number | null | undefined, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16893. /**
  16894. * Clones the texture
  16895. * @returns the clone of the texture.
  16896. */
  16897. clone(): DynamicTexture;
  16898. /**
  16899. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16900. * @returns a serialized dynamic texture object
  16901. */
  16902. serialize(): any;
  16903. /** @hidden */
  16904. _rebuild(): void;
  16905. }
  16906. }
  16907. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16908. import { Scene } from "babylonjs/scene";
  16909. import { ISceneComponent } from "babylonjs/sceneComponent";
  16910. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16911. module "babylonjs/abstractScene" {
  16912. interface AbstractScene {
  16913. /**
  16914. * The list of procedural textures added to the scene
  16915. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16916. */
  16917. proceduralTextures: Array<ProceduralTexture>;
  16918. }
  16919. }
  16920. /**
  16921. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16922. * in a given scene.
  16923. */
  16924. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16925. /**
  16926. * The component name helpfull to identify the component in the list of scene components.
  16927. */
  16928. readonly name: string;
  16929. /**
  16930. * The scene the component belongs to.
  16931. */
  16932. scene: Scene;
  16933. /**
  16934. * Creates a new instance of the component for the given scene
  16935. * @param scene Defines the scene to register the component in
  16936. */
  16937. constructor(scene: Scene);
  16938. /**
  16939. * Registers the component in a given scene
  16940. */
  16941. register(): void;
  16942. /**
  16943. * Rebuilds the elements related to this component in case of
  16944. * context lost for instance.
  16945. */
  16946. rebuild(): void;
  16947. /**
  16948. * Disposes the component and the associated ressources.
  16949. */
  16950. dispose(): void;
  16951. private _beforeClear;
  16952. }
  16953. }
  16954. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16955. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16956. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16957. module "babylonjs/Engines/thinEngine" {
  16958. interface ThinEngine {
  16959. /**
  16960. * Creates a new render target cube texture
  16961. * @param size defines the size of the texture
  16962. * @param options defines the options used to create the texture
  16963. * @returns a new render target cube texture stored in an InternalTexture
  16964. */
  16965. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16966. }
  16967. }
  16968. }
  16969. declare module "babylonjs/Shaders/procedural.vertex" {
  16970. /** @hidden */
  16971. export var proceduralVertexShader: {
  16972. name: string;
  16973. shader: string;
  16974. };
  16975. }
  16976. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16977. import { Observable } from "babylonjs/Misc/observable";
  16978. import { Nullable } from "babylonjs/types";
  16979. import { Scene } from "babylonjs/scene";
  16980. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16981. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16982. import { Effect } from "babylonjs/Materials/effect";
  16983. import { Texture } from "babylonjs/Materials/Textures/texture";
  16984. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16985. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16986. import "babylonjs/Shaders/procedural.vertex";
  16987. /**
  16988. * 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.
  16989. * This is the base class of any Procedural texture and contains most of the shareable code.
  16990. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16991. */
  16992. export class ProceduralTexture extends Texture {
  16993. isCube: boolean;
  16994. /**
  16995. * Define if the texture is enabled or not (disabled texture will not render)
  16996. */
  16997. isEnabled: boolean;
  16998. /**
  16999. * Define if the texture must be cleared before rendering (default is true)
  17000. */
  17001. autoClear: boolean;
  17002. /**
  17003. * Callback called when the texture is generated
  17004. */
  17005. onGenerated: () => void;
  17006. /**
  17007. * Event raised when the texture is generated
  17008. */
  17009. onGeneratedObservable: Observable<ProceduralTexture>;
  17010. /** @hidden */
  17011. _generateMipMaps: boolean;
  17012. /** @hidden **/
  17013. _effect: Effect;
  17014. /** @hidden */
  17015. _textures: {
  17016. [key: string]: Texture;
  17017. };
  17018. private _size;
  17019. private _currentRefreshId;
  17020. private _frameId;
  17021. private _refreshRate;
  17022. private _vertexBuffers;
  17023. private _indexBuffer;
  17024. private _uniforms;
  17025. private _samplers;
  17026. private _fragment;
  17027. private _floats;
  17028. private _ints;
  17029. private _floatsArrays;
  17030. private _colors3;
  17031. private _colors4;
  17032. private _vectors2;
  17033. private _vectors3;
  17034. private _matrices;
  17035. private _fallbackTexture;
  17036. private _fallbackTextureUsed;
  17037. private _engine;
  17038. private _cachedDefines;
  17039. private _contentUpdateId;
  17040. private _contentData;
  17041. /**
  17042. * Instantiates a new procedural texture.
  17043. * 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.
  17044. * This is the base class of any Procedural texture and contains most of the shareable code.
  17045. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  17046. * @param name Define the name of the texture
  17047. * @param size Define the size of the texture to create
  17048. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  17049. * @param scene Define the scene the texture belongs to
  17050. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  17051. * @param generateMipMaps Define if the texture should creates mip maps or not
  17052. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  17053. */
  17054. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  17055. /**
  17056. * The effect that is created when initializing the post process.
  17057. * @returns The created effect corresponding the the postprocess.
  17058. */
  17059. getEffect(): Effect;
  17060. /**
  17061. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  17062. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  17063. */
  17064. getContent(): Nullable<ArrayBufferView>;
  17065. private _createIndexBuffer;
  17066. /** @hidden */
  17067. _rebuild(): void;
  17068. /**
  17069. * Resets the texture in order to recreate its associated resources.
  17070. * This can be called in case of context loss
  17071. */
  17072. reset(): void;
  17073. protected _getDefines(): string;
  17074. /**
  17075. * Is the texture ready to be used ? (rendered at least once)
  17076. * @returns true if ready, otherwise, false.
  17077. */
  17078. isReady(): boolean;
  17079. /**
  17080. * Resets the refresh counter of the texture and start bak from scratch.
  17081. * Could be useful to regenerate the texture if it is setup to render only once.
  17082. */
  17083. resetRefreshCounter(): void;
  17084. /**
  17085. * Set the fragment shader to use in order to render the texture.
  17086. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  17087. */
  17088. setFragment(fragment: any): void;
  17089. /**
  17090. * Define the refresh rate of the texture or the rendering frequency.
  17091. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  17092. */
  17093. get refreshRate(): number;
  17094. set refreshRate(value: number);
  17095. /** @hidden */
  17096. _shouldRender(): boolean;
  17097. /**
  17098. * Get the size the texture is rendering at.
  17099. * @returns the size (texture is always squared)
  17100. */
  17101. getRenderSize(): number;
  17102. /**
  17103. * Resize the texture to new value.
  17104. * @param size Define the new size the texture should have
  17105. * @param generateMipMaps Define whether the new texture should create mip maps
  17106. */
  17107. resize(size: number, generateMipMaps: boolean): void;
  17108. private _checkUniform;
  17109. /**
  17110. * Set a texture in the shader program used to render.
  17111. * @param name Define the name of the uniform samplers as defined in the shader
  17112. * @param texture Define the texture to bind to this sampler
  17113. * @return the texture itself allowing "fluent" like uniform updates
  17114. */
  17115. setTexture(name: string, texture: Texture): ProceduralTexture;
  17116. /**
  17117. * Set a float in the shader.
  17118. * @param name Define the name of the uniform as defined in the shader
  17119. * @param value Define the value to give to the uniform
  17120. * @return the texture itself allowing "fluent" like uniform updates
  17121. */
  17122. setFloat(name: string, value: number): ProceduralTexture;
  17123. /**
  17124. * Set a int in the shader.
  17125. * @param name Define the name of the uniform as defined in the shader
  17126. * @param value Define the value to give to the uniform
  17127. * @return the texture itself allowing "fluent" like uniform updates
  17128. */
  17129. setInt(name: string, value: number): ProceduralTexture;
  17130. /**
  17131. * Set an array of floats in the shader.
  17132. * @param name Define the name of the uniform as defined in the shader
  17133. * @param value Define the value to give to the uniform
  17134. * @return the texture itself allowing "fluent" like uniform updates
  17135. */
  17136. setFloats(name: string, value: number[]): ProceduralTexture;
  17137. /**
  17138. * Set a vec3 in the shader from a Color3.
  17139. * @param name Define the name of the uniform as defined in the shader
  17140. * @param value Define the value to give to the uniform
  17141. * @return the texture itself allowing "fluent" like uniform updates
  17142. */
  17143. setColor3(name: string, value: Color3): ProceduralTexture;
  17144. /**
  17145. * Set a vec4 in the shader from a Color4.
  17146. * @param name Define the name of the uniform as defined in the shader
  17147. * @param value Define the value to give to the uniform
  17148. * @return the texture itself allowing "fluent" like uniform updates
  17149. */
  17150. setColor4(name: string, value: Color4): ProceduralTexture;
  17151. /**
  17152. * Set a vec2 in the shader from a Vector2.
  17153. * @param name Define the name of the uniform as defined in the shader
  17154. * @param value Define the value to give to the uniform
  17155. * @return the texture itself allowing "fluent" like uniform updates
  17156. */
  17157. setVector2(name: string, value: Vector2): ProceduralTexture;
  17158. /**
  17159. * Set a vec3 in the shader from a Vector3.
  17160. * @param name Define the name of the uniform as defined in the shader
  17161. * @param value Define the value to give to the uniform
  17162. * @return the texture itself allowing "fluent" like uniform updates
  17163. */
  17164. setVector3(name: string, value: Vector3): ProceduralTexture;
  17165. /**
  17166. * Set a mat4 in the shader from a MAtrix.
  17167. * @param name Define the name of the uniform as defined in the shader
  17168. * @param value Define the value to give to the uniform
  17169. * @return the texture itself allowing "fluent" like uniform updates
  17170. */
  17171. setMatrix(name: string, value: Matrix): ProceduralTexture;
  17172. /**
  17173. * Render the texture to its associated render target.
  17174. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  17175. */
  17176. render(useCameraPostProcess?: boolean): void;
  17177. /**
  17178. * Clone the texture.
  17179. * @returns the cloned texture
  17180. */
  17181. clone(): ProceduralTexture;
  17182. /**
  17183. * Dispose the texture and release its asoociated resources.
  17184. */
  17185. dispose(): void;
  17186. }
  17187. }
  17188. declare module "babylonjs/Particles/baseParticleSystem" {
  17189. import { Nullable } from "babylonjs/types";
  17190. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  17191. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  17192. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  17193. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  17194. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  17195. import { Scene } from "babylonjs/scene";
  17196. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  17197. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  17198. import { Texture } from "babylonjs/Materials/Textures/texture";
  17199. import { Color4 } from "babylonjs/Maths/math.color";
  17200. import { Animation } from "babylonjs/Animations/animation";
  17201. /**
  17202. * This represents the base class for particle system in Babylon.
  17203. * 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.
  17204. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17205. * @example https://doc.babylonjs.com/babylon101/particles
  17206. */
  17207. export class BaseParticleSystem {
  17208. /**
  17209. * Source color is added to the destination color without alpha affecting the result
  17210. */
  17211. static BLENDMODE_ONEONE: number;
  17212. /**
  17213. * Blend current color and particle color using particle’s alpha
  17214. */
  17215. static BLENDMODE_STANDARD: number;
  17216. /**
  17217. * Add current color and particle color multiplied by particle’s alpha
  17218. */
  17219. static BLENDMODE_ADD: number;
  17220. /**
  17221. * Multiply current color with particle color
  17222. */
  17223. static BLENDMODE_MULTIPLY: number;
  17224. /**
  17225. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  17226. */
  17227. static BLENDMODE_MULTIPLYADD: number;
  17228. /**
  17229. * List of animations used by the particle system.
  17230. */
  17231. animations: Animation[];
  17232. /**
  17233. * The id of the Particle system.
  17234. */
  17235. id: string;
  17236. /**
  17237. * The friendly name of the Particle system.
  17238. */
  17239. name: string;
  17240. /**
  17241. * The rendering group used by the Particle system to chose when to render.
  17242. */
  17243. renderingGroupId: number;
  17244. /**
  17245. * The emitter represents the Mesh or position we are attaching the particle system to.
  17246. */
  17247. emitter: Nullable<AbstractMesh | Vector3>;
  17248. /**
  17249. * The maximum number of particles to emit per frame
  17250. */
  17251. emitRate: number;
  17252. /**
  17253. * If you want to launch only a few particles at once, that can be done, as well.
  17254. */
  17255. manualEmitCount: number;
  17256. /**
  17257. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  17258. */
  17259. updateSpeed: number;
  17260. /**
  17261. * The amount of time the particle system is running (depends of the overall update speed).
  17262. */
  17263. targetStopDuration: number;
  17264. /**
  17265. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  17266. */
  17267. disposeOnStop: boolean;
  17268. /**
  17269. * Minimum power of emitting particles.
  17270. */
  17271. minEmitPower: number;
  17272. /**
  17273. * Maximum power of emitting particles.
  17274. */
  17275. maxEmitPower: number;
  17276. /**
  17277. * Minimum life time of emitting particles.
  17278. */
  17279. minLifeTime: number;
  17280. /**
  17281. * Maximum life time of emitting particles.
  17282. */
  17283. maxLifeTime: number;
  17284. /**
  17285. * Minimum Size of emitting particles.
  17286. */
  17287. minSize: number;
  17288. /**
  17289. * Maximum Size of emitting particles.
  17290. */
  17291. maxSize: number;
  17292. /**
  17293. * Minimum scale of emitting particles on X axis.
  17294. */
  17295. minScaleX: number;
  17296. /**
  17297. * Maximum scale of emitting particles on X axis.
  17298. */
  17299. maxScaleX: number;
  17300. /**
  17301. * Minimum scale of emitting particles on Y axis.
  17302. */
  17303. minScaleY: number;
  17304. /**
  17305. * Maximum scale of emitting particles on Y axis.
  17306. */
  17307. maxScaleY: number;
  17308. /**
  17309. * Gets or sets the minimal initial rotation in radians.
  17310. */
  17311. minInitialRotation: number;
  17312. /**
  17313. * Gets or sets the maximal initial rotation in radians.
  17314. */
  17315. maxInitialRotation: number;
  17316. /**
  17317. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17318. */
  17319. minAngularSpeed: number;
  17320. /**
  17321. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17322. */
  17323. maxAngularSpeed: number;
  17324. /**
  17325. * The texture used to render each particle. (this can be a spritesheet)
  17326. */
  17327. particleTexture: Nullable<Texture>;
  17328. /**
  17329. * The layer mask we are rendering the particles through.
  17330. */
  17331. layerMask: number;
  17332. /**
  17333. * This can help using your own shader to render the particle system.
  17334. * The according effect will be created
  17335. */
  17336. customShader: any;
  17337. /**
  17338. * By default particle system starts as soon as they are created. This prevents the
  17339. * automatic start to happen and let you decide when to start emitting particles.
  17340. */
  17341. preventAutoStart: boolean;
  17342. private _noiseTexture;
  17343. /**
  17344. * Gets or sets a texture used to add random noise to particle positions
  17345. */
  17346. get noiseTexture(): Nullable<ProceduralTexture>;
  17347. set noiseTexture(value: Nullable<ProceduralTexture>);
  17348. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17349. noiseStrength: Vector3;
  17350. /**
  17351. * Callback triggered when the particle animation is ending.
  17352. */
  17353. onAnimationEnd: Nullable<() => void>;
  17354. /**
  17355. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17356. */
  17357. blendMode: number;
  17358. /**
  17359. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17360. * to override the particles.
  17361. */
  17362. forceDepthWrite: boolean;
  17363. /** 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 */
  17364. preWarmCycles: number;
  17365. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17366. preWarmStepOffset: number;
  17367. /**
  17368. * 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)
  17369. */
  17370. spriteCellChangeSpeed: number;
  17371. /**
  17372. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17373. */
  17374. startSpriteCellID: number;
  17375. /**
  17376. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17377. */
  17378. endSpriteCellID: number;
  17379. /**
  17380. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17381. */
  17382. spriteCellWidth: number;
  17383. /**
  17384. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17385. */
  17386. spriteCellHeight: number;
  17387. /**
  17388. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17389. */
  17390. spriteRandomStartCell: boolean;
  17391. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17392. translationPivot: Vector2;
  17393. /** @hidden */
  17394. protected _isAnimationSheetEnabled: boolean;
  17395. /**
  17396. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17397. */
  17398. beginAnimationOnStart: boolean;
  17399. /**
  17400. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17401. */
  17402. beginAnimationFrom: number;
  17403. /**
  17404. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17405. */
  17406. beginAnimationTo: number;
  17407. /**
  17408. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17409. */
  17410. beginAnimationLoop: boolean;
  17411. /**
  17412. * Gets or sets a world offset applied to all particles
  17413. */
  17414. worldOffset: Vector3;
  17415. /**
  17416. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17417. */
  17418. get isAnimationSheetEnabled(): boolean;
  17419. set isAnimationSheetEnabled(value: boolean);
  17420. /**
  17421. * Get hosting scene
  17422. * @returns the scene
  17423. */
  17424. getScene(): Scene;
  17425. /**
  17426. * You can use gravity if you want to give an orientation to your particles.
  17427. */
  17428. gravity: Vector3;
  17429. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17430. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17431. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17432. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17433. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17434. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17435. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17436. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17437. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17438. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17439. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17440. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17441. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17442. /**
  17443. * Defines the delay in milliseconds before starting the system (0 by default)
  17444. */
  17445. startDelay: number;
  17446. /**
  17447. * Gets the current list of drag gradients.
  17448. * You must use addDragGradient and removeDragGradient to udpate this list
  17449. * @returns the list of drag gradients
  17450. */
  17451. getDragGradients(): Nullable<Array<FactorGradient>>;
  17452. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17453. limitVelocityDamping: number;
  17454. /**
  17455. * Gets the current list of limit velocity gradients.
  17456. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17457. * @returns the list of limit velocity gradients
  17458. */
  17459. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17460. /**
  17461. * Gets the current list of color gradients.
  17462. * You must use addColorGradient and removeColorGradient to udpate this list
  17463. * @returns the list of color gradients
  17464. */
  17465. getColorGradients(): Nullable<Array<ColorGradient>>;
  17466. /**
  17467. * Gets the current list of size gradients.
  17468. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17469. * @returns the list of size gradients
  17470. */
  17471. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17472. /**
  17473. * Gets the current list of color remap gradients.
  17474. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17475. * @returns the list of color remap gradients
  17476. */
  17477. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17478. /**
  17479. * Gets the current list of alpha remap gradients.
  17480. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17481. * @returns the list of alpha remap gradients
  17482. */
  17483. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17484. /**
  17485. * Gets the current list of life time gradients.
  17486. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17487. * @returns the list of life time gradients
  17488. */
  17489. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17490. /**
  17491. * Gets the current list of angular speed gradients.
  17492. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17493. * @returns the list of angular speed gradients
  17494. */
  17495. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17496. /**
  17497. * Gets the current list of velocity gradients.
  17498. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17499. * @returns the list of velocity gradients
  17500. */
  17501. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17502. /**
  17503. * Gets the current list of start size gradients.
  17504. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17505. * @returns the list of start size gradients
  17506. */
  17507. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17508. /**
  17509. * Gets the current list of emit rate gradients.
  17510. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17511. * @returns the list of emit rate gradients
  17512. */
  17513. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17514. /**
  17515. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17516. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17517. */
  17518. get direction1(): Vector3;
  17519. set direction1(value: Vector3);
  17520. /**
  17521. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17522. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17523. */
  17524. get direction2(): Vector3;
  17525. set direction2(value: Vector3);
  17526. /**
  17527. * 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.
  17528. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17529. */
  17530. get minEmitBox(): Vector3;
  17531. set minEmitBox(value: Vector3);
  17532. /**
  17533. * 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.
  17534. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17535. */
  17536. get maxEmitBox(): Vector3;
  17537. set maxEmitBox(value: Vector3);
  17538. /**
  17539. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17540. */
  17541. color1: Color4;
  17542. /**
  17543. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17544. */
  17545. color2: Color4;
  17546. /**
  17547. * Color the particle will have at the end of its lifetime
  17548. */
  17549. colorDead: Color4;
  17550. /**
  17551. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17552. */
  17553. textureMask: Color4;
  17554. /**
  17555. * The particle emitter type defines the emitter used by the particle system.
  17556. * It can be for example box, sphere, or cone...
  17557. */
  17558. particleEmitterType: IParticleEmitterType;
  17559. /** @hidden */
  17560. _isSubEmitter: boolean;
  17561. /**
  17562. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17563. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17564. */
  17565. billboardMode: number;
  17566. protected _isBillboardBased: boolean;
  17567. /**
  17568. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17569. */
  17570. get isBillboardBased(): boolean;
  17571. set isBillboardBased(value: boolean);
  17572. /**
  17573. * The scene the particle system belongs to.
  17574. */
  17575. protected _scene: Scene;
  17576. /**
  17577. * Local cache of defines for image processing.
  17578. */
  17579. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17580. /**
  17581. * Default configuration related to image processing available in the standard Material.
  17582. */
  17583. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17584. /**
  17585. * Gets the image processing configuration used either in this material.
  17586. */
  17587. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  17588. /**
  17589. * Sets the Default image processing configuration used either in the this material.
  17590. *
  17591. * If sets to null, the scene one is in use.
  17592. */
  17593. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  17594. /**
  17595. * Attaches a new image processing configuration to the Standard Material.
  17596. * @param configuration
  17597. */
  17598. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17599. /** @hidden */
  17600. protected _reset(): void;
  17601. /** @hidden */
  17602. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17603. /**
  17604. * Instantiates a particle system.
  17605. * 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.
  17606. * @param name The name of the particle system
  17607. */
  17608. constructor(name: string);
  17609. /**
  17610. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17611. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17612. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17613. * @returns the emitter
  17614. */
  17615. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17616. /**
  17617. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17618. * @param radius The radius of the hemisphere to emit from
  17619. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17620. * @returns the emitter
  17621. */
  17622. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17623. /**
  17624. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17625. * @param radius The radius of the sphere to emit from
  17626. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17627. * @returns the emitter
  17628. */
  17629. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17630. /**
  17631. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17632. * @param radius The radius of the sphere to emit from
  17633. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17634. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17635. * @returns the emitter
  17636. */
  17637. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17638. /**
  17639. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17640. * @param radius The radius of the emission cylinder
  17641. * @param height The height of the emission cylinder
  17642. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17643. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17644. * @returns the emitter
  17645. */
  17646. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17647. /**
  17648. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17649. * @param radius The radius of the cylinder to emit from
  17650. * @param height The height of the emission cylinder
  17651. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17652. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17653. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17654. * @returns the emitter
  17655. */
  17656. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17657. /**
  17658. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17659. * @param radius The radius of the cone to emit from
  17660. * @param angle The base angle of the cone
  17661. * @returns the emitter
  17662. */
  17663. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17664. /**
  17665. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17666. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17667. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17668. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17669. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17670. * @returns the emitter
  17671. */
  17672. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17673. }
  17674. }
  17675. declare module "babylonjs/Particles/subEmitter" {
  17676. import { Scene } from "babylonjs/scene";
  17677. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17678. /**
  17679. * Type of sub emitter
  17680. */
  17681. export enum SubEmitterType {
  17682. /**
  17683. * Attached to the particle over it's lifetime
  17684. */
  17685. ATTACHED = 0,
  17686. /**
  17687. * Created when the particle dies
  17688. */
  17689. END = 1
  17690. }
  17691. /**
  17692. * Sub emitter class used to emit particles from an existing particle
  17693. */
  17694. export class SubEmitter {
  17695. /**
  17696. * the particle system to be used by the sub emitter
  17697. */
  17698. particleSystem: ParticleSystem;
  17699. /**
  17700. * Type of the submitter (Default: END)
  17701. */
  17702. type: SubEmitterType;
  17703. /**
  17704. * 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)
  17705. * Note: This only is supported when using an emitter of type Mesh
  17706. */
  17707. inheritDirection: boolean;
  17708. /**
  17709. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17710. */
  17711. inheritedVelocityAmount: number;
  17712. /**
  17713. * Creates a sub emitter
  17714. * @param particleSystem the particle system to be used by the sub emitter
  17715. */
  17716. constructor(
  17717. /**
  17718. * the particle system to be used by the sub emitter
  17719. */
  17720. particleSystem: ParticleSystem);
  17721. /**
  17722. * Clones the sub emitter
  17723. * @returns the cloned sub emitter
  17724. */
  17725. clone(): SubEmitter;
  17726. /**
  17727. * Serialize current object to a JSON object
  17728. * @returns the serialized object
  17729. */
  17730. serialize(): any;
  17731. /** @hidden */
  17732. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17733. /**
  17734. * Creates a new SubEmitter from a serialized JSON version
  17735. * @param serializationObject defines the JSON object to read from
  17736. * @param scene defines the hosting scene
  17737. * @param rootUrl defines the rootUrl for data loading
  17738. * @returns a new SubEmitter
  17739. */
  17740. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17741. /** Release associated resources */
  17742. dispose(): void;
  17743. }
  17744. }
  17745. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17746. /** @hidden */
  17747. export var clipPlaneFragmentDeclaration: {
  17748. name: string;
  17749. shader: string;
  17750. };
  17751. }
  17752. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17753. /** @hidden */
  17754. export var imageProcessingDeclaration: {
  17755. name: string;
  17756. shader: string;
  17757. };
  17758. }
  17759. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17760. /** @hidden */
  17761. export var imageProcessingFunctions: {
  17762. name: string;
  17763. shader: string;
  17764. };
  17765. }
  17766. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17767. /** @hidden */
  17768. export var clipPlaneFragment: {
  17769. name: string;
  17770. shader: string;
  17771. };
  17772. }
  17773. declare module "babylonjs/Shaders/particles.fragment" {
  17774. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17775. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17776. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17777. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17778. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17779. /** @hidden */
  17780. export var particlesPixelShader: {
  17781. name: string;
  17782. shader: string;
  17783. };
  17784. }
  17785. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17786. /** @hidden */
  17787. export var clipPlaneVertexDeclaration: {
  17788. name: string;
  17789. shader: string;
  17790. };
  17791. }
  17792. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17793. /** @hidden */
  17794. export var clipPlaneVertex: {
  17795. name: string;
  17796. shader: string;
  17797. };
  17798. }
  17799. declare module "babylonjs/Shaders/particles.vertex" {
  17800. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17801. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17802. /** @hidden */
  17803. export var particlesVertexShader: {
  17804. name: string;
  17805. shader: string;
  17806. };
  17807. }
  17808. declare module "babylonjs/Particles/particleSystem" {
  17809. import { Nullable } from "babylonjs/types";
  17810. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17811. import { Observable } from "babylonjs/Misc/observable";
  17812. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17813. import { Effect } from "babylonjs/Materials/effect";
  17814. import { Scene, IDisposable } from "babylonjs/scene";
  17815. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17816. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17817. import { Particle } from "babylonjs/Particles/particle";
  17818. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17819. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17820. import "babylonjs/Shaders/particles.fragment";
  17821. import "babylonjs/Shaders/particles.vertex";
  17822. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17823. /**
  17824. * This represents a particle system in Babylon.
  17825. * 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.
  17826. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17827. * @example https://doc.babylonjs.com/babylon101/particles
  17828. */
  17829. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17830. /**
  17831. * Billboard mode will only apply to Y axis
  17832. */
  17833. static readonly BILLBOARDMODE_Y: number;
  17834. /**
  17835. * Billboard mode will apply to all axes
  17836. */
  17837. static readonly BILLBOARDMODE_ALL: number;
  17838. /**
  17839. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17840. */
  17841. static readonly BILLBOARDMODE_STRETCHED: number;
  17842. /**
  17843. * This function can be defined to provide custom update for active particles.
  17844. * This function will be called instead of regular update (age, position, color, etc.).
  17845. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17846. */
  17847. updateFunction: (particles: Particle[]) => void;
  17848. private _emitterWorldMatrix;
  17849. /**
  17850. * This function can be defined to specify initial direction for every new particle.
  17851. * It by default use the emitterType defined function
  17852. */
  17853. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17854. /**
  17855. * This function can be defined to specify initial position for every new particle.
  17856. * It by default use the emitterType defined function
  17857. */
  17858. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17859. /**
  17860. * @hidden
  17861. */
  17862. _inheritedVelocityOffset: Vector3;
  17863. /**
  17864. * An event triggered when the system is disposed
  17865. */
  17866. onDisposeObservable: Observable<ParticleSystem>;
  17867. private _onDisposeObserver;
  17868. /**
  17869. * Sets a callback that will be triggered when the system is disposed
  17870. */
  17871. set onDispose(callback: () => void);
  17872. private _particles;
  17873. private _epsilon;
  17874. private _capacity;
  17875. private _stockParticles;
  17876. private _newPartsExcess;
  17877. private _vertexData;
  17878. private _vertexBuffer;
  17879. private _vertexBuffers;
  17880. private _spriteBuffer;
  17881. private _indexBuffer;
  17882. private _effect;
  17883. private _customEffect;
  17884. private _cachedDefines;
  17885. private _scaledColorStep;
  17886. private _colorDiff;
  17887. private _scaledDirection;
  17888. private _scaledGravity;
  17889. private _currentRenderId;
  17890. private _alive;
  17891. private _useInstancing;
  17892. private _started;
  17893. private _stopped;
  17894. private _actualFrame;
  17895. private _scaledUpdateSpeed;
  17896. private _vertexBufferSize;
  17897. /** @hidden */
  17898. _currentEmitRateGradient: Nullable<FactorGradient>;
  17899. /** @hidden */
  17900. _currentEmitRate1: number;
  17901. /** @hidden */
  17902. _currentEmitRate2: number;
  17903. /** @hidden */
  17904. _currentStartSizeGradient: Nullable<FactorGradient>;
  17905. /** @hidden */
  17906. _currentStartSize1: number;
  17907. /** @hidden */
  17908. _currentStartSize2: number;
  17909. private readonly _rawTextureWidth;
  17910. private _rampGradientsTexture;
  17911. private _useRampGradients;
  17912. /** Gets or sets a boolean indicating that ramp gradients must be used
  17913. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17914. */
  17915. get useRampGradients(): boolean;
  17916. set useRampGradients(value: boolean);
  17917. /**
  17918. * 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.
  17919. * 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: [])
  17920. */
  17921. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17922. private _subEmitters;
  17923. /**
  17924. * @hidden
  17925. * If the particle systems emitter should be disposed when the particle system is disposed
  17926. */
  17927. _disposeEmitterOnDispose: boolean;
  17928. /**
  17929. * The current active Sub-systems, this property is used by the root particle system only.
  17930. */
  17931. activeSubSystems: Array<ParticleSystem>;
  17932. private _rootParticleSystem;
  17933. /**
  17934. * Gets the current list of active particles
  17935. */
  17936. get particles(): Particle[];
  17937. /**
  17938. * Returns the string "ParticleSystem"
  17939. * @returns a string containing the class name
  17940. */
  17941. getClassName(): string;
  17942. /**
  17943. * Instantiates a particle system.
  17944. * 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.
  17945. * @param name The name of the particle system
  17946. * @param capacity The max number of particles alive at the same time
  17947. * @param scene The scene the particle system belongs to
  17948. * @param customEffect a custom effect used to change the way particles are rendered by default
  17949. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17950. * @param epsilon Offset used to render the particles
  17951. */
  17952. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17953. private _addFactorGradient;
  17954. private _removeFactorGradient;
  17955. /**
  17956. * Adds a new life time gradient
  17957. * @param gradient defines the gradient to use (between 0 and 1)
  17958. * @param factor defines the life time factor to affect to the specified gradient
  17959. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17960. * @returns the current particle system
  17961. */
  17962. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17963. /**
  17964. * Remove a specific life time gradient
  17965. * @param gradient defines the gradient to remove
  17966. * @returns the current particle system
  17967. */
  17968. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17969. /**
  17970. * Adds a new size gradient
  17971. * @param gradient defines the gradient to use (between 0 and 1)
  17972. * @param factor defines the size factor to affect to the specified gradient
  17973. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17974. * @returns the current particle system
  17975. */
  17976. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17977. /**
  17978. * Remove a specific size gradient
  17979. * @param gradient defines the gradient to remove
  17980. * @returns the current particle system
  17981. */
  17982. removeSizeGradient(gradient: number): IParticleSystem;
  17983. /**
  17984. * Adds a new color remap gradient
  17985. * @param gradient defines the gradient to use (between 0 and 1)
  17986. * @param min defines the color remap minimal range
  17987. * @param max defines the color remap maximal range
  17988. * @returns the current particle system
  17989. */
  17990. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17991. /**
  17992. * Remove a specific color remap gradient
  17993. * @param gradient defines the gradient to remove
  17994. * @returns the current particle system
  17995. */
  17996. removeColorRemapGradient(gradient: number): IParticleSystem;
  17997. /**
  17998. * Adds a new alpha remap gradient
  17999. * @param gradient defines the gradient to use (between 0 and 1)
  18000. * @param min defines the alpha remap minimal range
  18001. * @param max defines the alpha remap maximal range
  18002. * @returns the current particle system
  18003. */
  18004. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  18005. /**
  18006. * Remove a specific alpha remap gradient
  18007. * @param gradient defines the gradient to remove
  18008. * @returns the current particle system
  18009. */
  18010. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  18011. /**
  18012. * Adds a new angular speed gradient
  18013. * @param gradient defines the gradient to use (between 0 and 1)
  18014. * @param factor defines the angular speed to affect to the specified gradient
  18015. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18016. * @returns the current particle system
  18017. */
  18018. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18019. /**
  18020. * Remove a specific angular speed gradient
  18021. * @param gradient defines the gradient to remove
  18022. * @returns the current particle system
  18023. */
  18024. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  18025. /**
  18026. * Adds a new velocity gradient
  18027. * @param gradient defines the gradient to use (between 0 and 1)
  18028. * @param factor defines the velocity to affect to the specified gradient
  18029. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18030. * @returns the current particle system
  18031. */
  18032. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18033. /**
  18034. * Remove a specific velocity gradient
  18035. * @param gradient defines the gradient to remove
  18036. * @returns the current particle system
  18037. */
  18038. removeVelocityGradient(gradient: number): IParticleSystem;
  18039. /**
  18040. * Adds a new limit velocity gradient
  18041. * @param gradient defines the gradient to use (between 0 and 1)
  18042. * @param factor defines the limit velocity value to affect to the specified gradient
  18043. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18044. * @returns the current particle system
  18045. */
  18046. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18047. /**
  18048. * Remove a specific limit velocity gradient
  18049. * @param gradient defines the gradient to remove
  18050. * @returns the current particle system
  18051. */
  18052. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  18053. /**
  18054. * Adds a new drag gradient
  18055. * @param gradient defines the gradient to use (between 0 and 1)
  18056. * @param factor defines the drag value to affect to the specified gradient
  18057. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18058. * @returns the current particle system
  18059. */
  18060. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18061. /**
  18062. * Remove a specific drag gradient
  18063. * @param gradient defines the gradient to remove
  18064. * @returns the current particle system
  18065. */
  18066. removeDragGradient(gradient: number): IParticleSystem;
  18067. /**
  18068. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  18069. * @param gradient defines the gradient to use (between 0 and 1)
  18070. * @param factor defines the emit rate value to affect to the specified gradient
  18071. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18072. * @returns the current particle system
  18073. */
  18074. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18075. /**
  18076. * Remove a specific emit rate gradient
  18077. * @param gradient defines the gradient to remove
  18078. * @returns the current particle system
  18079. */
  18080. removeEmitRateGradient(gradient: number): IParticleSystem;
  18081. /**
  18082. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  18083. * @param gradient defines the gradient to use (between 0 and 1)
  18084. * @param factor defines the start size value to affect to the specified gradient
  18085. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  18086. * @returns the current particle system
  18087. */
  18088. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  18089. /**
  18090. * Remove a specific start size gradient
  18091. * @param gradient defines the gradient to remove
  18092. * @returns the current particle system
  18093. */
  18094. removeStartSizeGradient(gradient: number): IParticleSystem;
  18095. private _createRampGradientTexture;
  18096. /**
  18097. * Gets the current list of ramp gradients.
  18098. * You must use addRampGradient and removeRampGradient to udpate this list
  18099. * @returns the list of ramp gradients
  18100. */
  18101. getRampGradients(): Nullable<Array<Color3Gradient>>;
  18102. /**
  18103. * Adds a new ramp gradient used to remap particle colors
  18104. * @param gradient defines the gradient to use (between 0 and 1)
  18105. * @param color defines the color to affect to the specified gradient
  18106. * @returns the current particle system
  18107. */
  18108. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  18109. /**
  18110. * Remove a specific ramp gradient
  18111. * @param gradient defines the gradient to remove
  18112. * @returns the current particle system
  18113. */
  18114. removeRampGradient(gradient: number): ParticleSystem;
  18115. /**
  18116. * Adds a new color gradient
  18117. * @param gradient defines the gradient to use (between 0 and 1)
  18118. * @param color1 defines the color to affect to the specified gradient
  18119. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  18120. * @returns this particle system
  18121. */
  18122. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  18123. /**
  18124. * Remove a specific color gradient
  18125. * @param gradient defines the gradient to remove
  18126. * @returns this particle system
  18127. */
  18128. removeColorGradient(gradient: number): IParticleSystem;
  18129. private _fetchR;
  18130. protected _reset(): void;
  18131. private _resetEffect;
  18132. private _createVertexBuffers;
  18133. private _createIndexBuffer;
  18134. /**
  18135. * Gets the maximum number of particles active at the same time.
  18136. * @returns The max number of active particles.
  18137. */
  18138. getCapacity(): number;
  18139. /**
  18140. * Gets whether there are still active particles in the system.
  18141. * @returns True if it is alive, otherwise false.
  18142. */
  18143. isAlive(): boolean;
  18144. /**
  18145. * Gets if the system has been started. (Note: this will still be true after stop is called)
  18146. * @returns True if it has been started, otherwise false.
  18147. */
  18148. isStarted(): boolean;
  18149. private _prepareSubEmitterInternalArray;
  18150. /**
  18151. * Starts the particle system and begins to emit
  18152. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  18153. */
  18154. start(delay?: number): void;
  18155. /**
  18156. * Stops the particle system.
  18157. * @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.
  18158. */
  18159. stop(stopSubEmitters?: boolean): void;
  18160. /**
  18161. * Remove all active particles
  18162. */
  18163. reset(): void;
  18164. /**
  18165. * @hidden (for internal use only)
  18166. */
  18167. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  18168. /**
  18169. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  18170. * Its lifetime will start back at 0.
  18171. */
  18172. recycleParticle: (particle: Particle) => void;
  18173. private _stopSubEmitters;
  18174. private _createParticle;
  18175. private _removeFromRoot;
  18176. private _emitFromParticle;
  18177. private _update;
  18178. /** @hidden */
  18179. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  18180. /** @hidden */
  18181. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  18182. /** @hidden */
  18183. private _getEffect;
  18184. /**
  18185. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  18186. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  18187. */
  18188. animate(preWarmOnly?: boolean): void;
  18189. private _appendParticleVertices;
  18190. /**
  18191. * Rebuilds the particle system.
  18192. */
  18193. rebuild(): void;
  18194. /**
  18195. * Is this system ready to be used/rendered
  18196. * @return true if the system is ready
  18197. */
  18198. isReady(): boolean;
  18199. private _render;
  18200. /**
  18201. * Renders the particle system in its current state.
  18202. * @returns the current number of particles
  18203. */
  18204. render(): number;
  18205. /**
  18206. * Disposes the particle system and free the associated resources
  18207. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  18208. */
  18209. dispose(disposeTexture?: boolean): void;
  18210. /**
  18211. * Clones the particle system.
  18212. * @param name The name of the cloned object
  18213. * @param newEmitter The new emitter to use
  18214. * @returns the cloned particle system
  18215. */
  18216. clone(name: string, newEmitter: any): ParticleSystem;
  18217. /**
  18218. * Serializes the particle system to a JSON object.
  18219. * @returns the JSON object
  18220. */
  18221. serialize(): any;
  18222. /** @hidden */
  18223. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  18224. /** @hidden */
  18225. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  18226. /**
  18227. * Parses a JSON object to create a particle system.
  18228. * @param parsedParticleSystem The JSON object to parse
  18229. * @param scene The scene to create the particle system in
  18230. * @param rootUrl The root url to use to load external dependencies like texture
  18231. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  18232. * @returns the Parsed particle system
  18233. */
  18234. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  18235. }
  18236. }
  18237. declare module "babylonjs/Particles/particle" {
  18238. import { Nullable } from "babylonjs/types";
  18239. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  18240. import { Color4 } from "babylonjs/Maths/math.color";
  18241. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  18242. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  18243. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  18244. /**
  18245. * A particle represents one of the element emitted by a particle system.
  18246. * This is mainly define by its coordinates, direction, velocity and age.
  18247. */
  18248. export class Particle {
  18249. /**
  18250. * The particle system the particle belongs to.
  18251. */
  18252. particleSystem: ParticleSystem;
  18253. private static _Count;
  18254. /**
  18255. * Unique ID of the particle
  18256. */
  18257. id: number;
  18258. /**
  18259. * The world position of the particle in the scene.
  18260. */
  18261. position: Vector3;
  18262. /**
  18263. * The world direction of the particle in the scene.
  18264. */
  18265. direction: Vector3;
  18266. /**
  18267. * The color of the particle.
  18268. */
  18269. color: Color4;
  18270. /**
  18271. * The color change of the particle per step.
  18272. */
  18273. colorStep: Color4;
  18274. /**
  18275. * Defines how long will the life of the particle be.
  18276. */
  18277. lifeTime: number;
  18278. /**
  18279. * The current age of the particle.
  18280. */
  18281. age: number;
  18282. /**
  18283. * The current size of the particle.
  18284. */
  18285. size: number;
  18286. /**
  18287. * The current scale of the particle.
  18288. */
  18289. scale: Vector2;
  18290. /**
  18291. * The current angle of the particle.
  18292. */
  18293. angle: number;
  18294. /**
  18295. * Defines how fast is the angle changing.
  18296. */
  18297. angularSpeed: number;
  18298. /**
  18299. * Defines the cell index used by the particle to be rendered from a sprite.
  18300. */
  18301. cellIndex: number;
  18302. /**
  18303. * The information required to support color remapping
  18304. */
  18305. remapData: Vector4;
  18306. /** @hidden */
  18307. _randomCellOffset?: number;
  18308. /** @hidden */
  18309. _initialDirection: Nullable<Vector3>;
  18310. /** @hidden */
  18311. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18312. /** @hidden */
  18313. _initialStartSpriteCellID: number;
  18314. /** @hidden */
  18315. _initialEndSpriteCellID: number;
  18316. /** @hidden */
  18317. _currentColorGradient: Nullable<ColorGradient>;
  18318. /** @hidden */
  18319. _currentColor1: Color4;
  18320. /** @hidden */
  18321. _currentColor2: Color4;
  18322. /** @hidden */
  18323. _currentSizeGradient: Nullable<FactorGradient>;
  18324. /** @hidden */
  18325. _currentSize1: number;
  18326. /** @hidden */
  18327. _currentSize2: number;
  18328. /** @hidden */
  18329. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18330. /** @hidden */
  18331. _currentAngularSpeed1: number;
  18332. /** @hidden */
  18333. _currentAngularSpeed2: number;
  18334. /** @hidden */
  18335. _currentVelocityGradient: Nullable<FactorGradient>;
  18336. /** @hidden */
  18337. _currentVelocity1: number;
  18338. /** @hidden */
  18339. _currentVelocity2: number;
  18340. /** @hidden */
  18341. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18342. /** @hidden */
  18343. _currentLimitVelocity1: number;
  18344. /** @hidden */
  18345. _currentLimitVelocity2: number;
  18346. /** @hidden */
  18347. _currentDragGradient: Nullable<FactorGradient>;
  18348. /** @hidden */
  18349. _currentDrag1: number;
  18350. /** @hidden */
  18351. _currentDrag2: number;
  18352. /** @hidden */
  18353. _randomNoiseCoordinates1: Vector3;
  18354. /** @hidden */
  18355. _randomNoiseCoordinates2: Vector3;
  18356. /**
  18357. * Creates a new instance Particle
  18358. * @param particleSystem the particle system the particle belongs to
  18359. */
  18360. constructor(
  18361. /**
  18362. * The particle system the particle belongs to.
  18363. */
  18364. particleSystem: ParticleSystem);
  18365. private updateCellInfoFromSystem;
  18366. /**
  18367. * Defines how the sprite cell index is updated for the particle
  18368. */
  18369. updateCellIndex(): void;
  18370. /** @hidden */
  18371. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18372. /** @hidden */
  18373. _inheritParticleInfoToSubEmitters(): void;
  18374. /** @hidden */
  18375. _reset(): void;
  18376. /**
  18377. * Copy the properties of particle to another one.
  18378. * @param other the particle to copy the information to.
  18379. */
  18380. copyTo(other: Particle): void;
  18381. }
  18382. }
  18383. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18384. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18385. import { Effect } from "babylonjs/Materials/effect";
  18386. import { Particle } from "babylonjs/Particles/particle";
  18387. /**
  18388. * Particle emitter represents a volume emitting particles.
  18389. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18390. */
  18391. export interface IParticleEmitterType {
  18392. /**
  18393. * Called by the particle System when the direction is computed for the created particle.
  18394. * @param worldMatrix is the world matrix of the particle system
  18395. * @param directionToUpdate is the direction vector to update with the result
  18396. * @param particle is the particle we are computed the direction for
  18397. */
  18398. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18399. /**
  18400. * Called by the particle System when the position is computed for the created particle.
  18401. * @param worldMatrix is the world matrix of the particle system
  18402. * @param positionToUpdate is the position vector to update with the result
  18403. * @param particle is the particle we are computed the position for
  18404. */
  18405. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18406. /**
  18407. * Clones the current emitter and returns a copy of it
  18408. * @returns the new emitter
  18409. */
  18410. clone(): IParticleEmitterType;
  18411. /**
  18412. * Called by the GPUParticleSystem to setup the update shader
  18413. * @param effect defines the update shader
  18414. */
  18415. applyToShader(effect: Effect): void;
  18416. /**
  18417. * Returns a string to use to update the GPU particles update shader
  18418. * @returns the effect defines string
  18419. */
  18420. getEffectDefines(): string;
  18421. /**
  18422. * Returns a string representing the class name
  18423. * @returns a string containing the class name
  18424. */
  18425. getClassName(): string;
  18426. /**
  18427. * Serializes the particle system to a JSON object.
  18428. * @returns the JSON object
  18429. */
  18430. serialize(): any;
  18431. /**
  18432. * Parse properties from a JSON object
  18433. * @param serializationObject defines the JSON object
  18434. */
  18435. parse(serializationObject: any): void;
  18436. }
  18437. }
  18438. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18439. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18440. import { Effect } from "babylonjs/Materials/effect";
  18441. import { Particle } from "babylonjs/Particles/particle";
  18442. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18443. /**
  18444. * Particle emitter emitting particles from the inside of a box.
  18445. * It emits the particles randomly between 2 given directions.
  18446. */
  18447. export class BoxParticleEmitter implements IParticleEmitterType {
  18448. /**
  18449. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18450. */
  18451. direction1: Vector3;
  18452. /**
  18453. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18454. */
  18455. direction2: Vector3;
  18456. /**
  18457. * 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.
  18458. */
  18459. minEmitBox: Vector3;
  18460. /**
  18461. * 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.
  18462. */
  18463. maxEmitBox: Vector3;
  18464. /**
  18465. * Creates a new instance BoxParticleEmitter
  18466. */
  18467. constructor();
  18468. /**
  18469. * Called by the particle System when the direction is computed for the created particle.
  18470. * @param worldMatrix is the world matrix of the particle system
  18471. * @param directionToUpdate is the direction vector to update with the result
  18472. * @param particle is the particle we are computed the direction for
  18473. */
  18474. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18475. /**
  18476. * Called by the particle System when the position is computed for the created particle.
  18477. * @param worldMatrix is the world matrix of the particle system
  18478. * @param positionToUpdate is the position vector to update with the result
  18479. * @param particle is the particle we are computed the position for
  18480. */
  18481. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18482. /**
  18483. * Clones the current emitter and returns a copy of it
  18484. * @returns the new emitter
  18485. */
  18486. clone(): BoxParticleEmitter;
  18487. /**
  18488. * Called by the GPUParticleSystem to setup the update shader
  18489. * @param effect defines the update shader
  18490. */
  18491. applyToShader(effect: Effect): void;
  18492. /**
  18493. * Returns a string to use to update the GPU particles update shader
  18494. * @returns a string containng the defines string
  18495. */
  18496. getEffectDefines(): string;
  18497. /**
  18498. * Returns the string "BoxParticleEmitter"
  18499. * @returns a string containing the class name
  18500. */
  18501. getClassName(): string;
  18502. /**
  18503. * Serializes the particle system to a JSON object.
  18504. * @returns the JSON object
  18505. */
  18506. serialize(): any;
  18507. /**
  18508. * Parse properties from a JSON object
  18509. * @param serializationObject defines the JSON object
  18510. */
  18511. parse(serializationObject: any): void;
  18512. }
  18513. }
  18514. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18515. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18516. import { Effect } from "babylonjs/Materials/effect";
  18517. import { Particle } from "babylonjs/Particles/particle";
  18518. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18519. /**
  18520. * Particle emitter emitting particles from the inside of a cone.
  18521. * It emits the particles alongside the cone volume from the base to the particle.
  18522. * The emission direction might be randomized.
  18523. */
  18524. export class ConeParticleEmitter implements IParticleEmitterType {
  18525. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18526. directionRandomizer: number;
  18527. private _radius;
  18528. private _angle;
  18529. private _height;
  18530. /**
  18531. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18532. */
  18533. radiusRange: number;
  18534. /**
  18535. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18536. */
  18537. heightRange: number;
  18538. /**
  18539. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18540. */
  18541. emitFromSpawnPointOnly: boolean;
  18542. /**
  18543. * Gets or sets the radius of the emission cone
  18544. */
  18545. get radius(): number;
  18546. set radius(value: number);
  18547. /**
  18548. * Gets or sets the angle of the emission cone
  18549. */
  18550. get angle(): number;
  18551. set angle(value: number);
  18552. private _buildHeight;
  18553. /**
  18554. * Creates a new instance ConeParticleEmitter
  18555. * @param radius the radius of the emission cone (1 by default)
  18556. * @param angle the cone base angle (PI by default)
  18557. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18558. */
  18559. constructor(radius?: number, angle?: number,
  18560. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18561. directionRandomizer?: number);
  18562. /**
  18563. * Called by the particle System when the direction is computed for the created particle.
  18564. * @param worldMatrix is the world matrix of the particle system
  18565. * @param directionToUpdate is the direction vector to update with the result
  18566. * @param particle is the particle we are computed the direction for
  18567. */
  18568. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18569. /**
  18570. * Called by the particle System when the position is computed for the created particle.
  18571. * @param worldMatrix is the world matrix of the particle system
  18572. * @param positionToUpdate is the position vector to update with the result
  18573. * @param particle is the particle we are computed the position for
  18574. */
  18575. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18576. /**
  18577. * Clones the current emitter and returns a copy of it
  18578. * @returns the new emitter
  18579. */
  18580. clone(): ConeParticleEmitter;
  18581. /**
  18582. * Called by the GPUParticleSystem to setup the update shader
  18583. * @param effect defines the update shader
  18584. */
  18585. applyToShader(effect: Effect): void;
  18586. /**
  18587. * Returns a string to use to update the GPU particles update shader
  18588. * @returns a string containng the defines string
  18589. */
  18590. getEffectDefines(): string;
  18591. /**
  18592. * Returns the string "ConeParticleEmitter"
  18593. * @returns a string containing the class name
  18594. */
  18595. getClassName(): string;
  18596. /**
  18597. * Serializes the particle system to a JSON object.
  18598. * @returns the JSON object
  18599. */
  18600. serialize(): any;
  18601. /**
  18602. * Parse properties from a JSON object
  18603. * @param serializationObject defines the JSON object
  18604. */
  18605. parse(serializationObject: any): void;
  18606. }
  18607. }
  18608. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18609. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18610. import { Effect } from "babylonjs/Materials/effect";
  18611. import { Particle } from "babylonjs/Particles/particle";
  18612. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18613. /**
  18614. * Particle emitter emitting particles from the inside of a cylinder.
  18615. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18616. */
  18617. export class CylinderParticleEmitter implements IParticleEmitterType {
  18618. /**
  18619. * The radius of the emission cylinder.
  18620. */
  18621. radius: number;
  18622. /**
  18623. * The height of the emission cylinder.
  18624. */
  18625. height: number;
  18626. /**
  18627. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18628. */
  18629. radiusRange: number;
  18630. /**
  18631. * How much to randomize the particle direction [0-1].
  18632. */
  18633. directionRandomizer: number;
  18634. /**
  18635. * Creates a new instance CylinderParticleEmitter
  18636. * @param radius the radius of the emission cylinder (1 by default)
  18637. * @param height the height of the emission cylinder (1 by default)
  18638. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18639. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18640. */
  18641. constructor(
  18642. /**
  18643. * The radius of the emission cylinder.
  18644. */
  18645. radius?: number,
  18646. /**
  18647. * The height of the emission cylinder.
  18648. */
  18649. height?: number,
  18650. /**
  18651. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18652. */
  18653. radiusRange?: number,
  18654. /**
  18655. * How much to randomize the particle direction [0-1].
  18656. */
  18657. directionRandomizer?: number);
  18658. /**
  18659. * Called by the particle System when the direction is computed for the created particle.
  18660. * @param worldMatrix is the world matrix of the particle system
  18661. * @param directionToUpdate is the direction vector to update with the result
  18662. * @param particle is the particle we are computed the direction for
  18663. */
  18664. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18665. /**
  18666. * Called by the particle System when the position is computed for the created particle.
  18667. * @param worldMatrix is the world matrix of the particle system
  18668. * @param positionToUpdate is the position vector to update with the result
  18669. * @param particle is the particle we are computed the position for
  18670. */
  18671. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18672. /**
  18673. * Clones the current emitter and returns a copy of it
  18674. * @returns the new emitter
  18675. */
  18676. clone(): CylinderParticleEmitter;
  18677. /**
  18678. * Called by the GPUParticleSystem to setup the update shader
  18679. * @param effect defines the update shader
  18680. */
  18681. applyToShader(effect: Effect): void;
  18682. /**
  18683. * Returns a string to use to update the GPU particles update shader
  18684. * @returns a string containng the defines string
  18685. */
  18686. getEffectDefines(): string;
  18687. /**
  18688. * Returns the string "CylinderParticleEmitter"
  18689. * @returns a string containing the class name
  18690. */
  18691. getClassName(): string;
  18692. /**
  18693. * Serializes the particle system to a JSON object.
  18694. * @returns the JSON object
  18695. */
  18696. serialize(): any;
  18697. /**
  18698. * Parse properties from a JSON object
  18699. * @param serializationObject defines the JSON object
  18700. */
  18701. parse(serializationObject: any): void;
  18702. }
  18703. /**
  18704. * Particle emitter emitting particles from the inside of a cylinder.
  18705. * It emits the particles randomly between two vectors.
  18706. */
  18707. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18708. /**
  18709. * The min limit of the emission direction.
  18710. */
  18711. direction1: Vector3;
  18712. /**
  18713. * The max limit of the emission direction.
  18714. */
  18715. direction2: Vector3;
  18716. /**
  18717. * Creates a new instance CylinderDirectedParticleEmitter
  18718. * @param radius the radius of the emission cylinder (1 by default)
  18719. * @param height the height of the emission cylinder (1 by default)
  18720. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18721. * @param direction1 the min limit of the emission direction (up vector by default)
  18722. * @param direction2 the max limit of the emission direction (up vector by default)
  18723. */
  18724. constructor(radius?: number, height?: number, radiusRange?: number,
  18725. /**
  18726. * The min limit of the emission direction.
  18727. */
  18728. direction1?: Vector3,
  18729. /**
  18730. * The max limit of the emission direction.
  18731. */
  18732. direction2?: Vector3);
  18733. /**
  18734. * Called by the particle System when the direction is computed for the created particle.
  18735. * @param worldMatrix is the world matrix of the particle system
  18736. * @param directionToUpdate is the direction vector to update with the result
  18737. * @param particle is the particle we are computed the direction for
  18738. */
  18739. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18740. /**
  18741. * Clones the current emitter and returns a copy of it
  18742. * @returns the new emitter
  18743. */
  18744. clone(): CylinderDirectedParticleEmitter;
  18745. /**
  18746. * Called by the GPUParticleSystem to setup the update shader
  18747. * @param effect defines the update shader
  18748. */
  18749. applyToShader(effect: Effect): void;
  18750. /**
  18751. * Returns a string to use to update the GPU particles update shader
  18752. * @returns a string containng the defines string
  18753. */
  18754. getEffectDefines(): string;
  18755. /**
  18756. * Returns the string "CylinderDirectedParticleEmitter"
  18757. * @returns a string containing the class name
  18758. */
  18759. getClassName(): string;
  18760. /**
  18761. * Serializes the particle system to a JSON object.
  18762. * @returns the JSON object
  18763. */
  18764. serialize(): any;
  18765. /**
  18766. * Parse properties from a JSON object
  18767. * @param serializationObject defines the JSON object
  18768. */
  18769. parse(serializationObject: any): void;
  18770. }
  18771. }
  18772. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18773. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18774. import { Effect } from "babylonjs/Materials/effect";
  18775. import { Particle } from "babylonjs/Particles/particle";
  18776. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18777. /**
  18778. * Particle emitter emitting particles from the inside of a hemisphere.
  18779. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18780. */
  18781. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18782. /**
  18783. * The radius of the emission hemisphere.
  18784. */
  18785. radius: number;
  18786. /**
  18787. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18788. */
  18789. radiusRange: number;
  18790. /**
  18791. * How much to randomize the particle direction [0-1].
  18792. */
  18793. directionRandomizer: number;
  18794. /**
  18795. * Creates a new instance HemisphericParticleEmitter
  18796. * @param radius the radius of the emission hemisphere (1 by default)
  18797. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18798. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18799. */
  18800. constructor(
  18801. /**
  18802. * The radius of the emission hemisphere.
  18803. */
  18804. radius?: number,
  18805. /**
  18806. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18807. */
  18808. radiusRange?: number,
  18809. /**
  18810. * How much to randomize the particle direction [0-1].
  18811. */
  18812. directionRandomizer?: number);
  18813. /**
  18814. * Called by the particle System when the direction is computed for the created particle.
  18815. * @param worldMatrix is the world matrix of the particle system
  18816. * @param directionToUpdate is the direction vector to update with the result
  18817. * @param particle is the particle we are computed the direction for
  18818. */
  18819. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18820. /**
  18821. * Called by the particle System when the position is computed for the created particle.
  18822. * @param worldMatrix is the world matrix of the particle system
  18823. * @param positionToUpdate is the position vector to update with the result
  18824. * @param particle is the particle we are computed the position for
  18825. */
  18826. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18827. /**
  18828. * Clones the current emitter and returns a copy of it
  18829. * @returns the new emitter
  18830. */
  18831. clone(): HemisphericParticleEmitter;
  18832. /**
  18833. * Called by the GPUParticleSystem to setup the update shader
  18834. * @param effect defines the update shader
  18835. */
  18836. applyToShader(effect: Effect): void;
  18837. /**
  18838. * Returns a string to use to update the GPU particles update shader
  18839. * @returns a string containng the defines string
  18840. */
  18841. getEffectDefines(): string;
  18842. /**
  18843. * Returns the string "HemisphericParticleEmitter"
  18844. * @returns a string containing the class name
  18845. */
  18846. getClassName(): string;
  18847. /**
  18848. * Serializes the particle system to a JSON object.
  18849. * @returns the JSON object
  18850. */
  18851. serialize(): any;
  18852. /**
  18853. * Parse properties from a JSON object
  18854. * @param serializationObject defines the JSON object
  18855. */
  18856. parse(serializationObject: any): void;
  18857. }
  18858. }
  18859. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18860. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18861. import { Effect } from "babylonjs/Materials/effect";
  18862. import { Particle } from "babylonjs/Particles/particle";
  18863. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18864. /**
  18865. * Particle emitter emitting particles from a point.
  18866. * It emits the particles randomly between 2 given directions.
  18867. */
  18868. export class PointParticleEmitter implements IParticleEmitterType {
  18869. /**
  18870. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18871. */
  18872. direction1: Vector3;
  18873. /**
  18874. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18875. */
  18876. direction2: Vector3;
  18877. /**
  18878. * Creates a new instance PointParticleEmitter
  18879. */
  18880. constructor();
  18881. /**
  18882. * Called by the particle System when the direction is computed for the created particle.
  18883. * @param worldMatrix is the world matrix of the particle system
  18884. * @param directionToUpdate is the direction vector to update with the result
  18885. * @param particle is the particle we are computed the direction for
  18886. */
  18887. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18888. /**
  18889. * Called by the particle System when the position is computed for the created particle.
  18890. * @param worldMatrix is the world matrix of the particle system
  18891. * @param positionToUpdate is the position vector to update with the result
  18892. * @param particle is the particle we are computed the position for
  18893. */
  18894. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18895. /**
  18896. * Clones the current emitter and returns a copy of it
  18897. * @returns the new emitter
  18898. */
  18899. clone(): PointParticleEmitter;
  18900. /**
  18901. * Called by the GPUParticleSystem to setup the update shader
  18902. * @param effect defines the update shader
  18903. */
  18904. applyToShader(effect: Effect): void;
  18905. /**
  18906. * Returns a string to use to update the GPU particles update shader
  18907. * @returns a string containng the defines string
  18908. */
  18909. getEffectDefines(): string;
  18910. /**
  18911. * Returns the string "PointParticleEmitter"
  18912. * @returns a string containing the class name
  18913. */
  18914. getClassName(): string;
  18915. /**
  18916. * Serializes the particle system to a JSON object.
  18917. * @returns the JSON object
  18918. */
  18919. serialize(): any;
  18920. /**
  18921. * Parse properties from a JSON object
  18922. * @param serializationObject defines the JSON object
  18923. */
  18924. parse(serializationObject: any): void;
  18925. }
  18926. }
  18927. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18928. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18929. import { Effect } from "babylonjs/Materials/effect";
  18930. import { Particle } from "babylonjs/Particles/particle";
  18931. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18932. /**
  18933. * Particle emitter emitting particles from the inside of a sphere.
  18934. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18935. */
  18936. export class SphereParticleEmitter implements IParticleEmitterType {
  18937. /**
  18938. * The radius of the emission sphere.
  18939. */
  18940. radius: number;
  18941. /**
  18942. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18943. */
  18944. radiusRange: number;
  18945. /**
  18946. * How much to randomize the particle direction [0-1].
  18947. */
  18948. directionRandomizer: number;
  18949. /**
  18950. * Creates a new instance SphereParticleEmitter
  18951. * @param radius the radius of the emission sphere (1 by default)
  18952. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18953. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18954. */
  18955. constructor(
  18956. /**
  18957. * The radius of the emission sphere.
  18958. */
  18959. radius?: number,
  18960. /**
  18961. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18962. */
  18963. radiusRange?: number,
  18964. /**
  18965. * How much to randomize the particle direction [0-1].
  18966. */
  18967. directionRandomizer?: number);
  18968. /**
  18969. * Called by the particle System when the direction is computed for the created particle.
  18970. * @param worldMatrix is the world matrix of the particle system
  18971. * @param directionToUpdate is the direction vector to update with the result
  18972. * @param particle is the particle we are computed the direction for
  18973. */
  18974. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18975. /**
  18976. * Called by the particle System when the position is computed for the created particle.
  18977. * @param worldMatrix is the world matrix of the particle system
  18978. * @param positionToUpdate is the position vector to update with the result
  18979. * @param particle is the particle we are computed the position for
  18980. */
  18981. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18982. /**
  18983. * Clones the current emitter and returns a copy of it
  18984. * @returns the new emitter
  18985. */
  18986. clone(): SphereParticleEmitter;
  18987. /**
  18988. * Called by the GPUParticleSystem to setup the update shader
  18989. * @param effect defines the update shader
  18990. */
  18991. applyToShader(effect: Effect): void;
  18992. /**
  18993. * Returns a string to use to update the GPU particles update shader
  18994. * @returns a string containng the defines string
  18995. */
  18996. getEffectDefines(): string;
  18997. /**
  18998. * Returns the string "SphereParticleEmitter"
  18999. * @returns a string containing the class name
  19000. */
  19001. getClassName(): string;
  19002. /**
  19003. * Serializes the particle system to a JSON object.
  19004. * @returns the JSON object
  19005. */
  19006. serialize(): any;
  19007. /**
  19008. * Parse properties from a JSON object
  19009. * @param serializationObject defines the JSON object
  19010. */
  19011. parse(serializationObject: any): void;
  19012. }
  19013. /**
  19014. * Particle emitter emitting particles from the inside of a sphere.
  19015. * It emits the particles randomly between two vectors.
  19016. */
  19017. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  19018. /**
  19019. * The min limit of the emission direction.
  19020. */
  19021. direction1: Vector3;
  19022. /**
  19023. * The max limit of the emission direction.
  19024. */
  19025. direction2: Vector3;
  19026. /**
  19027. * Creates a new instance SphereDirectedParticleEmitter
  19028. * @param radius the radius of the emission sphere (1 by default)
  19029. * @param direction1 the min limit of the emission direction (up vector by default)
  19030. * @param direction2 the max limit of the emission direction (up vector by default)
  19031. */
  19032. constructor(radius?: number,
  19033. /**
  19034. * The min limit of the emission direction.
  19035. */
  19036. direction1?: Vector3,
  19037. /**
  19038. * The max limit of the emission direction.
  19039. */
  19040. direction2?: Vector3);
  19041. /**
  19042. * Called by the particle System when the direction is computed for the created particle.
  19043. * @param worldMatrix is the world matrix of the particle system
  19044. * @param directionToUpdate is the direction vector to update with the result
  19045. * @param particle is the particle we are computed the direction for
  19046. */
  19047. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  19048. /**
  19049. * Clones the current emitter and returns a copy of it
  19050. * @returns the new emitter
  19051. */
  19052. clone(): SphereDirectedParticleEmitter;
  19053. /**
  19054. * Called by the GPUParticleSystem to setup the update shader
  19055. * @param effect defines the update shader
  19056. */
  19057. applyToShader(effect: Effect): void;
  19058. /**
  19059. * Returns a string to use to update the GPU particles update shader
  19060. * @returns a string containng the defines string
  19061. */
  19062. getEffectDefines(): string;
  19063. /**
  19064. * Returns the string "SphereDirectedParticleEmitter"
  19065. * @returns a string containing the class name
  19066. */
  19067. getClassName(): string;
  19068. /**
  19069. * Serializes the particle system to a JSON object.
  19070. * @returns the JSON object
  19071. */
  19072. serialize(): any;
  19073. /**
  19074. * Parse properties from a JSON object
  19075. * @param serializationObject defines the JSON object
  19076. */
  19077. parse(serializationObject: any): void;
  19078. }
  19079. }
  19080. declare module "babylonjs/Particles/EmitterTypes/customParticleEmitter" {
  19081. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19082. import { Effect } from "babylonjs/Materials/effect";
  19083. import { Particle } from "babylonjs/Particles/particle";
  19084. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  19085. import { Nullable } from "babylonjs/types";
  19086. /**
  19087. * Particle emitter emitting particles from a custom list of positions.
  19088. */
  19089. export class CustomParticleEmitter implements IParticleEmitterType {
  19090. /**
  19091. * Gets or sets the position generator that will create the inital position of each particle.
  19092. * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles
  19093. */
  19094. particlePositionGenerator: (index: number, particle: Nullable<Particle>, outPosition: Vector3) => void;
  19095. /**
  19096. * Gets or sets the destination generator that will create the final destination of each particle.
  19097. * * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles
  19098. */
  19099. particleDestinationGenerator: (index: number, particle: Nullable<Particle>, outDestination: Vector3) => void;
  19100. /**
  19101. * Creates a new instance CustomParticleEmitter
  19102. */
  19103. constructor();
  19104. /**
  19105. * Called by the particle System when the direction is computed for the created particle.
  19106. * @param worldMatrix is the world matrix of the particle system
  19107. * @param directionToUpdate is the direction vector to update with the result
  19108. * @param particle is the particle we are computed the direction for
  19109. */
  19110. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  19111. /**
  19112. * Called by the particle System when the position is computed for the created particle.
  19113. * @param worldMatrix is the world matrix of the particle system
  19114. * @param positionToUpdate is the position vector to update with the result
  19115. * @param particle is the particle we are computed the position for
  19116. */
  19117. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  19118. /**
  19119. * Clones the current emitter and returns a copy of it
  19120. * @returns the new emitter
  19121. */
  19122. clone(): CustomParticleEmitter;
  19123. /**
  19124. * Called by the GPUParticleSystem to setup the update shader
  19125. * @param effect defines the update shader
  19126. */
  19127. applyToShader(effect: Effect): void;
  19128. /**
  19129. * Returns a string to use to update the GPU particles update shader
  19130. * @returns a string containng the defines string
  19131. */
  19132. getEffectDefines(): string;
  19133. /**
  19134. * Returns the string "PointParticleEmitter"
  19135. * @returns a string containing the class name
  19136. */
  19137. getClassName(): string;
  19138. /**
  19139. * Serializes the particle system to a JSON object.
  19140. * @returns the JSON object
  19141. */
  19142. serialize(): any;
  19143. /**
  19144. * Parse properties from a JSON object
  19145. * @param serializationObject defines the JSON object
  19146. */
  19147. parse(serializationObject: any): void;
  19148. }
  19149. }
  19150. declare module "babylonjs/Particles/EmitterTypes/index" {
  19151. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  19152. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  19153. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  19154. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  19155. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  19156. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  19157. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  19158. export * from "babylonjs/Particles/EmitterTypes/customParticleEmitter";
  19159. }
  19160. declare module "babylonjs/Particles/IParticleSystem" {
  19161. import { Nullable } from "babylonjs/types";
  19162. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  19163. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19164. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19165. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19166. import { Texture } from "babylonjs/Materials/Textures/texture";
  19167. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  19168. import { Scene } from "babylonjs/scene";
  19169. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  19170. import { Animation } from "babylonjs/Animations/animation";
  19171. /**
  19172. * Interface representing a particle system in Babylon.js.
  19173. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  19174. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  19175. */
  19176. export interface IParticleSystem {
  19177. /**
  19178. * List of animations used by the particle system.
  19179. */
  19180. animations: Animation[];
  19181. /**
  19182. * The id of the Particle system.
  19183. */
  19184. id: string;
  19185. /**
  19186. * The name of the Particle system.
  19187. */
  19188. name: string;
  19189. /**
  19190. * The emitter represents the Mesh or position we are attaching the particle system to.
  19191. */
  19192. emitter: Nullable<AbstractMesh | Vector3>;
  19193. /**
  19194. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  19195. */
  19196. isBillboardBased: boolean;
  19197. /**
  19198. * The rendering group used by the Particle system to chose when to render.
  19199. */
  19200. renderingGroupId: number;
  19201. /**
  19202. * The layer mask we are rendering the particles through.
  19203. */
  19204. layerMask: number;
  19205. /**
  19206. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  19207. */
  19208. updateSpeed: number;
  19209. /**
  19210. * The amount of time the particle system is running (depends of the overall update speed).
  19211. */
  19212. targetStopDuration: number;
  19213. /**
  19214. * The texture used to render each particle. (this can be a spritesheet)
  19215. */
  19216. particleTexture: Nullable<Texture>;
  19217. /**
  19218. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  19219. */
  19220. blendMode: number;
  19221. /**
  19222. * Minimum life time of emitting particles.
  19223. */
  19224. minLifeTime: number;
  19225. /**
  19226. * Maximum life time of emitting particles.
  19227. */
  19228. maxLifeTime: number;
  19229. /**
  19230. * Minimum Size of emitting particles.
  19231. */
  19232. minSize: number;
  19233. /**
  19234. * Maximum Size of emitting particles.
  19235. */
  19236. maxSize: number;
  19237. /**
  19238. * Minimum scale of emitting particles on X axis.
  19239. */
  19240. minScaleX: number;
  19241. /**
  19242. * Maximum scale of emitting particles on X axis.
  19243. */
  19244. maxScaleX: number;
  19245. /**
  19246. * Minimum scale of emitting particles on Y axis.
  19247. */
  19248. minScaleY: number;
  19249. /**
  19250. * Maximum scale of emitting particles on Y axis.
  19251. */
  19252. maxScaleY: number;
  19253. /**
  19254. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19255. */
  19256. color1: Color4;
  19257. /**
  19258. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  19259. */
  19260. color2: Color4;
  19261. /**
  19262. * Color the particle will have at the end of its lifetime.
  19263. */
  19264. colorDead: Color4;
  19265. /**
  19266. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  19267. */
  19268. emitRate: number;
  19269. /**
  19270. * You can use gravity if you want to give an orientation to your particles.
  19271. */
  19272. gravity: Vector3;
  19273. /**
  19274. * Minimum power of emitting particles.
  19275. */
  19276. minEmitPower: number;
  19277. /**
  19278. * Maximum power of emitting particles.
  19279. */
  19280. maxEmitPower: number;
  19281. /**
  19282. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  19283. */
  19284. minAngularSpeed: number;
  19285. /**
  19286. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  19287. */
  19288. maxAngularSpeed: number;
  19289. /**
  19290. * Gets or sets the minimal initial rotation in radians.
  19291. */
  19292. minInitialRotation: number;
  19293. /**
  19294. * Gets or sets the maximal initial rotation in radians.
  19295. */
  19296. maxInitialRotation: number;
  19297. /**
  19298. * The particle emitter type defines the emitter used by the particle system.
  19299. * It can be for example box, sphere, or cone...
  19300. */
  19301. particleEmitterType: Nullable<IParticleEmitterType>;
  19302. /**
  19303. * Defines the delay in milliseconds before starting the system (0 by default)
  19304. */
  19305. startDelay: number;
  19306. /**
  19307. * 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
  19308. */
  19309. preWarmCycles: number;
  19310. /**
  19311. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  19312. */
  19313. preWarmStepOffset: number;
  19314. /**
  19315. * 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)
  19316. */
  19317. spriteCellChangeSpeed: number;
  19318. /**
  19319. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  19320. */
  19321. startSpriteCellID: number;
  19322. /**
  19323. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  19324. */
  19325. endSpriteCellID: number;
  19326. /**
  19327. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  19328. */
  19329. spriteCellWidth: number;
  19330. /**
  19331. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  19332. */
  19333. spriteCellHeight: number;
  19334. /**
  19335. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  19336. */
  19337. spriteRandomStartCell: boolean;
  19338. /**
  19339. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  19340. */
  19341. isAnimationSheetEnabled: boolean;
  19342. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  19343. translationPivot: Vector2;
  19344. /**
  19345. * Gets or sets a texture used to add random noise to particle positions
  19346. */
  19347. noiseTexture: Nullable<BaseTexture>;
  19348. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19349. noiseStrength: Vector3;
  19350. /**
  19351. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19352. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19353. */
  19354. billboardMode: number;
  19355. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19356. limitVelocityDamping: number;
  19357. /**
  19358. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19359. */
  19360. beginAnimationOnStart: boolean;
  19361. /**
  19362. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19363. */
  19364. beginAnimationFrom: number;
  19365. /**
  19366. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19367. */
  19368. beginAnimationTo: number;
  19369. /**
  19370. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19371. */
  19372. beginAnimationLoop: boolean;
  19373. /**
  19374. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19375. */
  19376. disposeOnStop: boolean;
  19377. /**
  19378. * Gets the maximum number of particles active at the same time.
  19379. * @returns The max number of active particles.
  19380. */
  19381. getCapacity(): number;
  19382. /**
  19383. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19384. * @returns True if it has been started, otherwise false.
  19385. */
  19386. isStarted(): boolean;
  19387. /**
  19388. * Animates the particle system for this frame.
  19389. */
  19390. animate(): void;
  19391. /**
  19392. * Renders the particle system in its current state.
  19393. * @returns the current number of particles
  19394. */
  19395. render(): number;
  19396. /**
  19397. * Dispose the particle system and frees its associated resources.
  19398. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19399. */
  19400. dispose(disposeTexture?: boolean): void;
  19401. /**
  19402. * Clones the particle system.
  19403. * @param name The name of the cloned object
  19404. * @param newEmitter The new emitter to use
  19405. * @returns the cloned particle system
  19406. */
  19407. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19408. /**
  19409. * Serializes the particle system to a JSON object.
  19410. * @returns the JSON object
  19411. */
  19412. serialize(): any;
  19413. /**
  19414. * Rebuild the particle system
  19415. */
  19416. rebuild(): void;
  19417. /**
  19418. * Starts the particle system and begins to emit
  19419. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19420. */
  19421. start(delay?: number): void;
  19422. /**
  19423. * Stops the particle system.
  19424. */
  19425. stop(): void;
  19426. /**
  19427. * Remove all active particles
  19428. */
  19429. reset(): void;
  19430. /**
  19431. * Is this system ready to be used/rendered
  19432. * @return true if the system is ready
  19433. */
  19434. isReady(): boolean;
  19435. /**
  19436. * Adds a new color gradient
  19437. * @param gradient defines the gradient to use (between 0 and 1)
  19438. * @param color1 defines the color to affect to the specified gradient
  19439. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19440. * @returns the current particle system
  19441. */
  19442. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19443. /**
  19444. * Remove a specific color gradient
  19445. * @param gradient defines the gradient to remove
  19446. * @returns the current particle system
  19447. */
  19448. removeColorGradient(gradient: number): IParticleSystem;
  19449. /**
  19450. * Adds a new size gradient
  19451. * @param gradient defines the gradient to use (between 0 and 1)
  19452. * @param factor defines the size factor to affect to the specified gradient
  19453. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19454. * @returns the current particle system
  19455. */
  19456. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19457. /**
  19458. * Remove a specific size gradient
  19459. * @param gradient defines the gradient to remove
  19460. * @returns the current particle system
  19461. */
  19462. removeSizeGradient(gradient: number): IParticleSystem;
  19463. /**
  19464. * Gets the current list of color gradients.
  19465. * You must use addColorGradient and removeColorGradient to udpate this list
  19466. * @returns the list of color gradients
  19467. */
  19468. getColorGradients(): Nullable<Array<ColorGradient>>;
  19469. /**
  19470. * Gets the current list of size gradients.
  19471. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19472. * @returns the list of size gradients
  19473. */
  19474. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19475. /**
  19476. * Gets the current list of angular speed gradients.
  19477. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19478. * @returns the list of angular speed gradients
  19479. */
  19480. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19481. /**
  19482. * Adds a new angular speed gradient
  19483. * @param gradient defines the gradient to use (between 0 and 1)
  19484. * @param factor defines the angular speed to affect to the specified gradient
  19485. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19486. * @returns the current particle system
  19487. */
  19488. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19489. /**
  19490. * Remove a specific angular speed gradient
  19491. * @param gradient defines the gradient to remove
  19492. * @returns the current particle system
  19493. */
  19494. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19495. /**
  19496. * Gets the current list of velocity gradients.
  19497. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19498. * @returns the list of velocity gradients
  19499. */
  19500. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19501. /**
  19502. * Adds a new velocity gradient
  19503. * @param gradient defines the gradient to use (between 0 and 1)
  19504. * @param factor defines the velocity to affect to the specified gradient
  19505. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19506. * @returns the current particle system
  19507. */
  19508. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19509. /**
  19510. * Remove a specific velocity gradient
  19511. * @param gradient defines the gradient to remove
  19512. * @returns the current particle system
  19513. */
  19514. removeVelocityGradient(gradient: number): IParticleSystem;
  19515. /**
  19516. * Gets the current list of limit velocity gradients.
  19517. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19518. * @returns the list of limit velocity gradients
  19519. */
  19520. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19521. /**
  19522. * Adds a new limit velocity gradient
  19523. * @param gradient defines the gradient to use (between 0 and 1)
  19524. * @param factor defines the limit velocity to affect to the specified gradient
  19525. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19526. * @returns the current particle system
  19527. */
  19528. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19529. /**
  19530. * Remove a specific limit velocity gradient
  19531. * @param gradient defines the gradient to remove
  19532. * @returns the current particle system
  19533. */
  19534. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19535. /**
  19536. * Adds a new drag gradient
  19537. * @param gradient defines the gradient to use (between 0 and 1)
  19538. * @param factor defines the drag to affect to the specified gradient
  19539. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19540. * @returns the current particle system
  19541. */
  19542. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19543. /**
  19544. * Remove a specific drag gradient
  19545. * @param gradient defines the gradient to remove
  19546. * @returns the current particle system
  19547. */
  19548. removeDragGradient(gradient: number): IParticleSystem;
  19549. /**
  19550. * Gets the current list of drag gradients.
  19551. * You must use addDragGradient and removeDragGradient to udpate this list
  19552. * @returns the list of drag gradients
  19553. */
  19554. getDragGradients(): Nullable<Array<FactorGradient>>;
  19555. /**
  19556. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19557. * @param gradient defines the gradient to use (between 0 and 1)
  19558. * @param factor defines the emit rate to affect to the specified gradient
  19559. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19560. * @returns the current particle system
  19561. */
  19562. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19563. /**
  19564. * Remove a specific emit rate gradient
  19565. * @param gradient defines the gradient to remove
  19566. * @returns the current particle system
  19567. */
  19568. removeEmitRateGradient(gradient: number): IParticleSystem;
  19569. /**
  19570. * Gets the current list of emit rate gradients.
  19571. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19572. * @returns the list of emit rate gradients
  19573. */
  19574. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19575. /**
  19576. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19577. * @param gradient defines the gradient to use (between 0 and 1)
  19578. * @param factor defines the start size to affect to the specified gradient
  19579. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19580. * @returns the current particle system
  19581. */
  19582. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19583. /**
  19584. * Remove a specific start size gradient
  19585. * @param gradient defines the gradient to remove
  19586. * @returns the current particle system
  19587. */
  19588. removeStartSizeGradient(gradient: number): IParticleSystem;
  19589. /**
  19590. * Gets the current list of start size gradients.
  19591. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19592. * @returns the list of start size gradients
  19593. */
  19594. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19595. /**
  19596. * Adds a new life time gradient
  19597. * @param gradient defines the gradient to use (between 0 and 1)
  19598. * @param factor defines the life time factor to affect to the specified gradient
  19599. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19600. * @returns the current particle system
  19601. */
  19602. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19603. /**
  19604. * Remove a specific life time gradient
  19605. * @param gradient defines the gradient to remove
  19606. * @returns the current particle system
  19607. */
  19608. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19609. /**
  19610. * Gets the current list of life time gradients.
  19611. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19612. * @returns the list of life time gradients
  19613. */
  19614. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19615. /**
  19616. * Gets the current list of color gradients.
  19617. * You must use addColorGradient and removeColorGradient to udpate this list
  19618. * @returns the list of color gradients
  19619. */
  19620. getColorGradients(): Nullable<Array<ColorGradient>>;
  19621. /**
  19622. * Adds a new ramp gradient used to remap particle colors
  19623. * @param gradient defines the gradient to use (between 0 and 1)
  19624. * @param color defines the color to affect to the specified gradient
  19625. * @returns the current particle system
  19626. */
  19627. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19628. /**
  19629. * Gets the current list of ramp gradients.
  19630. * You must use addRampGradient and removeRampGradient to udpate this list
  19631. * @returns the list of ramp gradients
  19632. */
  19633. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19634. /** Gets or sets a boolean indicating that ramp gradients must be used
  19635. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19636. */
  19637. useRampGradients: boolean;
  19638. /**
  19639. * Adds a new color remap gradient
  19640. * @param gradient defines the gradient to use (between 0 and 1)
  19641. * @param min defines the color remap minimal range
  19642. * @param max defines the color remap maximal range
  19643. * @returns the current particle system
  19644. */
  19645. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19646. /**
  19647. * Gets the current list of color remap gradients.
  19648. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19649. * @returns the list of color remap gradients
  19650. */
  19651. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19652. /**
  19653. * Adds a new alpha remap gradient
  19654. * @param gradient defines the gradient to use (between 0 and 1)
  19655. * @param min defines the alpha remap minimal range
  19656. * @param max defines the alpha remap maximal range
  19657. * @returns the current particle system
  19658. */
  19659. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19660. /**
  19661. * Gets the current list of alpha remap gradients.
  19662. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19663. * @returns the list of alpha remap gradients
  19664. */
  19665. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19666. /**
  19667. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19668. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19669. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19670. * @returns the emitter
  19671. */
  19672. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19673. /**
  19674. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19675. * @param radius The radius of the hemisphere to emit from
  19676. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19677. * @returns the emitter
  19678. */
  19679. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19680. /**
  19681. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19682. * @param radius The radius of the sphere to emit from
  19683. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19684. * @returns the emitter
  19685. */
  19686. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19687. /**
  19688. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19689. * @param radius The radius of the sphere to emit from
  19690. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19691. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19692. * @returns the emitter
  19693. */
  19694. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19695. /**
  19696. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19697. * @param radius The radius of the emission cylinder
  19698. * @param height The height of the emission cylinder
  19699. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19700. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19701. * @returns the emitter
  19702. */
  19703. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19704. /**
  19705. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19706. * @param radius The radius of the cylinder to emit from
  19707. * @param height The height of the emission cylinder
  19708. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19709. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19710. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19711. * @returns the emitter
  19712. */
  19713. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19714. /**
  19715. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19716. * @param radius The radius of the cone to emit from
  19717. * @param angle The base angle of the cone
  19718. * @returns the emitter
  19719. */
  19720. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19721. /**
  19722. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19723. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19724. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19725. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19726. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19727. * @returns the emitter
  19728. */
  19729. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19730. /**
  19731. * Get hosting scene
  19732. * @returns the scene
  19733. */
  19734. getScene(): Scene;
  19735. }
  19736. }
  19737. declare module "babylonjs/Meshes/instancedMesh" {
  19738. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19739. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19740. import { Camera } from "babylonjs/Cameras/camera";
  19741. import { Node } from "babylonjs/node";
  19742. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19743. import { Mesh } from "babylonjs/Meshes/mesh";
  19744. import { Material } from "babylonjs/Materials/material";
  19745. import { Skeleton } from "babylonjs/Bones/skeleton";
  19746. import { Light } from "babylonjs/Lights/light";
  19747. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19748. /**
  19749. * Creates an instance based on a source mesh.
  19750. */
  19751. export class InstancedMesh extends AbstractMesh {
  19752. private _sourceMesh;
  19753. private _currentLOD;
  19754. /** @hidden */
  19755. _indexInSourceMeshInstanceArray: number;
  19756. constructor(name: string, source: Mesh);
  19757. /**
  19758. * Returns the string "InstancedMesh".
  19759. */
  19760. getClassName(): string;
  19761. /** Gets the list of lights affecting that mesh */
  19762. get lightSources(): Light[];
  19763. _resyncLightSources(): void;
  19764. _resyncLightSource(light: Light): void;
  19765. _removeLightSource(light: Light, dispose: boolean): void;
  19766. /**
  19767. * If the source mesh receives shadows
  19768. */
  19769. get receiveShadows(): boolean;
  19770. /**
  19771. * The material of the source mesh
  19772. */
  19773. get material(): Nullable<Material>;
  19774. /**
  19775. * Visibility of the source mesh
  19776. */
  19777. get visibility(): number;
  19778. /**
  19779. * Skeleton of the source mesh
  19780. */
  19781. get skeleton(): Nullable<Skeleton>;
  19782. /**
  19783. * Rendering ground id of the source mesh
  19784. */
  19785. get renderingGroupId(): number;
  19786. set renderingGroupId(value: number);
  19787. /**
  19788. * Returns the total number of vertices (integer).
  19789. */
  19790. getTotalVertices(): number;
  19791. /**
  19792. * Returns a positive integer : the total number of indices in this mesh geometry.
  19793. * @returns the numner of indices or zero if the mesh has no geometry.
  19794. */
  19795. getTotalIndices(): number;
  19796. /**
  19797. * The source mesh of the instance
  19798. */
  19799. get sourceMesh(): Mesh;
  19800. /**
  19801. * Is this node ready to be used/rendered
  19802. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19803. * @return {boolean} is it ready
  19804. */
  19805. isReady(completeCheck?: boolean): boolean;
  19806. /**
  19807. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19808. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19809. * @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.
  19810. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19811. */
  19812. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19813. /**
  19814. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19815. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19816. * The `data` are either a numeric array either a Float32Array.
  19817. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19818. * 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).
  19819. * Note that a new underlying VertexBuffer object is created each call.
  19820. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19821. *
  19822. * Possible `kind` values :
  19823. * - VertexBuffer.PositionKind
  19824. * - VertexBuffer.UVKind
  19825. * - VertexBuffer.UV2Kind
  19826. * - VertexBuffer.UV3Kind
  19827. * - VertexBuffer.UV4Kind
  19828. * - VertexBuffer.UV5Kind
  19829. * - VertexBuffer.UV6Kind
  19830. * - VertexBuffer.ColorKind
  19831. * - VertexBuffer.MatricesIndicesKind
  19832. * - VertexBuffer.MatricesIndicesExtraKind
  19833. * - VertexBuffer.MatricesWeightsKind
  19834. * - VertexBuffer.MatricesWeightsExtraKind
  19835. *
  19836. * Returns the Mesh.
  19837. */
  19838. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19839. /**
  19840. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19841. * If the mesh has no geometry, it is simply returned as it is.
  19842. * The `data` are either a numeric array either a Float32Array.
  19843. * No new underlying VertexBuffer object is created.
  19844. * 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.
  19845. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19846. *
  19847. * Possible `kind` values :
  19848. * - VertexBuffer.PositionKind
  19849. * - VertexBuffer.UVKind
  19850. * - VertexBuffer.UV2Kind
  19851. * - VertexBuffer.UV3Kind
  19852. * - VertexBuffer.UV4Kind
  19853. * - VertexBuffer.UV5Kind
  19854. * - VertexBuffer.UV6Kind
  19855. * - VertexBuffer.ColorKind
  19856. * - VertexBuffer.MatricesIndicesKind
  19857. * - VertexBuffer.MatricesIndicesExtraKind
  19858. * - VertexBuffer.MatricesWeightsKind
  19859. * - VertexBuffer.MatricesWeightsExtraKind
  19860. *
  19861. * Returns the Mesh.
  19862. */
  19863. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19864. /**
  19865. * Sets the mesh indices.
  19866. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19867. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19868. * This method creates a new index buffer each call.
  19869. * Returns the Mesh.
  19870. */
  19871. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19872. /**
  19873. * Boolean : True if the mesh owns the requested kind of data.
  19874. */
  19875. isVerticesDataPresent(kind: string): boolean;
  19876. /**
  19877. * Returns an array of indices (IndicesArray).
  19878. */
  19879. getIndices(): Nullable<IndicesArray>;
  19880. get _positions(): Nullable<Vector3[]>;
  19881. /**
  19882. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19883. * This means the mesh underlying bounding box and sphere are recomputed.
  19884. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19885. * @returns the current mesh
  19886. */
  19887. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19888. /** @hidden */
  19889. _preActivate(): InstancedMesh;
  19890. /** @hidden */
  19891. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19892. /** @hidden */
  19893. _postActivate(): void;
  19894. getWorldMatrix(): Matrix;
  19895. get isAnInstance(): boolean;
  19896. /**
  19897. * Returns the current associated LOD AbstractMesh.
  19898. */
  19899. getLOD(camera: Camera): AbstractMesh;
  19900. /** @hidden */
  19901. _syncSubMeshes(): InstancedMesh;
  19902. /** @hidden */
  19903. _generatePointsArray(): boolean;
  19904. /**
  19905. * Creates a new InstancedMesh from the current mesh.
  19906. * - name (string) : the cloned mesh name
  19907. * - newParent (optional Node) : the optional Node to parent the clone to.
  19908. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19909. *
  19910. * Returns the clone.
  19911. */
  19912. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): InstancedMesh;
  19913. /**
  19914. * Disposes the InstancedMesh.
  19915. * Returns nothing.
  19916. */
  19917. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19918. }
  19919. module "babylonjs/Meshes/mesh" {
  19920. interface Mesh {
  19921. /**
  19922. * Register a custom buffer that will be instanced
  19923. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19924. * @param kind defines the buffer kind
  19925. * @param stride defines the stride in floats
  19926. */
  19927. registerInstancedBuffer(kind: string, stride: number): void;
  19928. /** @hidden */
  19929. _userInstancedBuffersStorage: {
  19930. data: {
  19931. [key: string]: Float32Array;
  19932. };
  19933. sizes: {
  19934. [key: string]: number;
  19935. };
  19936. vertexBuffers: {
  19937. [key: string]: Nullable<VertexBuffer>;
  19938. };
  19939. strides: {
  19940. [key: string]: number;
  19941. };
  19942. };
  19943. }
  19944. }
  19945. module "babylonjs/Meshes/abstractMesh" {
  19946. interface AbstractMesh {
  19947. /**
  19948. * Object used to store instanced buffers defined by user
  19949. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19950. */
  19951. instancedBuffers: {
  19952. [key: string]: any;
  19953. };
  19954. }
  19955. }
  19956. }
  19957. declare module "babylonjs/Materials/shaderMaterial" {
  19958. import { Scene } from "babylonjs/scene";
  19959. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19960. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19961. import { Mesh } from "babylonjs/Meshes/mesh";
  19962. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19963. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19964. import { Texture } from "babylonjs/Materials/Textures/texture";
  19965. import { Material } from "babylonjs/Materials/material";
  19966. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19967. /**
  19968. * Defines the options associated with the creation of a shader material.
  19969. */
  19970. export interface IShaderMaterialOptions {
  19971. /**
  19972. * Does the material work in alpha blend mode
  19973. */
  19974. needAlphaBlending: boolean;
  19975. /**
  19976. * Does the material work in alpha test mode
  19977. */
  19978. needAlphaTesting: boolean;
  19979. /**
  19980. * The list of attribute names used in the shader
  19981. */
  19982. attributes: string[];
  19983. /**
  19984. * The list of unifrom names used in the shader
  19985. */
  19986. uniforms: string[];
  19987. /**
  19988. * The list of UBO names used in the shader
  19989. */
  19990. uniformBuffers: string[];
  19991. /**
  19992. * The list of sampler names used in the shader
  19993. */
  19994. samplers: string[];
  19995. /**
  19996. * The list of defines used in the shader
  19997. */
  19998. defines: string[];
  19999. }
  20000. /**
  20001. * 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.
  20002. *
  20003. * This returned material effects how the mesh will look based on the code in the shaders.
  20004. *
  20005. * @see http://doc.babylonjs.com/how_to/shader_material
  20006. */
  20007. export class ShaderMaterial extends Material {
  20008. private _shaderPath;
  20009. private _options;
  20010. private _textures;
  20011. private _textureArrays;
  20012. private _floats;
  20013. private _ints;
  20014. private _floatsArrays;
  20015. private _colors3;
  20016. private _colors3Arrays;
  20017. private _colors4;
  20018. private _colors4Arrays;
  20019. private _vectors2;
  20020. private _vectors3;
  20021. private _vectors4;
  20022. private _matrices;
  20023. private _matrixArrays;
  20024. private _matrices3x3;
  20025. private _matrices2x2;
  20026. private _vectors2Arrays;
  20027. private _vectors3Arrays;
  20028. private _vectors4Arrays;
  20029. private _cachedWorldViewMatrix;
  20030. private _cachedWorldViewProjectionMatrix;
  20031. private _renderId;
  20032. private _multiview;
  20033. /**
  20034. * Instantiate a new shader material.
  20035. * 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.
  20036. * This returned material effects how the mesh will look based on the code in the shaders.
  20037. * @see http://doc.babylonjs.com/how_to/shader_material
  20038. * @param name Define the name of the material in the scene
  20039. * @param scene Define the scene the material belongs to
  20040. * @param shaderPath Defines the route to the shader code in one of three ways:
  20041. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  20042. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  20043. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  20044. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  20045. * @param options Define the options used to create the shader
  20046. */
  20047. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  20048. /**
  20049. * Gets the shader path used to define the shader code
  20050. * It can be modified to trigger a new compilation
  20051. */
  20052. get shaderPath(): any;
  20053. /**
  20054. * Sets the shader path used to define the shader code
  20055. * It can be modified to trigger a new compilation
  20056. */
  20057. set shaderPath(shaderPath: any);
  20058. /**
  20059. * Gets the options used to compile the shader.
  20060. * They can be modified to trigger a new compilation
  20061. */
  20062. get options(): IShaderMaterialOptions;
  20063. /**
  20064. * Gets the current class name of the material e.g. "ShaderMaterial"
  20065. * Mainly use in serialization.
  20066. * @returns the class name
  20067. */
  20068. getClassName(): string;
  20069. /**
  20070. * Specifies if the material will require alpha blending
  20071. * @returns a boolean specifying if alpha blending is needed
  20072. */
  20073. needAlphaBlending(): boolean;
  20074. /**
  20075. * Specifies if this material should be rendered in alpha test mode
  20076. * @returns a boolean specifying if an alpha test is needed.
  20077. */
  20078. needAlphaTesting(): boolean;
  20079. private _checkUniform;
  20080. /**
  20081. * Set a texture in the shader.
  20082. * @param name Define the name of the uniform samplers as defined in the shader
  20083. * @param texture Define the texture to bind to this sampler
  20084. * @return the material itself allowing "fluent" like uniform updates
  20085. */
  20086. setTexture(name: string, texture: Texture): ShaderMaterial;
  20087. /**
  20088. * Set a texture array in the shader.
  20089. * @param name Define the name of the uniform sampler array as defined in the shader
  20090. * @param textures Define the list of textures to bind to this sampler
  20091. * @return the material itself allowing "fluent" like uniform updates
  20092. */
  20093. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  20094. /**
  20095. * Set a float in the shader.
  20096. * @param name Define the name of the uniform as defined in the shader
  20097. * @param value Define the value to give to the uniform
  20098. * @return the material itself allowing "fluent" like uniform updates
  20099. */
  20100. setFloat(name: string, value: number): ShaderMaterial;
  20101. /**
  20102. * Set a int in the shader.
  20103. * @param name Define the name of the uniform as defined in the shader
  20104. * @param value Define the value to give to the uniform
  20105. * @return the material itself allowing "fluent" like uniform updates
  20106. */
  20107. setInt(name: string, value: number): ShaderMaterial;
  20108. /**
  20109. * Set an array of floats in the shader.
  20110. * @param name Define the name of the uniform as defined in the shader
  20111. * @param value Define the value to give to the uniform
  20112. * @return the material itself allowing "fluent" like uniform updates
  20113. */
  20114. setFloats(name: string, value: number[]): ShaderMaterial;
  20115. /**
  20116. * Set a vec3 in the shader from a Color3.
  20117. * @param name Define the name of the uniform as defined in the shader
  20118. * @param value Define the value to give to the uniform
  20119. * @return the material itself allowing "fluent" like uniform updates
  20120. */
  20121. setColor3(name: string, value: Color3): ShaderMaterial;
  20122. /**
  20123. * Set a vec3 array in the shader from a Color3 array.
  20124. * @param name Define the name of the uniform as defined in the shader
  20125. * @param value Define the value to give to the uniform
  20126. * @return the material itself allowing "fluent" like uniform updates
  20127. */
  20128. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  20129. /**
  20130. * Set a vec4 in the shader from a Color4.
  20131. * @param name Define the name of the uniform as defined in the shader
  20132. * @param value Define the value to give to the uniform
  20133. * @return the material itself allowing "fluent" like uniform updates
  20134. */
  20135. setColor4(name: string, value: Color4): ShaderMaterial;
  20136. /**
  20137. * Set a vec4 array in the shader from a Color4 array.
  20138. * @param name Define the name of the uniform as defined in the shader
  20139. * @param value Define the value to give to the uniform
  20140. * @return the material itself allowing "fluent" like uniform updates
  20141. */
  20142. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  20143. /**
  20144. * Set a vec2 in the shader from a Vector2.
  20145. * @param name Define the name of the uniform as defined in the shader
  20146. * @param value Define the value to give to the uniform
  20147. * @return the material itself allowing "fluent" like uniform updates
  20148. */
  20149. setVector2(name: string, value: Vector2): ShaderMaterial;
  20150. /**
  20151. * Set a vec3 in the shader from a Vector3.
  20152. * @param name Define the name of the uniform as defined in the shader
  20153. * @param value Define the value to give to the uniform
  20154. * @return the material itself allowing "fluent" like uniform updates
  20155. */
  20156. setVector3(name: string, value: Vector3): ShaderMaterial;
  20157. /**
  20158. * Set a vec4 in the shader from a Vector4.
  20159. * @param name Define the name of the uniform as defined in the shader
  20160. * @param value Define the value to give to the uniform
  20161. * @return the material itself allowing "fluent" like uniform updates
  20162. */
  20163. setVector4(name: string, value: Vector4): ShaderMaterial;
  20164. /**
  20165. * Set a mat4 in the shader from a Matrix.
  20166. * @param name Define the name of the uniform as defined in the shader
  20167. * @param value Define the value to give to the uniform
  20168. * @return the material itself allowing "fluent" like uniform updates
  20169. */
  20170. setMatrix(name: string, value: Matrix): ShaderMaterial;
  20171. /**
  20172. * Set a float32Array in the shader from a matrix array.
  20173. * @param name Define the name of the uniform as defined in the shader
  20174. * @param value Define the value to give to the uniform
  20175. * @return the material itself allowing "fluent" like uniform updates
  20176. */
  20177. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  20178. /**
  20179. * Set a mat3 in the shader from a Float32Array.
  20180. * @param name Define the name of the uniform as defined in the shader
  20181. * @param value Define the value to give to the uniform
  20182. * @return the material itself allowing "fluent" like uniform updates
  20183. */
  20184. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  20185. /**
  20186. * Set a mat2 in the shader from a Float32Array.
  20187. * @param name Define the name of the uniform as defined in the shader
  20188. * @param value Define the value to give to the uniform
  20189. * @return the material itself allowing "fluent" like uniform updates
  20190. */
  20191. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  20192. /**
  20193. * Set a vec2 array in the shader from a number array.
  20194. * @param name Define the name of the uniform as defined in the shader
  20195. * @param value Define the value to give to the uniform
  20196. * @return the material itself allowing "fluent" like uniform updates
  20197. */
  20198. setArray2(name: string, value: number[]): ShaderMaterial;
  20199. /**
  20200. * Set a vec3 array in the shader from a number array.
  20201. * @param name Define the name of the uniform as defined in the shader
  20202. * @param value Define the value to give to the uniform
  20203. * @return the material itself allowing "fluent" like uniform updates
  20204. */
  20205. setArray3(name: string, value: number[]): ShaderMaterial;
  20206. /**
  20207. * Set a vec4 array in the shader from a number array.
  20208. * @param name Define the name of the uniform as defined in the shader
  20209. * @param value Define the value to give to the uniform
  20210. * @return the material itself allowing "fluent" like uniform updates
  20211. */
  20212. setArray4(name: string, value: number[]): ShaderMaterial;
  20213. private _checkCache;
  20214. /**
  20215. * Specifies that the submesh is ready to be used
  20216. * @param mesh defines the mesh to check
  20217. * @param subMesh defines which submesh to check
  20218. * @param useInstances specifies that instances should be used
  20219. * @returns a boolean indicating that the submesh is ready or not
  20220. */
  20221. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  20222. /**
  20223. * Checks if the material is ready to render the requested mesh
  20224. * @param mesh Define the mesh to render
  20225. * @param useInstances Define whether or not the material is used with instances
  20226. * @returns true if ready, otherwise false
  20227. */
  20228. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  20229. /**
  20230. * Binds the world matrix to the material
  20231. * @param world defines the world transformation matrix
  20232. */
  20233. bindOnlyWorldMatrix(world: Matrix): void;
  20234. /**
  20235. * Binds the material to the mesh
  20236. * @param world defines the world transformation matrix
  20237. * @param mesh defines the mesh to bind the material to
  20238. */
  20239. bind(world: Matrix, mesh?: Mesh): void;
  20240. /**
  20241. * Gets the active textures from the material
  20242. * @returns an array of textures
  20243. */
  20244. getActiveTextures(): BaseTexture[];
  20245. /**
  20246. * Specifies if the material uses a texture
  20247. * @param texture defines the texture to check against the material
  20248. * @returns a boolean specifying if the material uses the texture
  20249. */
  20250. hasTexture(texture: BaseTexture): boolean;
  20251. /**
  20252. * Makes a duplicate of the material, and gives it a new name
  20253. * @param name defines the new name for the duplicated material
  20254. * @returns the cloned material
  20255. */
  20256. clone(name: string): ShaderMaterial;
  20257. /**
  20258. * Disposes the material
  20259. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  20260. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  20261. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  20262. */
  20263. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  20264. /**
  20265. * Serializes this material in a JSON representation
  20266. * @returns the serialized material object
  20267. */
  20268. serialize(): any;
  20269. /**
  20270. * Creates a shader material from parsed shader material data
  20271. * @param source defines the JSON represnetation of the material
  20272. * @param scene defines the hosting scene
  20273. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  20274. * @returns a new material
  20275. */
  20276. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  20277. }
  20278. }
  20279. declare module "babylonjs/Shaders/color.fragment" {
  20280. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  20281. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  20282. /** @hidden */
  20283. export var colorPixelShader: {
  20284. name: string;
  20285. shader: string;
  20286. };
  20287. }
  20288. declare module "babylonjs/Shaders/color.vertex" {
  20289. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  20290. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  20291. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  20292. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  20293. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  20294. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  20295. /** @hidden */
  20296. export var colorVertexShader: {
  20297. name: string;
  20298. shader: string;
  20299. };
  20300. }
  20301. declare module "babylonjs/Meshes/linesMesh" {
  20302. import { Nullable } from "babylonjs/types";
  20303. import { Scene } from "babylonjs/scene";
  20304. import { Color3 } from "babylonjs/Maths/math.color";
  20305. import { Node } from "babylonjs/node";
  20306. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20307. import { Mesh } from "babylonjs/Meshes/mesh";
  20308. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  20309. import { Effect } from "babylonjs/Materials/effect";
  20310. import { Material } from "babylonjs/Materials/material";
  20311. import "babylonjs/Shaders/color.fragment";
  20312. import "babylonjs/Shaders/color.vertex";
  20313. /**
  20314. * Line mesh
  20315. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  20316. */
  20317. export class LinesMesh extends Mesh {
  20318. /**
  20319. * If vertex color should be applied to the mesh
  20320. */
  20321. readonly useVertexColor?: boolean | undefined;
  20322. /**
  20323. * If vertex alpha should be applied to the mesh
  20324. */
  20325. readonly useVertexAlpha?: boolean | undefined;
  20326. /**
  20327. * Color of the line (Default: White)
  20328. */
  20329. color: Color3;
  20330. /**
  20331. * Alpha of the line (Default: 1)
  20332. */
  20333. alpha: number;
  20334. /**
  20335. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20336. * This margin is expressed in world space coordinates, so its value may vary.
  20337. * Default value is 0.1
  20338. */
  20339. intersectionThreshold: number;
  20340. private _colorShader;
  20341. private color4;
  20342. /**
  20343. * Creates a new LinesMesh
  20344. * @param name defines the name
  20345. * @param scene defines the hosting scene
  20346. * @param parent defines the parent mesh if any
  20347. * @param source defines the optional source LinesMesh used to clone data from
  20348. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  20349. * When false, achieved by calling a clone(), also passing False.
  20350. * This will make creation of children, recursive.
  20351. * @param useVertexColor defines if this LinesMesh supports vertex color
  20352. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20353. */
  20354. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20355. /**
  20356. * If vertex color should be applied to the mesh
  20357. */
  20358. useVertexColor?: boolean | undefined,
  20359. /**
  20360. * If vertex alpha should be applied to the mesh
  20361. */
  20362. useVertexAlpha?: boolean | undefined);
  20363. private _addClipPlaneDefine;
  20364. private _removeClipPlaneDefine;
  20365. isReady(): boolean;
  20366. /**
  20367. * Returns the string "LineMesh"
  20368. */
  20369. getClassName(): string;
  20370. /**
  20371. * @hidden
  20372. */
  20373. get material(): Material;
  20374. /**
  20375. * @hidden
  20376. */
  20377. set material(value: Material);
  20378. /**
  20379. * @hidden
  20380. */
  20381. get checkCollisions(): boolean;
  20382. /** @hidden */
  20383. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20384. /** @hidden */
  20385. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20386. /**
  20387. * Disposes of the line mesh
  20388. * @param doNotRecurse If children should be disposed
  20389. */
  20390. dispose(doNotRecurse?: boolean): void;
  20391. /**
  20392. * Returns a new LineMesh object cloned from the current one.
  20393. */
  20394. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): LinesMesh;
  20395. /**
  20396. * Creates a new InstancedLinesMesh object from the mesh model.
  20397. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20398. * @param name defines the name of the new instance
  20399. * @returns a new InstancedLinesMesh
  20400. */
  20401. createInstance(name: string): InstancedLinesMesh;
  20402. }
  20403. /**
  20404. * Creates an instance based on a source LinesMesh
  20405. */
  20406. export class InstancedLinesMesh extends InstancedMesh {
  20407. /**
  20408. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20409. * This margin is expressed in world space coordinates, so its value may vary.
  20410. * Initilized with the intersectionThreshold value of the source LinesMesh
  20411. */
  20412. intersectionThreshold: number;
  20413. constructor(name: string, source: LinesMesh);
  20414. /**
  20415. * Returns the string "InstancedLinesMesh".
  20416. */
  20417. getClassName(): string;
  20418. }
  20419. }
  20420. declare module "babylonjs/Shaders/line.fragment" {
  20421. /** @hidden */
  20422. export var linePixelShader: {
  20423. name: string;
  20424. shader: string;
  20425. };
  20426. }
  20427. declare module "babylonjs/Shaders/line.vertex" {
  20428. /** @hidden */
  20429. export var lineVertexShader: {
  20430. name: string;
  20431. shader: string;
  20432. };
  20433. }
  20434. declare module "babylonjs/Rendering/edgesRenderer" {
  20435. import { Nullable } from "babylonjs/types";
  20436. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20437. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20438. import { Vector3 } from "babylonjs/Maths/math.vector";
  20439. import { IDisposable } from "babylonjs/scene";
  20440. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20441. import "babylonjs/Shaders/line.fragment";
  20442. import "babylonjs/Shaders/line.vertex";
  20443. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20444. module "babylonjs/Meshes/abstractMesh" {
  20445. interface AbstractMesh {
  20446. /**
  20447. * Gets the edgesRenderer associated with the mesh
  20448. */
  20449. edgesRenderer: Nullable<EdgesRenderer>;
  20450. }
  20451. }
  20452. module "babylonjs/Meshes/linesMesh" {
  20453. interface LinesMesh {
  20454. /**
  20455. * Enables the edge rendering mode on the mesh.
  20456. * This mode makes the mesh edges visible
  20457. * @param epsilon defines the maximal distance between two angles to detect a face
  20458. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20459. * @returns the currentAbstractMesh
  20460. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20461. */
  20462. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20463. }
  20464. }
  20465. module "babylonjs/Meshes/linesMesh" {
  20466. interface InstancedLinesMesh {
  20467. /**
  20468. * Enables the edge rendering mode on the mesh.
  20469. * This mode makes the mesh edges visible
  20470. * @param epsilon defines the maximal distance between two angles to detect a face
  20471. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20472. * @returns the current InstancedLinesMesh
  20473. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20474. */
  20475. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20476. }
  20477. }
  20478. /**
  20479. * Defines the minimum contract an Edges renderer should follow.
  20480. */
  20481. export interface IEdgesRenderer extends IDisposable {
  20482. /**
  20483. * Gets or sets a boolean indicating if the edgesRenderer is active
  20484. */
  20485. isEnabled: boolean;
  20486. /**
  20487. * Renders the edges of the attached mesh,
  20488. */
  20489. render(): void;
  20490. /**
  20491. * Checks wether or not the edges renderer is ready to render.
  20492. * @return true if ready, otherwise false.
  20493. */
  20494. isReady(): boolean;
  20495. }
  20496. /**
  20497. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20498. */
  20499. export class EdgesRenderer implements IEdgesRenderer {
  20500. /**
  20501. * Define the size of the edges with an orthographic camera
  20502. */
  20503. edgesWidthScalerForOrthographic: number;
  20504. /**
  20505. * Define the size of the edges with a perspective camera
  20506. */
  20507. edgesWidthScalerForPerspective: number;
  20508. protected _source: AbstractMesh;
  20509. protected _linesPositions: number[];
  20510. protected _linesNormals: number[];
  20511. protected _linesIndices: number[];
  20512. protected _epsilon: number;
  20513. protected _indicesCount: number;
  20514. protected _lineShader: ShaderMaterial;
  20515. protected _ib: DataBuffer;
  20516. protected _buffers: {
  20517. [key: string]: Nullable<VertexBuffer>;
  20518. };
  20519. protected _checkVerticesInsteadOfIndices: boolean;
  20520. private _meshRebuildObserver;
  20521. private _meshDisposeObserver;
  20522. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20523. isEnabled: boolean;
  20524. /**
  20525. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20526. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20527. * @param source Mesh used to create edges
  20528. * @param epsilon sum of angles in adjacency to check for edge
  20529. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20530. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20531. */
  20532. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20533. protected _prepareRessources(): void;
  20534. /** @hidden */
  20535. _rebuild(): void;
  20536. /**
  20537. * Releases the required resources for the edges renderer
  20538. */
  20539. dispose(): void;
  20540. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20541. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20542. /**
  20543. * Checks if the pair of p0 and p1 is en edge
  20544. * @param faceIndex
  20545. * @param edge
  20546. * @param faceNormals
  20547. * @param p0
  20548. * @param p1
  20549. * @private
  20550. */
  20551. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20552. /**
  20553. * push line into the position, normal and index buffer
  20554. * @protected
  20555. */
  20556. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20557. /**
  20558. * Generates lines edges from adjacencjes
  20559. * @private
  20560. */
  20561. _generateEdgesLines(): void;
  20562. /**
  20563. * Checks wether or not the edges renderer is ready to render.
  20564. * @return true if ready, otherwise false.
  20565. */
  20566. isReady(): boolean;
  20567. /**
  20568. * Renders the edges of the attached mesh,
  20569. */
  20570. render(): void;
  20571. }
  20572. /**
  20573. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20574. */
  20575. export class LineEdgesRenderer extends EdgesRenderer {
  20576. /**
  20577. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20578. * @param source LineMesh used to generate edges
  20579. * @param epsilon not important (specified angle for edge detection)
  20580. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20581. */
  20582. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20583. /**
  20584. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20585. */
  20586. _generateEdgesLines(): void;
  20587. }
  20588. }
  20589. declare module "babylonjs/Rendering/renderingGroup" {
  20590. import { SmartArray } from "babylonjs/Misc/smartArray";
  20591. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20592. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20593. import { Nullable } from "babylonjs/types";
  20594. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20595. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20596. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20597. import { Material } from "babylonjs/Materials/material";
  20598. import { Scene } from "babylonjs/scene";
  20599. /**
  20600. * This represents the object necessary to create a rendering group.
  20601. * This is exclusively used and created by the rendering manager.
  20602. * To modify the behavior, you use the available helpers in your scene or meshes.
  20603. * @hidden
  20604. */
  20605. export class RenderingGroup {
  20606. index: number;
  20607. private static _zeroVector;
  20608. private _scene;
  20609. private _opaqueSubMeshes;
  20610. private _transparentSubMeshes;
  20611. private _alphaTestSubMeshes;
  20612. private _depthOnlySubMeshes;
  20613. private _particleSystems;
  20614. private _spriteManagers;
  20615. private _opaqueSortCompareFn;
  20616. private _alphaTestSortCompareFn;
  20617. private _transparentSortCompareFn;
  20618. private _renderOpaque;
  20619. private _renderAlphaTest;
  20620. private _renderTransparent;
  20621. /** @hidden */
  20622. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20623. onBeforeTransparentRendering: () => void;
  20624. /**
  20625. * Set the opaque sort comparison function.
  20626. * If null the sub meshes will be render in the order they were created
  20627. */
  20628. set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20629. /**
  20630. * Set the alpha test sort comparison function.
  20631. * If null the sub meshes will be render in the order they were created
  20632. */
  20633. set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20634. /**
  20635. * Set the transparent sort comparison function.
  20636. * If null the sub meshes will be render in the order they were created
  20637. */
  20638. set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  20639. /**
  20640. * Creates a new rendering group.
  20641. * @param index The rendering group index
  20642. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20643. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20644. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20645. */
  20646. 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>);
  20647. /**
  20648. * Render all the sub meshes contained in the group.
  20649. * @param customRenderFunction Used to override the default render behaviour of the group.
  20650. * @returns true if rendered some submeshes.
  20651. */
  20652. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20653. /**
  20654. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20655. * @param subMeshes The submeshes to render
  20656. */
  20657. private renderOpaqueSorted;
  20658. /**
  20659. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20660. * @param subMeshes The submeshes to render
  20661. */
  20662. private renderAlphaTestSorted;
  20663. /**
  20664. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20665. * @param subMeshes The submeshes to render
  20666. */
  20667. private renderTransparentSorted;
  20668. /**
  20669. * Renders the submeshes in a specified order.
  20670. * @param subMeshes The submeshes to sort before render
  20671. * @param sortCompareFn The comparison function use to sort
  20672. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20673. * @param transparent Specifies to activate blending if true
  20674. */
  20675. private static renderSorted;
  20676. /**
  20677. * Renders the submeshes in the order they were dispatched (no sort applied).
  20678. * @param subMeshes The submeshes to render
  20679. */
  20680. private static renderUnsorted;
  20681. /**
  20682. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20683. * are rendered back to front if in the same alpha index.
  20684. *
  20685. * @param a The first submesh
  20686. * @param b The second submesh
  20687. * @returns The result of the comparison
  20688. */
  20689. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20690. /**
  20691. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20692. * are rendered back to front.
  20693. *
  20694. * @param a The first submesh
  20695. * @param b The second submesh
  20696. * @returns The result of the comparison
  20697. */
  20698. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20699. /**
  20700. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20701. * are rendered front to back (prevent overdraw).
  20702. *
  20703. * @param a The first submesh
  20704. * @param b The second submesh
  20705. * @returns The result of the comparison
  20706. */
  20707. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20708. /**
  20709. * Resets the different lists of submeshes to prepare a new frame.
  20710. */
  20711. prepare(): void;
  20712. dispose(): void;
  20713. /**
  20714. * Inserts the submesh in its correct queue depending on its material.
  20715. * @param subMesh The submesh to dispatch
  20716. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20717. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20718. */
  20719. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20720. dispatchSprites(spriteManager: ISpriteManager): void;
  20721. dispatchParticles(particleSystem: IParticleSystem): void;
  20722. private _renderParticles;
  20723. private _renderSprites;
  20724. }
  20725. }
  20726. declare module "babylonjs/Rendering/renderingManager" {
  20727. import { Nullable } from "babylonjs/types";
  20728. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20729. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20730. import { SmartArray } from "babylonjs/Misc/smartArray";
  20731. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20732. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20733. import { Material } from "babylonjs/Materials/material";
  20734. import { Scene } from "babylonjs/scene";
  20735. import { Camera } from "babylonjs/Cameras/camera";
  20736. /**
  20737. * Interface describing the different options available in the rendering manager
  20738. * regarding Auto Clear between groups.
  20739. */
  20740. export interface IRenderingManagerAutoClearSetup {
  20741. /**
  20742. * Defines whether or not autoclear is enable.
  20743. */
  20744. autoClear: boolean;
  20745. /**
  20746. * Defines whether or not to autoclear the depth buffer.
  20747. */
  20748. depth: boolean;
  20749. /**
  20750. * Defines whether or not to autoclear the stencil buffer.
  20751. */
  20752. stencil: boolean;
  20753. }
  20754. /**
  20755. * This class is used by the onRenderingGroupObservable
  20756. */
  20757. export class RenderingGroupInfo {
  20758. /**
  20759. * The Scene that being rendered
  20760. */
  20761. scene: Scene;
  20762. /**
  20763. * The camera currently used for the rendering pass
  20764. */
  20765. camera: Nullable<Camera>;
  20766. /**
  20767. * The ID of the renderingGroup being processed
  20768. */
  20769. renderingGroupId: number;
  20770. }
  20771. /**
  20772. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20773. * It is enable to manage the different groups as well as the different necessary sort functions.
  20774. * This should not be used directly aside of the few static configurations
  20775. */
  20776. export class RenderingManager {
  20777. /**
  20778. * The max id used for rendering groups (not included)
  20779. */
  20780. static MAX_RENDERINGGROUPS: number;
  20781. /**
  20782. * The min id used for rendering groups (included)
  20783. */
  20784. static MIN_RENDERINGGROUPS: number;
  20785. /**
  20786. * Used to globally prevent autoclearing scenes.
  20787. */
  20788. static AUTOCLEAR: boolean;
  20789. /**
  20790. * @hidden
  20791. */
  20792. _useSceneAutoClearSetup: boolean;
  20793. private _scene;
  20794. private _renderingGroups;
  20795. private _depthStencilBufferAlreadyCleaned;
  20796. private _autoClearDepthStencil;
  20797. private _customOpaqueSortCompareFn;
  20798. private _customAlphaTestSortCompareFn;
  20799. private _customTransparentSortCompareFn;
  20800. private _renderingGroupInfo;
  20801. /**
  20802. * Instantiates a new rendering group for a particular scene
  20803. * @param scene Defines the scene the groups belongs to
  20804. */
  20805. constructor(scene: Scene);
  20806. private _clearDepthStencilBuffer;
  20807. /**
  20808. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20809. * @hidden
  20810. */
  20811. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20812. /**
  20813. * Resets the different information of the group to prepare a new frame
  20814. * @hidden
  20815. */
  20816. reset(): void;
  20817. /**
  20818. * Dispose and release the group and its associated resources.
  20819. * @hidden
  20820. */
  20821. dispose(): void;
  20822. /**
  20823. * Clear the info related to rendering groups preventing retention points during dispose.
  20824. */
  20825. freeRenderingGroups(): void;
  20826. private _prepareRenderingGroup;
  20827. /**
  20828. * Add a sprite manager to the rendering manager in order to render it this frame.
  20829. * @param spriteManager Define the sprite manager to render
  20830. */
  20831. dispatchSprites(spriteManager: ISpriteManager): void;
  20832. /**
  20833. * Add a particle system to the rendering manager in order to render it this frame.
  20834. * @param particleSystem Define the particle system to render
  20835. */
  20836. dispatchParticles(particleSystem: IParticleSystem): void;
  20837. /**
  20838. * Add a submesh to the manager in order to render it this frame
  20839. * @param subMesh The submesh to dispatch
  20840. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20841. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20842. */
  20843. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20844. /**
  20845. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20846. * This allowed control for front to back rendering or reversly depending of the special needs.
  20847. *
  20848. * @param renderingGroupId The rendering group id corresponding to its index
  20849. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20850. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20851. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20852. */
  20853. 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;
  20854. /**
  20855. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20856. *
  20857. * @param renderingGroupId The rendering group id corresponding to its index
  20858. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20859. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20860. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20861. */
  20862. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20863. /**
  20864. * Gets the current auto clear configuration for one rendering group of the rendering
  20865. * manager.
  20866. * @param index the rendering group index to get the information for
  20867. * @returns The auto clear setup for the requested rendering group
  20868. */
  20869. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20870. }
  20871. }
  20872. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20873. import { Observable } from "babylonjs/Misc/observable";
  20874. import { SmartArray } from "babylonjs/Misc/smartArray";
  20875. import { Nullable, Immutable } from "babylonjs/types";
  20876. import { Camera } from "babylonjs/Cameras/camera";
  20877. import { Scene } from "babylonjs/scene";
  20878. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20879. import { Color4 } from "babylonjs/Maths/math.color";
  20880. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20881. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20882. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20883. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20884. import { Texture } from "babylonjs/Materials/Textures/texture";
  20885. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20886. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20887. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20888. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20889. import { Engine } from "babylonjs/Engines/engine";
  20890. /**
  20891. * This Helps creating a texture that will be created from a camera in your scene.
  20892. * It is basically a dynamic texture that could be used to create special effects for instance.
  20893. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20894. */
  20895. export class RenderTargetTexture extends Texture {
  20896. isCube: boolean;
  20897. /**
  20898. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20899. */
  20900. static readonly REFRESHRATE_RENDER_ONCE: number;
  20901. /**
  20902. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20903. */
  20904. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20905. /**
  20906. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20907. * the central point of your effect and can save a lot of performances.
  20908. */
  20909. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20910. /**
  20911. * Use this predicate to dynamically define the list of mesh you want to render.
  20912. * If set, the renderList property will be overwritten.
  20913. */
  20914. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20915. private _renderList;
  20916. /**
  20917. * Use this list to define the list of mesh you want to render.
  20918. */
  20919. get renderList(): Nullable<Array<AbstractMesh>>;
  20920. set renderList(value: Nullable<Array<AbstractMesh>>);
  20921. /**
  20922. * Use this function to overload the renderList array at rendering time.
  20923. * Return null to render with the curent renderList, else return the list of meshes to use for rendering.
  20924. * For 2DArray RTT, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of
  20925. * the cube (if the RTT is a cube, else layerOrFace=0).
  20926. * The renderList passed to the function is the current render list (the one that will be used if the function returns null)
  20927. */
  20928. getCustomRenderList: (layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>) => Nullable<Array<AbstractMesh>>;
  20929. private _hookArray;
  20930. /**
  20931. * Define if particles should be rendered in your texture.
  20932. */
  20933. renderParticles: boolean;
  20934. /**
  20935. * Define if sprites should be rendered in your texture.
  20936. */
  20937. renderSprites: boolean;
  20938. /**
  20939. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20940. */
  20941. coordinatesMode: number;
  20942. /**
  20943. * Define the camera used to render the texture.
  20944. */
  20945. activeCamera: Nullable<Camera>;
  20946. /**
  20947. * Override the render function of the texture with your own one.
  20948. */
  20949. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20950. /**
  20951. * Define if camera post processes should be use while rendering the texture.
  20952. */
  20953. useCameraPostProcesses: boolean;
  20954. /**
  20955. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20956. */
  20957. ignoreCameraViewport: boolean;
  20958. private _postProcessManager;
  20959. private _postProcesses;
  20960. private _resizeObserver;
  20961. /**
  20962. * An event triggered when the texture is unbind.
  20963. */
  20964. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20965. /**
  20966. * An event triggered when the texture is unbind.
  20967. */
  20968. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20969. private _onAfterUnbindObserver;
  20970. /**
  20971. * Set a after unbind callback in the texture.
  20972. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20973. */
  20974. set onAfterUnbind(callback: () => void);
  20975. /**
  20976. * An event triggered before rendering the texture
  20977. */
  20978. onBeforeRenderObservable: Observable<number>;
  20979. private _onBeforeRenderObserver;
  20980. /**
  20981. * Set a before render callback in the texture.
  20982. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20983. */
  20984. set onBeforeRender(callback: (faceIndex: number) => void);
  20985. /**
  20986. * An event triggered after rendering the texture
  20987. */
  20988. onAfterRenderObservable: Observable<number>;
  20989. private _onAfterRenderObserver;
  20990. /**
  20991. * Set a after render callback in the texture.
  20992. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20993. */
  20994. set onAfterRender(callback: (faceIndex: number) => void);
  20995. /**
  20996. * An event triggered after the texture clear
  20997. */
  20998. onClearObservable: Observable<Engine>;
  20999. private _onClearObserver;
  21000. /**
  21001. * Set a clear callback in the texture.
  21002. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  21003. */
  21004. set onClear(callback: (Engine: Engine) => void);
  21005. /**
  21006. * An event triggered when the texture is resized.
  21007. */
  21008. onResizeObservable: Observable<RenderTargetTexture>;
  21009. /**
  21010. * Define the clear color of the Render Target if it should be different from the scene.
  21011. */
  21012. clearColor: Color4;
  21013. protected _size: number | {
  21014. width: number;
  21015. height: number;
  21016. layers?: number;
  21017. };
  21018. protected _initialSizeParameter: number | {
  21019. width: number;
  21020. height: number;
  21021. } | {
  21022. ratio: number;
  21023. };
  21024. protected _sizeRatio: Nullable<number>;
  21025. /** @hidden */
  21026. _generateMipMaps: boolean;
  21027. protected _renderingManager: RenderingManager;
  21028. /** @hidden */
  21029. _waitingRenderList: string[];
  21030. protected _doNotChangeAspectRatio: boolean;
  21031. protected _currentRefreshId: number;
  21032. protected _refreshRate: number;
  21033. protected _textureMatrix: Matrix;
  21034. protected _samples: number;
  21035. protected _renderTargetOptions: RenderTargetCreationOptions;
  21036. /**
  21037. * Gets render target creation options that were used.
  21038. */
  21039. get renderTargetOptions(): RenderTargetCreationOptions;
  21040. protected _engine: Engine;
  21041. protected _onRatioRescale(): void;
  21042. /**
  21043. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  21044. * It must define where the camera used to render the texture is set
  21045. */
  21046. boundingBoxPosition: Vector3;
  21047. private _boundingBoxSize;
  21048. /**
  21049. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  21050. * When defined, the cubemap will switch to local mode
  21051. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  21052. * @example https://www.babylonjs-playground.com/#RNASML
  21053. */
  21054. set boundingBoxSize(value: Vector3);
  21055. get boundingBoxSize(): Vector3;
  21056. /**
  21057. * In case the RTT has been created with a depth texture, get the associated
  21058. * depth texture.
  21059. * Otherwise, return null.
  21060. */
  21061. get depthStencilTexture(): Nullable<InternalTexture>;
  21062. /**
  21063. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  21064. * or used a shadow, depth texture...
  21065. * @param name The friendly name of the texture
  21066. * @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)
  21067. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  21068. * @param generateMipMaps True if mip maps need to be generated after render.
  21069. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  21070. * @param type The type of the buffer in the RTT (int, half float, float...)
  21071. * @param isCube True if a cube texture needs to be created
  21072. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  21073. * @param generateDepthBuffer True to generate a depth buffer
  21074. * @param generateStencilBuffer True to generate a stencil buffer
  21075. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  21076. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  21077. * @param delayAllocation if the texture allocation should be delayed (default: false)
  21078. */
  21079. constructor(name: string, size: number | {
  21080. width: number;
  21081. height: number;
  21082. layers?: number;
  21083. } | {
  21084. ratio: number;
  21085. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  21086. /**
  21087. * Creates a depth stencil texture.
  21088. * This is only available in WebGL 2 or with the depth texture extension available.
  21089. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  21090. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  21091. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  21092. */
  21093. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  21094. private _processSizeParameter;
  21095. /**
  21096. * Define the number of samples to use in case of MSAA.
  21097. * It defaults to one meaning no MSAA has been enabled.
  21098. */
  21099. get samples(): number;
  21100. set samples(value: number);
  21101. /**
  21102. * Resets the refresh counter of the texture and start bak from scratch.
  21103. * Could be useful to regenerate the texture if it is setup to render only once.
  21104. */
  21105. resetRefreshCounter(): void;
  21106. /**
  21107. * Define the refresh rate of the texture or the rendering frequency.
  21108. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  21109. */
  21110. get refreshRate(): number;
  21111. set refreshRate(value: number);
  21112. /**
  21113. * Adds a post process to the render target rendering passes.
  21114. * @param postProcess define the post process to add
  21115. */
  21116. addPostProcess(postProcess: PostProcess): void;
  21117. /**
  21118. * Clear all the post processes attached to the render target
  21119. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  21120. */
  21121. clearPostProcesses(dispose?: boolean): void;
  21122. /**
  21123. * Remove one of the post process from the list of attached post processes to the texture
  21124. * @param postProcess define the post process to remove from the list
  21125. */
  21126. removePostProcess(postProcess: PostProcess): void;
  21127. /** @hidden */
  21128. _shouldRender(): boolean;
  21129. /**
  21130. * Gets the actual render size of the texture.
  21131. * @returns the width of the render size
  21132. */
  21133. getRenderSize(): number;
  21134. /**
  21135. * Gets the actual render width of the texture.
  21136. * @returns the width of the render size
  21137. */
  21138. getRenderWidth(): number;
  21139. /**
  21140. * Gets the actual render height of the texture.
  21141. * @returns the height of the render size
  21142. */
  21143. getRenderHeight(): number;
  21144. /**
  21145. * Gets the actual number of layers of the texture.
  21146. * @returns the number of layers
  21147. */
  21148. getRenderLayers(): number;
  21149. /**
  21150. * Get if the texture can be rescaled or not.
  21151. */
  21152. get canRescale(): boolean;
  21153. /**
  21154. * Resize the texture using a ratio.
  21155. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  21156. */
  21157. scale(ratio: number): void;
  21158. /**
  21159. * Get the texture reflection matrix used to rotate/transform the reflection.
  21160. * @returns the reflection matrix
  21161. */
  21162. getReflectionTextureMatrix(): Matrix;
  21163. /**
  21164. * Resize the texture to a new desired size.
  21165. * Be carrefull as it will recreate all the data in the new texture.
  21166. * @param size Define the new size. It can be:
  21167. * - a number for squared texture,
  21168. * - an object containing { width: number, height: number }
  21169. * - or an object containing a ratio { ratio: number }
  21170. */
  21171. resize(size: number | {
  21172. width: number;
  21173. height: number;
  21174. } | {
  21175. ratio: number;
  21176. }): void;
  21177. private _defaultRenderListPrepared;
  21178. /**
  21179. * Renders all the objects from the render list into the texture.
  21180. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  21181. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  21182. */
  21183. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  21184. private _bestReflectionRenderTargetDimension;
  21185. private _prepareRenderingManager;
  21186. /**
  21187. * @hidden
  21188. * @param faceIndex face index to bind to if this is a cubetexture
  21189. * @param layer defines the index of the texture to bind in the array
  21190. */
  21191. _bindFrameBuffer(faceIndex?: number, layer?: number): void;
  21192. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  21193. private renderToTarget;
  21194. /**
  21195. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  21196. * This allowed control for front to back rendering or reversly depending of the special needs.
  21197. *
  21198. * @param renderingGroupId The rendering group id corresponding to its index
  21199. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  21200. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  21201. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  21202. */
  21203. 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;
  21204. /**
  21205. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  21206. *
  21207. * @param renderingGroupId The rendering group id corresponding to its index
  21208. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  21209. */
  21210. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  21211. /**
  21212. * Clones the texture.
  21213. * @returns the cloned texture
  21214. */
  21215. clone(): RenderTargetTexture;
  21216. /**
  21217. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  21218. * @returns The JSON representation of the texture
  21219. */
  21220. serialize(): any;
  21221. /**
  21222. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  21223. */
  21224. disposeFramebufferObjects(): void;
  21225. /**
  21226. * Dispose the texture and release its associated resources.
  21227. */
  21228. dispose(): void;
  21229. /** @hidden */
  21230. _rebuild(): void;
  21231. /**
  21232. * Clear the info related to rendering groups preventing retention point in material dispose.
  21233. */
  21234. freeRenderingGroups(): void;
  21235. /**
  21236. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  21237. * @returns the view count
  21238. */
  21239. getViewCount(): number;
  21240. }
  21241. }
  21242. declare module "babylonjs/Materials/material" {
  21243. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  21244. import { SmartArray } from "babylonjs/Misc/smartArray";
  21245. import { Observable } from "babylonjs/Misc/observable";
  21246. import { Nullable } from "babylonjs/types";
  21247. import { Scene } from "babylonjs/scene";
  21248. import { Matrix } from "babylonjs/Maths/math.vector";
  21249. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  21250. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21251. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  21252. import { Effect } from "babylonjs/Materials/effect";
  21253. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21254. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  21255. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21256. import { IInspectable } from "babylonjs/Misc/iInspectable";
  21257. import { Mesh } from "babylonjs/Meshes/mesh";
  21258. import { Animation } from "babylonjs/Animations/animation";
  21259. /**
  21260. * Options for compiling materials.
  21261. */
  21262. export interface IMaterialCompilationOptions {
  21263. /**
  21264. * Defines whether clip planes are enabled.
  21265. */
  21266. clipPlane: boolean;
  21267. /**
  21268. * Defines whether instances are enabled.
  21269. */
  21270. useInstances: boolean;
  21271. }
  21272. /**
  21273. * Base class for the main features of a material in Babylon.js
  21274. */
  21275. export class Material implements IAnimatable {
  21276. /**
  21277. * Returns the triangle fill mode
  21278. */
  21279. static readonly TriangleFillMode: number;
  21280. /**
  21281. * Returns the wireframe mode
  21282. */
  21283. static readonly WireFrameFillMode: number;
  21284. /**
  21285. * Returns the point fill mode
  21286. */
  21287. static readonly PointFillMode: number;
  21288. /**
  21289. * Returns the point list draw mode
  21290. */
  21291. static readonly PointListDrawMode: number;
  21292. /**
  21293. * Returns the line list draw mode
  21294. */
  21295. static readonly LineListDrawMode: number;
  21296. /**
  21297. * Returns the line loop draw mode
  21298. */
  21299. static readonly LineLoopDrawMode: number;
  21300. /**
  21301. * Returns the line strip draw mode
  21302. */
  21303. static readonly LineStripDrawMode: number;
  21304. /**
  21305. * Returns the triangle strip draw mode
  21306. */
  21307. static readonly TriangleStripDrawMode: number;
  21308. /**
  21309. * Returns the triangle fan draw mode
  21310. */
  21311. static readonly TriangleFanDrawMode: number;
  21312. /**
  21313. * Stores the clock-wise side orientation
  21314. */
  21315. static readonly ClockWiseSideOrientation: number;
  21316. /**
  21317. * Stores the counter clock-wise side orientation
  21318. */
  21319. static readonly CounterClockWiseSideOrientation: number;
  21320. /**
  21321. * The dirty texture flag value
  21322. */
  21323. static readonly TextureDirtyFlag: number;
  21324. /**
  21325. * The dirty light flag value
  21326. */
  21327. static readonly LightDirtyFlag: number;
  21328. /**
  21329. * The dirty fresnel flag value
  21330. */
  21331. static readonly FresnelDirtyFlag: number;
  21332. /**
  21333. * The dirty attribute flag value
  21334. */
  21335. static readonly AttributesDirtyFlag: number;
  21336. /**
  21337. * The dirty misc flag value
  21338. */
  21339. static readonly MiscDirtyFlag: number;
  21340. /**
  21341. * The all dirty flag value
  21342. */
  21343. static readonly AllDirtyFlag: number;
  21344. /**
  21345. * The ID of the material
  21346. */
  21347. id: string;
  21348. /**
  21349. * Gets or sets the unique id of the material
  21350. */
  21351. uniqueId: number;
  21352. /**
  21353. * The name of the material
  21354. */
  21355. name: string;
  21356. /**
  21357. * Gets or sets user defined metadata
  21358. */
  21359. metadata: any;
  21360. /**
  21361. * For internal use only. Please do not use.
  21362. */
  21363. reservedDataStore: any;
  21364. /**
  21365. * Specifies if the ready state should be checked on each call
  21366. */
  21367. checkReadyOnEveryCall: boolean;
  21368. /**
  21369. * Specifies if the ready state should be checked once
  21370. */
  21371. checkReadyOnlyOnce: boolean;
  21372. /**
  21373. * The state of the material
  21374. */
  21375. state: string;
  21376. /**
  21377. * The alpha value of the material
  21378. */
  21379. protected _alpha: number;
  21380. /**
  21381. * List of inspectable custom properties (used by the Inspector)
  21382. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21383. */
  21384. inspectableCustomProperties: IInspectable[];
  21385. /**
  21386. * Sets the alpha value of the material
  21387. */
  21388. set alpha(value: number);
  21389. /**
  21390. * Gets the alpha value of the material
  21391. */
  21392. get alpha(): number;
  21393. /**
  21394. * Specifies if back face culling is enabled
  21395. */
  21396. protected _backFaceCulling: boolean;
  21397. /**
  21398. * Sets the back-face culling state
  21399. */
  21400. set backFaceCulling(value: boolean);
  21401. /**
  21402. * Gets the back-face culling state
  21403. */
  21404. get backFaceCulling(): boolean;
  21405. /**
  21406. * Stores the value for side orientation
  21407. */
  21408. sideOrientation: number;
  21409. /**
  21410. * Callback triggered when the material is compiled
  21411. */
  21412. onCompiled: Nullable<(effect: Effect) => void>;
  21413. /**
  21414. * Callback triggered when an error occurs
  21415. */
  21416. onError: Nullable<(effect: Effect, errors: string) => void>;
  21417. /**
  21418. * Callback triggered to get the render target textures
  21419. */
  21420. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21421. /**
  21422. * Gets a boolean indicating that current material needs to register RTT
  21423. */
  21424. get hasRenderTargetTextures(): boolean;
  21425. /**
  21426. * Specifies if the material should be serialized
  21427. */
  21428. doNotSerialize: boolean;
  21429. /**
  21430. * @hidden
  21431. */
  21432. _storeEffectOnSubMeshes: boolean;
  21433. /**
  21434. * Stores the animations for the material
  21435. */
  21436. animations: Nullable<Array<Animation>>;
  21437. /**
  21438. * An event triggered when the material is disposed
  21439. */
  21440. onDisposeObservable: Observable<Material>;
  21441. /**
  21442. * An observer which watches for dispose events
  21443. */
  21444. private _onDisposeObserver;
  21445. private _onUnBindObservable;
  21446. /**
  21447. * Called during a dispose event
  21448. */
  21449. set onDispose(callback: () => void);
  21450. private _onBindObservable;
  21451. /**
  21452. * An event triggered when the material is bound
  21453. */
  21454. get onBindObservable(): Observable<AbstractMesh>;
  21455. /**
  21456. * An observer which watches for bind events
  21457. */
  21458. private _onBindObserver;
  21459. /**
  21460. * Called during a bind event
  21461. */
  21462. set onBind(callback: (Mesh: AbstractMesh) => void);
  21463. /**
  21464. * An event triggered when the material is unbound
  21465. */
  21466. get onUnBindObservable(): Observable<Material>;
  21467. /**
  21468. * Stores the value of the alpha mode
  21469. */
  21470. private _alphaMode;
  21471. /**
  21472. * Sets the value of the alpha mode.
  21473. *
  21474. * | Value | Type | Description |
  21475. * | --- | --- | --- |
  21476. * | 0 | ALPHA_DISABLE | |
  21477. * | 1 | ALPHA_ADD | |
  21478. * | 2 | ALPHA_COMBINE | |
  21479. * | 3 | ALPHA_SUBTRACT | |
  21480. * | 4 | ALPHA_MULTIPLY | |
  21481. * | 5 | ALPHA_MAXIMIZED | |
  21482. * | 6 | ALPHA_ONEONE | |
  21483. * | 7 | ALPHA_PREMULTIPLIED | |
  21484. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21485. * | 9 | ALPHA_INTERPOLATE | |
  21486. * | 10 | ALPHA_SCREENMODE | |
  21487. *
  21488. */
  21489. set alphaMode(value: number);
  21490. /**
  21491. * Gets the value of the alpha mode
  21492. */
  21493. get alphaMode(): number;
  21494. /**
  21495. * Stores the state of the need depth pre-pass value
  21496. */
  21497. private _needDepthPrePass;
  21498. /**
  21499. * Sets the need depth pre-pass value
  21500. */
  21501. set needDepthPrePass(value: boolean);
  21502. /**
  21503. * Gets the depth pre-pass value
  21504. */
  21505. get needDepthPrePass(): boolean;
  21506. /**
  21507. * Specifies if depth writing should be disabled
  21508. */
  21509. disableDepthWrite: boolean;
  21510. /**
  21511. * Specifies if depth writing should be forced
  21512. */
  21513. forceDepthWrite: boolean;
  21514. /**
  21515. * Specifies the depth function that should be used. 0 means the default engine function
  21516. */
  21517. depthFunction: number;
  21518. /**
  21519. * Specifies if there should be a separate pass for culling
  21520. */
  21521. separateCullingPass: boolean;
  21522. /**
  21523. * Stores the state specifing if fog should be enabled
  21524. */
  21525. private _fogEnabled;
  21526. /**
  21527. * Sets the state for enabling fog
  21528. */
  21529. set fogEnabled(value: boolean);
  21530. /**
  21531. * Gets the value of the fog enabled state
  21532. */
  21533. get fogEnabled(): boolean;
  21534. /**
  21535. * Stores the size of points
  21536. */
  21537. pointSize: number;
  21538. /**
  21539. * Stores the z offset value
  21540. */
  21541. zOffset: number;
  21542. /**
  21543. * Gets a value specifying if wireframe mode is enabled
  21544. */
  21545. get wireframe(): boolean;
  21546. /**
  21547. * Sets the state of wireframe mode
  21548. */
  21549. set wireframe(value: boolean);
  21550. /**
  21551. * Gets the value specifying if point clouds are enabled
  21552. */
  21553. get pointsCloud(): boolean;
  21554. /**
  21555. * Sets the state of point cloud mode
  21556. */
  21557. set pointsCloud(value: boolean);
  21558. /**
  21559. * Gets the material fill mode
  21560. */
  21561. get fillMode(): number;
  21562. /**
  21563. * Sets the material fill mode
  21564. */
  21565. set fillMode(value: number);
  21566. /**
  21567. * @hidden
  21568. * Stores the effects for the material
  21569. */
  21570. _effect: Nullable<Effect>;
  21571. /**
  21572. * Specifies if uniform buffers should be used
  21573. */
  21574. private _useUBO;
  21575. /**
  21576. * Stores a reference to the scene
  21577. */
  21578. private _scene;
  21579. /**
  21580. * Stores the fill mode state
  21581. */
  21582. private _fillMode;
  21583. /**
  21584. * Specifies if the depth write state should be cached
  21585. */
  21586. private _cachedDepthWriteState;
  21587. /**
  21588. * Specifies if the depth function state should be cached
  21589. */
  21590. private _cachedDepthFunctionState;
  21591. /**
  21592. * Stores the uniform buffer
  21593. */
  21594. protected _uniformBuffer: UniformBuffer;
  21595. /** @hidden */
  21596. _indexInSceneMaterialArray: number;
  21597. /** @hidden */
  21598. meshMap: Nullable<{
  21599. [id: string]: AbstractMesh | undefined;
  21600. }>;
  21601. /**
  21602. * Creates a material instance
  21603. * @param name defines the name of the material
  21604. * @param scene defines the scene to reference
  21605. * @param doNotAdd specifies if the material should be added to the scene
  21606. */
  21607. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21608. /**
  21609. * Returns a string representation of the current material
  21610. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21611. * @returns a string with material information
  21612. */
  21613. toString(fullDetails?: boolean): string;
  21614. /**
  21615. * Gets the class name of the material
  21616. * @returns a string with the class name of the material
  21617. */
  21618. getClassName(): string;
  21619. /**
  21620. * Specifies if updates for the material been locked
  21621. */
  21622. get isFrozen(): boolean;
  21623. /**
  21624. * Locks updates for the material
  21625. */
  21626. freeze(): void;
  21627. /**
  21628. * Unlocks updates for the material
  21629. */
  21630. unfreeze(): void;
  21631. /**
  21632. * Specifies if the material is ready to be used
  21633. * @param mesh defines the mesh to check
  21634. * @param useInstances specifies if instances should be used
  21635. * @returns a boolean indicating if the material is ready to be used
  21636. */
  21637. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21638. /**
  21639. * Specifies that the submesh is ready to be used
  21640. * @param mesh defines the mesh to check
  21641. * @param subMesh defines which submesh to check
  21642. * @param useInstances specifies that instances should be used
  21643. * @returns a boolean indicating that the submesh is ready or not
  21644. */
  21645. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21646. /**
  21647. * Returns the material effect
  21648. * @returns the effect associated with the material
  21649. */
  21650. getEffect(): Nullable<Effect>;
  21651. /**
  21652. * Returns the current scene
  21653. * @returns a Scene
  21654. */
  21655. getScene(): Scene;
  21656. /**
  21657. * Specifies if the material will require alpha blending
  21658. * @returns a boolean specifying if alpha blending is needed
  21659. */
  21660. needAlphaBlending(): boolean;
  21661. /**
  21662. * Specifies if the mesh will require alpha blending
  21663. * @param mesh defines the mesh to check
  21664. * @returns a boolean specifying if alpha blending is needed for the mesh
  21665. */
  21666. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21667. /**
  21668. * Specifies if this material should be rendered in alpha test mode
  21669. * @returns a boolean specifying if an alpha test is needed.
  21670. */
  21671. needAlphaTesting(): boolean;
  21672. /**
  21673. * Gets the texture used for the alpha test
  21674. * @returns the texture to use for alpha testing
  21675. */
  21676. getAlphaTestTexture(): Nullable<BaseTexture>;
  21677. /**
  21678. * Marks the material to indicate that it needs to be re-calculated
  21679. */
  21680. markDirty(): void;
  21681. /** @hidden */
  21682. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21683. /**
  21684. * Binds the material to the mesh
  21685. * @param world defines the world transformation matrix
  21686. * @param mesh defines the mesh to bind the material to
  21687. */
  21688. bind(world: Matrix, mesh?: Mesh): void;
  21689. /**
  21690. * Binds the submesh to the material
  21691. * @param world defines the world transformation matrix
  21692. * @param mesh defines the mesh containing the submesh
  21693. * @param subMesh defines the submesh to bind the material to
  21694. */
  21695. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21696. /**
  21697. * Binds the world matrix to the material
  21698. * @param world defines the world transformation matrix
  21699. */
  21700. bindOnlyWorldMatrix(world: Matrix): void;
  21701. /**
  21702. * Binds the scene's uniform buffer to the effect.
  21703. * @param effect defines the effect to bind to the scene uniform buffer
  21704. * @param sceneUbo defines the uniform buffer storing scene data
  21705. */
  21706. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21707. /**
  21708. * Binds the view matrix to the effect
  21709. * @param effect defines the effect to bind the view matrix to
  21710. */
  21711. bindView(effect: Effect): void;
  21712. /**
  21713. * Binds the view projection matrix to the effect
  21714. * @param effect defines the effect to bind the view projection matrix to
  21715. */
  21716. bindViewProjection(effect: Effect): void;
  21717. /**
  21718. * Specifies if material alpha testing should be turned on for the mesh
  21719. * @param mesh defines the mesh to check
  21720. */
  21721. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21722. /**
  21723. * Processes to execute after binding the material to a mesh
  21724. * @param mesh defines the rendered mesh
  21725. */
  21726. protected _afterBind(mesh?: Mesh): void;
  21727. /**
  21728. * Unbinds the material from the mesh
  21729. */
  21730. unbind(): void;
  21731. /**
  21732. * Gets the active textures from the material
  21733. * @returns an array of textures
  21734. */
  21735. getActiveTextures(): BaseTexture[];
  21736. /**
  21737. * Specifies if the material uses a texture
  21738. * @param texture defines the texture to check against the material
  21739. * @returns a boolean specifying if the material uses the texture
  21740. */
  21741. hasTexture(texture: BaseTexture): boolean;
  21742. /**
  21743. * Makes a duplicate of the material, and gives it a new name
  21744. * @param name defines the new name for the duplicated material
  21745. * @returns the cloned material
  21746. */
  21747. clone(name: string): Nullable<Material>;
  21748. /**
  21749. * Gets the meshes bound to the material
  21750. * @returns an array of meshes bound to the material
  21751. */
  21752. getBindedMeshes(): AbstractMesh[];
  21753. /**
  21754. * Force shader compilation
  21755. * @param mesh defines the mesh associated with this material
  21756. * @param onCompiled defines a function to execute once the material is compiled
  21757. * @param options defines the options to configure the compilation
  21758. * @param onError defines a function to execute if the material fails compiling
  21759. */
  21760. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21761. /**
  21762. * Force shader compilation
  21763. * @param mesh defines the mesh that will use this material
  21764. * @param options defines additional options for compiling the shaders
  21765. * @returns a promise that resolves when the compilation completes
  21766. */
  21767. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21768. private static readonly _AllDirtyCallBack;
  21769. private static readonly _ImageProcessingDirtyCallBack;
  21770. private static readonly _TextureDirtyCallBack;
  21771. private static readonly _FresnelDirtyCallBack;
  21772. private static readonly _MiscDirtyCallBack;
  21773. private static readonly _LightsDirtyCallBack;
  21774. private static readonly _AttributeDirtyCallBack;
  21775. private static _FresnelAndMiscDirtyCallBack;
  21776. private static _TextureAndMiscDirtyCallBack;
  21777. private static readonly _DirtyCallbackArray;
  21778. private static readonly _RunDirtyCallBacks;
  21779. /**
  21780. * Marks a define in the material to indicate that it needs to be re-computed
  21781. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21782. */
  21783. markAsDirty(flag: number): void;
  21784. /**
  21785. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21786. * @param func defines a function which checks material defines against the submeshes
  21787. */
  21788. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21789. /**
  21790. * Indicates that we need to re-calculated for all submeshes
  21791. */
  21792. protected _markAllSubMeshesAsAllDirty(): void;
  21793. /**
  21794. * Indicates that image processing needs to be re-calculated for all submeshes
  21795. */
  21796. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21797. /**
  21798. * Indicates that textures need to be re-calculated for all submeshes
  21799. */
  21800. protected _markAllSubMeshesAsTexturesDirty(): void;
  21801. /**
  21802. * Indicates that fresnel needs to be re-calculated for all submeshes
  21803. */
  21804. protected _markAllSubMeshesAsFresnelDirty(): void;
  21805. /**
  21806. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21807. */
  21808. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21809. /**
  21810. * Indicates that lights need to be re-calculated for all submeshes
  21811. */
  21812. protected _markAllSubMeshesAsLightsDirty(): void;
  21813. /**
  21814. * Indicates that attributes need to be re-calculated for all submeshes
  21815. */
  21816. protected _markAllSubMeshesAsAttributesDirty(): void;
  21817. /**
  21818. * Indicates that misc needs to be re-calculated for all submeshes
  21819. */
  21820. protected _markAllSubMeshesAsMiscDirty(): void;
  21821. /**
  21822. * Indicates that textures and misc need to be re-calculated for all submeshes
  21823. */
  21824. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21825. /**
  21826. * Disposes the material
  21827. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21828. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21829. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21830. */
  21831. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21832. /** @hidden */
  21833. private releaseVertexArrayObject;
  21834. /**
  21835. * Serializes this material
  21836. * @returns the serialized material object
  21837. */
  21838. serialize(): any;
  21839. /**
  21840. * Creates a material from parsed material data
  21841. * @param parsedMaterial defines parsed material data
  21842. * @param scene defines the hosting scene
  21843. * @param rootUrl defines the root URL to use to load textures
  21844. * @returns a new material
  21845. */
  21846. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21847. }
  21848. }
  21849. declare module "babylonjs/Materials/multiMaterial" {
  21850. import { Nullable } from "babylonjs/types";
  21851. import { Scene } from "babylonjs/scene";
  21852. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21853. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21854. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21855. import { Material } from "babylonjs/Materials/material";
  21856. /**
  21857. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21858. * separate meshes. This can be use to improve performances.
  21859. * @see http://doc.babylonjs.com/how_to/multi_materials
  21860. */
  21861. export class MultiMaterial extends Material {
  21862. private _subMaterials;
  21863. /**
  21864. * Gets or Sets the list of Materials used within the multi material.
  21865. * They need to be ordered according to the submeshes order in the associated mesh
  21866. */
  21867. get subMaterials(): Nullable<Material>[];
  21868. set subMaterials(value: Nullable<Material>[]);
  21869. /**
  21870. * Function used to align with Node.getChildren()
  21871. * @returns the list of Materials used within the multi material
  21872. */
  21873. getChildren(): Nullable<Material>[];
  21874. /**
  21875. * Instantiates a new Multi Material
  21876. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21877. * separate meshes. This can be use to improve performances.
  21878. * @see http://doc.babylonjs.com/how_to/multi_materials
  21879. * @param name Define the name in the scene
  21880. * @param scene Define the scene the material belongs to
  21881. */
  21882. constructor(name: string, scene: Scene);
  21883. private _hookArray;
  21884. /**
  21885. * Get one of the submaterial by its index in the submaterials array
  21886. * @param index The index to look the sub material at
  21887. * @returns The Material if the index has been defined
  21888. */
  21889. getSubMaterial(index: number): Nullable<Material>;
  21890. /**
  21891. * Get the list of active textures for the whole sub materials list.
  21892. * @returns All the textures that will be used during the rendering
  21893. */
  21894. getActiveTextures(): BaseTexture[];
  21895. /**
  21896. * Gets the current class name of the material e.g. "MultiMaterial"
  21897. * Mainly use in serialization.
  21898. * @returns the class name
  21899. */
  21900. getClassName(): string;
  21901. /**
  21902. * Checks if the material is ready to render the requested sub mesh
  21903. * @param mesh Define the mesh the submesh belongs to
  21904. * @param subMesh Define the sub mesh to look readyness for
  21905. * @param useInstances Define whether or not the material is used with instances
  21906. * @returns true if ready, otherwise false
  21907. */
  21908. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21909. /**
  21910. * Clones the current material and its related sub materials
  21911. * @param name Define the name of the newly cloned material
  21912. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21913. * @returns the cloned material
  21914. */
  21915. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21916. /**
  21917. * Serializes the materials into a JSON representation.
  21918. * @returns the JSON representation
  21919. */
  21920. serialize(): any;
  21921. /**
  21922. * Dispose the material and release its associated resources
  21923. * @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)
  21924. * @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)
  21925. * @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)
  21926. */
  21927. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21928. /**
  21929. * Creates a MultiMaterial from parsed MultiMaterial data.
  21930. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21931. * @param scene defines the hosting scene
  21932. * @returns a new MultiMaterial
  21933. */
  21934. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21935. }
  21936. }
  21937. declare module "babylonjs/Meshes/subMesh" {
  21938. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21939. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21940. import { Engine } from "babylonjs/Engines/engine";
  21941. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21942. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21943. import { Effect } from "babylonjs/Materials/effect";
  21944. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21945. import { Plane } from "babylonjs/Maths/math.plane";
  21946. import { Collider } from "babylonjs/Collisions/collider";
  21947. import { Material } from "babylonjs/Materials/material";
  21948. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21949. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21950. import { Mesh } from "babylonjs/Meshes/mesh";
  21951. import { Ray } from "babylonjs/Culling/ray";
  21952. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21953. /**
  21954. * Base class for submeshes
  21955. */
  21956. export class BaseSubMesh {
  21957. /** @hidden */
  21958. _materialDefines: Nullable<MaterialDefines>;
  21959. /** @hidden */
  21960. _materialEffect: Nullable<Effect>;
  21961. /**
  21962. * Gets material defines used by the effect associated to the sub mesh
  21963. */
  21964. get materialDefines(): Nullable<MaterialDefines>;
  21965. /**
  21966. * Sets material defines used by the effect associated to the sub mesh
  21967. */
  21968. set materialDefines(defines: Nullable<MaterialDefines>);
  21969. /**
  21970. * Gets associated effect
  21971. */
  21972. get effect(): Nullable<Effect>;
  21973. /**
  21974. * Sets associated effect (effect used to render this submesh)
  21975. * @param effect defines the effect to associate with
  21976. * @param defines defines the set of defines used to compile this effect
  21977. */
  21978. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21979. }
  21980. /**
  21981. * Defines a subdivision inside a mesh
  21982. */
  21983. export class SubMesh extends BaseSubMesh implements ICullable {
  21984. /** the material index to use */
  21985. materialIndex: number;
  21986. /** vertex index start */
  21987. verticesStart: number;
  21988. /** vertices count */
  21989. verticesCount: number;
  21990. /** index start */
  21991. indexStart: number;
  21992. /** indices count */
  21993. indexCount: number;
  21994. /** @hidden */
  21995. _linesIndexCount: number;
  21996. private _mesh;
  21997. private _renderingMesh;
  21998. private _boundingInfo;
  21999. private _linesIndexBuffer;
  22000. /** @hidden */
  22001. _lastColliderWorldVertices: Nullable<Vector3[]>;
  22002. /** @hidden */
  22003. _trianglePlanes: Plane[];
  22004. /** @hidden */
  22005. _lastColliderTransformMatrix: Nullable<Matrix>;
  22006. /** @hidden */
  22007. _renderId: number;
  22008. /** @hidden */
  22009. _alphaIndex: number;
  22010. /** @hidden */
  22011. _distanceToCamera: number;
  22012. /** @hidden */
  22013. _id: number;
  22014. private _currentMaterial;
  22015. /**
  22016. * Add a new submesh to a mesh
  22017. * @param materialIndex defines the material index to use
  22018. * @param verticesStart defines vertex index start
  22019. * @param verticesCount defines vertices count
  22020. * @param indexStart defines index start
  22021. * @param indexCount defines indices count
  22022. * @param mesh defines the parent mesh
  22023. * @param renderingMesh defines an optional rendering mesh
  22024. * @param createBoundingBox defines if bounding box should be created for this submesh
  22025. * @returns the new submesh
  22026. */
  22027. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  22028. /**
  22029. * Creates a new submesh
  22030. * @param materialIndex defines the material index to use
  22031. * @param verticesStart defines vertex index start
  22032. * @param verticesCount defines vertices count
  22033. * @param indexStart defines index start
  22034. * @param indexCount defines indices count
  22035. * @param mesh defines the parent mesh
  22036. * @param renderingMesh defines an optional rendering mesh
  22037. * @param createBoundingBox defines if bounding box should be created for this submesh
  22038. */
  22039. constructor(
  22040. /** the material index to use */
  22041. materialIndex: number,
  22042. /** vertex index start */
  22043. verticesStart: number,
  22044. /** vertices count */
  22045. verticesCount: number,
  22046. /** index start */
  22047. indexStart: number,
  22048. /** indices count */
  22049. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  22050. /**
  22051. * Returns true if this submesh covers the entire parent mesh
  22052. * @ignorenaming
  22053. */
  22054. get IsGlobal(): boolean;
  22055. /**
  22056. * Returns the submesh BoudingInfo object
  22057. * @returns current bounding info (or mesh's one if the submesh is global)
  22058. */
  22059. getBoundingInfo(): BoundingInfo;
  22060. /**
  22061. * Sets the submesh BoundingInfo
  22062. * @param boundingInfo defines the new bounding info to use
  22063. * @returns the SubMesh
  22064. */
  22065. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  22066. /**
  22067. * Returns the mesh of the current submesh
  22068. * @return the parent mesh
  22069. */
  22070. getMesh(): AbstractMesh;
  22071. /**
  22072. * Returns the rendering mesh of the submesh
  22073. * @returns the rendering mesh (could be different from parent mesh)
  22074. */
  22075. getRenderingMesh(): Mesh;
  22076. /**
  22077. * Returns the submesh material
  22078. * @returns null or the current material
  22079. */
  22080. getMaterial(): Nullable<Material>;
  22081. /**
  22082. * Sets a new updated BoundingInfo object to the submesh
  22083. * @param data defines an optional position array to use to determine the bounding info
  22084. * @returns the SubMesh
  22085. */
  22086. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  22087. /** @hidden */
  22088. _checkCollision(collider: Collider): boolean;
  22089. /**
  22090. * Updates the submesh BoundingInfo
  22091. * @param world defines the world matrix to use to update the bounding info
  22092. * @returns the submesh
  22093. */
  22094. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  22095. /**
  22096. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  22097. * @param frustumPlanes defines the frustum planes
  22098. * @returns true if the submesh is intersecting with the frustum
  22099. */
  22100. isInFrustum(frustumPlanes: Plane[]): boolean;
  22101. /**
  22102. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  22103. * @param frustumPlanes defines the frustum planes
  22104. * @returns true if the submesh is inside the frustum
  22105. */
  22106. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  22107. /**
  22108. * Renders the submesh
  22109. * @param enableAlphaMode defines if alpha needs to be used
  22110. * @returns the submesh
  22111. */
  22112. render(enableAlphaMode: boolean): SubMesh;
  22113. /**
  22114. * @hidden
  22115. */
  22116. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  22117. /**
  22118. * Checks if the submesh intersects with a ray
  22119. * @param ray defines the ray to test
  22120. * @returns true is the passed ray intersects the submesh bounding box
  22121. */
  22122. canIntersects(ray: Ray): boolean;
  22123. /**
  22124. * Intersects current submesh with a ray
  22125. * @param ray defines the ray to test
  22126. * @param positions defines mesh's positions array
  22127. * @param indices defines mesh's indices array
  22128. * @param fastCheck defines if only bounding info should be used
  22129. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  22130. * @returns intersection info or null if no intersection
  22131. */
  22132. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  22133. /** @hidden */
  22134. private _intersectLines;
  22135. /** @hidden */
  22136. private _intersectUnIndexedLines;
  22137. /** @hidden */
  22138. private _intersectTriangles;
  22139. /** @hidden */
  22140. private _intersectUnIndexedTriangles;
  22141. /** @hidden */
  22142. _rebuild(): void;
  22143. /**
  22144. * Creates a new submesh from the passed mesh
  22145. * @param newMesh defines the new hosting mesh
  22146. * @param newRenderingMesh defines an optional rendering mesh
  22147. * @returns the new submesh
  22148. */
  22149. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  22150. /**
  22151. * Release associated resources
  22152. */
  22153. dispose(): void;
  22154. /**
  22155. * Gets the class name
  22156. * @returns the string "SubMesh".
  22157. */
  22158. getClassName(): string;
  22159. /**
  22160. * Creates a new submesh from indices data
  22161. * @param materialIndex the index of the main mesh material
  22162. * @param startIndex the index where to start the copy in the mesh indices array
  22163. * @param indexCount the number of indices to copy then from the startIndex
  22164. * @param mesh the main mesh to create the submesh from
  22165. * @param renderingMesh the optional rendering mesh
  22166. * @returns a new submesh
  22167. */
  22168. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  22169. }
  22170. }
  22171. declare module "babylonjs/Loading/sceneLoaderFlags" {
  22172. /**
  22173. * Class used to represent data loading progression
  22174. */
  22175. export class SceneLoaderFlags {
  22176. private static _ForceFullSceneLoadingForIncremental;
  22177. private static _ShowLoadingScreen;
  22178. private static _CleanBoneMatrixWeights;
  22179. private static _loggingLevel;
  22180. /**
  22181. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  22182. */
  22183. static get ForceFullSceneLoadingForIncremental(): boolean;
  22184. static set ForceFullSceneLoadingForIncremental(value: boolean);
  22185. /**
  22186. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  22187. */
  22188. static get ShowLoadingScreen(): boolean;
  22189. static set ShowLoadingScreen(value: boolean);
  22190. /**
  22191. * Defines the current logging level (while loading the scene)
  22192. * @ignorenaming
  22193. */
  22194. static get loggingLevel(): number;
  22195. static set loggingLevel(value: number);
  22196. /**
  22197. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  22198. */
  22199. static get CleanBoneMatrixWeights(): boolean;
  22200. static set CleanBoneMatrixWeights(value: boolean);
  22201. }
  22202. }
  22203. declare module "babylonjs/Meshes/geometry" {
  22204. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  22205. import { Scene } from "babylonjs/scene";
  22206. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  22207. import { Engine } from "babylonjs/Engines/engine";
  22208. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  22209. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  22210. import { Effect } from "babylonjs/Materials/effect";
  22211. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  22212. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  22213. import { Mesh } from "babylonjs/Meshes/mesh";
  22214. /**
  22215. * Class used to store geometry data (vertex buffers + index buffer)
  22216. */
  22217. export class Geometry implements IGetSetVerticesData {
  22218. /**
  22219. * Gets or sets the ID of the geometry
  22220. */
  22221. id: string;
  22222. /**
  22223. * Gets or sets the unique ID of the geometry
  22224. */
  22225. uniqueId: number;
  22226. /**
  22227. * Gets the delay loading state of the geometry (none by default which means not delayed)
  22228. */
  22229. delayLoadState: number;
  22230. /**
  22231. * Gets the file containing the data to load when running in delay load state
  22232. */
  22233. delayLoadingFile: Nullable<string>;
  22234. /**
  22235. * Callback called when the geometry is updated
  22236. */
  22237. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  22238. private _scene;
  22239. private _engine;
  22240. private _meshes;
  22241. private _totalVertices;
  22242. /** @hidden */
  22243. _indices: IndicesArray;
  22244. /** @hidden */
  22245. _vertexBuffers: {
  22246. [key: string]: VertexBuffer;
  22247. };
  22248. private _isDisposed;
  22249. private _extend;
  22250. private _boundingBias;
  22251. /** @hidden */
  22252. _delayInfo: Array<string>;
  22253. private _indexBuffer;
  22254. private _indexBufferIsUpdatable;
  22255. /** @hidden */
  22256. _boundingInfo: Nullable<BoundingInfo>;
  22257. /** @hidden */
  22258. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  22259. /** @hidden */
  22260. _softwareSkinningFrameId: number;
  22261. private _vertexArrayObjects;
  22262. private _updatable;
  22263. /** @hidden */
  22264. _positions: Nullable<Vector3[]>;
  22265. /**
  22266. * 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
  22267. */
  22268. get boundingBias(): Vector2;
  22269. /**
  22270. * 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
  22271. */
  22272. set boundingBias(value: Vector2);
  22273. /**
  22274. * Static function used to attach a new empty geometry to a mesh
  22275. * @param mesh defines the mesh to attach the geometry to
  22276. * @returns the new Geometry
  22277. */
  22278. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  22279. /**
  22280. * Creates a new geometry
  22281. * @param id defines the unique ID
  22282. * @param scene defines the hosting scene
  22283. * @param vertexData defines the VertexData used to get geometry data
  22284. * @param updatable defines if geometry must be updatable (false by default)
  22285. * @param mesh defines the mesh that will be associated with the geometry
  22286. */
  22287. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  22288. /**
  22289. * Gets the current extend of the geometry
  22290. */
  22291. get extend(): {
  22292. minimum: Vector3;
  22293. maximum: Vector3;
  22294. };
  22295. /**
  22296. * Gets the hosting scene
  22297. * @returns the hosting Scene
  22298. */
  22299. getScene(): Scene;
  22300. /**
  22301. * Gets the hosting engine
  22302. * @returns the hosting Engine
  22303. */
  22304. getEngine(): Engine;
  22305. /**
  22306. * Defines if the geometry is ready to use
  22307. * @returns true if the geometry is ready to be used
  22308. */
  22309. isReady(): boolean;
  22310. /**
  22311. * Gets a value indicating that the geometry should not be serialized
  22312. */
  22313. get doNotSerialize(): boolean;
  22314. /** @hidden */
  22315. _rebuild(): void;
  22316. /**
  22317. * Affects all geometry data in one call
  22318. * @param vertexData defines the geometry data
  22319. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  22320. */
  22321. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  22322. /**
  22323. * Set specific vertex data
  22324. * @param kind defines the data kind (Position, normal, etc...)
  22325. * @param data defines the vertex data to use
  22326. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22327. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22328. */
  22329. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  22330. /**
  22331. * Removes a specific vertex data
  22332. * @param kind defines the data kind (Position, normal, etc...)
  22333. */
  22334. removeVerticesData(kind: string): void;
  22335. /**
  22336. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  22337. * @param buffer defines the vertex buffer to use
  22338. * @param totalVertices defines the total number of vertices for position kind (could be null)
  22339. */
  22340. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  22341. /**
  22342. * Update a specific vertex buffer
  22343. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  22344. * It will do nothing if the buffer is not updatable
  22345. * @param kind defines the data kind (Position, normal, etc...)
  22346. * @param data defines the data to use
  22347. * @param offset defines the offset in the target buffer where to store the data
  22348. * @param useBytes set to true if the offset is in bytes
  22349. */
  22350. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  22351. /**
  22352. * Update a specific vertex buffer
  22353. * This function will create a new buffer if the current one is not updatable
  22354. * @param kind defines the data kind (Position, normal, etc...)
  22355. * @param data defines the data to use
  22356. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  22357. */
  22358. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  22359. private _updateBoundingInfo;
  22360. /** @hidden */
  22361. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  22362. /**
  22363. * Gets total number of vertices
  22364. * @returns the total number of vertices
  22365. */
  22366. getTotalVertices(): number;
  22367. /**
  22368. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22369. * @param kind defines the data kind (Position, normal, etc...)
  22370. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22371. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22372. * @returns a float array containing vertex data
  22373. */
  22374. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22375. /**
  22376. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  22377. * @param kind defines the data kind (Position, normal, etc...)
  22378. * @returns true if the vertex buffer with the specified kind is updatable
  22379. */
  22380. isVertexBufferUpdatable(kind: string): boolean;
  22381. /**
  22382. * Gets a specific vertex buffer
  22383. * @param kind defines the data kind (Position, normal, etc...)
  22384. * @returns a VertexBuffer
  22385. */
  22386. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  22387. /**
  22388. * Returns all vertex buffers
  22389. * @return an object holding all vertex buffers indexed by kind
  22390. */
  22391. getVertexBuffers(): Nullable<{
  22392. [key: string]: VertexBuffer;
  22393. }>;
  22394. /**
  22395. * Gets a boolean indicating if specific vertex buffer is present
  22396. * @param kind defines the data kind (Position, normal, etc...)
  22397. * @returns true if data is present
  22398. */
  22399. isVerticesDataPresent(kind: string): boolean;
  22400. /**
  22401. * Gets a list of all attached data kinds (Position, normal, etc...)
  22402. * @returns a list of string containing all kinds
  22403. */
  22404. getVerticesDataKinds(): string[];
  22405. /**
  22406. * Update index buffer
  22407. * @param indices defines the indices to store in the index buffer
  22408. * @param offset defines the offset in the target buffer where to store the data
  22409. * @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)
  22410. */
  22411. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22412. /**
  22413. * Creates a new index buffer
  22414. * @param indices defines the indices to store in the index buffer
  22415. * @param totalVertices defines the total number of vertices (could be null)
  22416. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22417. */
  22418. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22419. /**
  22420. * Return the total number of indices
  22421. * @returns the total number of indices
  22422. */
  22423. getTotalIndices(): number;
  22424. /**
  22425. * Gets the index buffer array
  22426. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22427. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22428. * @returns the index buffer array
  22429. */
  22430. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22431. /**
  22432. * Gets the index buffer
  22433. * @return the index buffer
  22434. */
  22435. getIndexBuffer(): Nullable<DataBuffer>;
  22436. /** @hidden */
  22437. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22438. /**
  22439. * Release the associated resources for a specific mesh
  22440. * @param mesh defines the source mesh
  22441. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22442. */
  22443. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22444. /**
  22445. * Apply current geometry to a given mesh
  22446. * @param mesh defines the mesh to apply geometry to
  22447. */
  22448. applyToMesh(mesh: Mesh): void;
  22449. private _updateExtend;
  22450. private _applyToMesh;
  22451. private notifyUpdate;
  22452. /**
  22453. * Load the geometry if it was flagged as delay loaded
  22454. * @param scene defines the hosting scene
  22455. * @param onLoaded defines a callback called when the geometry is loaded
  22456. */
  22457. load(scene: Scene, onLoaded?: () => void): void;
  22458. private _queueLoad;
  22459. /**
  22460. * Invert the geometry to move from a right handed system to a left handed one.
  22461. */
  22462. toLeftHanded(): void;
  22463. /** @hidden */
  22464. _resetPointsArrayCache(): void;
  22465. /** @hidden */
  22466. _generatePointsArray(): boolean;
  22467. /**
  22468. * Gets a value indicating if the geometry is disposed
  22469. * @returns true if the geometry was disposed
  22470. */
  22471. isDisposed(): boolean;
  22472. private _disposeVertexArrayObjects;
  22473. /**
  22474. * Free all associated resources
  22475. */
  22476. dispose(): void;
  22477. /**
  22478. * Clone the current geometry into a new geometry
  22479. * @param id defines the unique ID of the new geometry
  22480. * @returns a new geometry object
  22481. */
  22482. copy(id: string): Geometry;
  22483. /**
  22484. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22485. * @return a JSON representation of the current geometry data (without the vertices data)
  22486. */
  22487. serialize(): any;
  22488. private toNumberArray;
  22489. /**
  22490. * Serialize all vertices data into a JSON oject
  22491. * @returns a JSON representation of the current geometry data
  22492. */
  22493. serializeVerticeData(): any;
  22494. /**
  22495. * Extracts a clone of a mesh geometry
  22496. * @param mesh defines the source mesh
  22497. * @param id defines the unique ID of the new geometry object
  22498. * @returns the new geometry object
  22499. */
  22500. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22501. /**
  22502. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22503. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22504. * Be aware Math.random() could cause collisions, but:
  22505. * "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"
  22506. * @returns a string containing a new GUID
  22507. */
  22508. static RandomId(): string;
  22509. /** @hidden */
  22510. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22511. private static _CleanMatricesWeights;
  22512. /**
  22513. * Create a new geometry from persisted data (Using .babylon file format)
  22514. * @param parsedVertexData defines the persisted data
  22515. * @param scene defines the hosting scene
  22516. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22517. * @returns the new geometry object
  22518. */
  22519. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22520. }
  22521. }
  22522. declare module "babylonjs/Meshes/mesh.vertexData" {
  22523. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22524. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22525. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22526. import { Geometry } from "babylonjs/Meshes/geometry";
  22527. import { Mesh } from "babylonjs/Meshes/mesh";
  22528. /**
  22529. * Define an interface for all classes that will get and set the data on vertices
  22530. */
  22531. export interface IGetSetVerticesData {
  22532. /**
  22533. * Gets a boolean indicating if specific vertex data is present
  22534. * @param kind defines the vertex data kind to use
  22535. * @returns true is data kind is present
  22536. */
  22537. isVerticesDataPresent(kind: string): boolean;
  22538. /**
  22539. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22540. * @param kind defines the data kind (Position, normal, etc...)
  22541. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22542. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22543. * @returns a float array containing vertex data
  22544. */
  22545. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22546. /**
  22547. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22548. * @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.
  22549. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22550. * @returns the indices array or an empty array if the mesh has no geometry
  22551. */
  22552. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22553. /**
  22554. * Set specific vertex data
  22555. * @param kind defines the data kind (Position, normal, etc...)
  22556. * @param data defines the vertex data to use
  22557. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22558. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22559. */
  22560. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22561. /**
  22562. * Update a specific associated vertex buffer
  22563. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22564. * - VertexBuffer.PositionKind
  22565. * - VertexBuffer.UVKind
  22566. * - VertexBuffer.UV2Kind
  22567. * - VertexBuffer.UV3Kind
  22568. * - VertexBuffer.UV4Kind
  22569. * - VertexBuffer.UV5Kind
  22570. * - VertexBuffer.UV6Kind
  22571. * - VertexBuffer.ColorKind
  22572. * - VertexBuffer.MatricesIndicesKind
  22573. * - VertexBuffer.MatricesIndicesExtraKind
  22574. * - VertexBuffer.MatricesWeightsKind
  22575. * - VertexBuffer.MatricesWeightsExtraKind
  22576. * @param data defines the data source
  22577. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22578. * @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)
  22579. */
  22580. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22581. /**
  22582. * Creates a new index buffer
  22583. * @param indices defines the indices to store in the index buffer
  22584. * @param totalVertices defines the total number of vertices (could be null)
  22585. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22586. */
  22587. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22588. }
  22589. /**
  22590. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22591. */
  22592. export class VertexData {
  22593. /**
  22594. * Mesh side orientation : usually the external or front surface
  22595. */
  22596. static readonly FRONTSIDE: number;
  22597. /**
  22598. * Mesh side orientation : usually the internal or back surface
  22599. */
  22600. static readonly BACKSIDE: number;
  22601. /**
  22602. * Mesh side orientation : both internal and external or front and back surfaces
  22603. */
  22604. static readonly DOUBLESIDE: number;
  22605. /**
  22606. * Mesh side orientation : by default, `FRONTSIDE`
  22607. */
  22608. static readonly DEFAULTSIDE: number;
  22609. /**
  22610. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22611. */
  22612. positions: Nullable<FloatArray>;
  22613. /**
  22614. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22615. */
  22616. normals: Nullable<FloatArray>;
  22617. /**
  22618. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22619. */
  22620. tangents: Nullable<FloatArray>;
  22621. /**
  22622. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22623. */
  22624. uvs: Nullable<FloatArray>;
  22625. /**
  22626. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22627. */
  22628. uvs2: Nullable<FloatArray>;
  22629. /**
  22630. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22631. */
  22632. uvs3: Nullable<FloatArray>;
  22633. /**
  22634. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22635. */
  22636. uvs4: Nullable<FloatArray>;
  22637. /**
  22638. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22639. */
  22640. uvs5: Nullable<FloatArray>;
  22641. /**
  22642. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22643. */
  22644. uvs6: Nullable<FloatArray>;
  22645. /**
  22646. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22647. */
  22648. colors: Nullable<FloatArray>;
  22649. /**
  22650. * 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).
  22651. */
  22652. matricesIndices: Nullable<FloatArray>;
  22653. /**
  22654. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22655. */
  22656. matricesWeights: Nullable<FloatArray>;
  22657. /**
  22658. * An array extending the number of possible indices
  22659. */
  22660. matricesIndicesExtra: Nullable<FloatArray>;
  22661. /**
  22662. * An array extending the number of possible weights when the number of indices is extended
  22663. */
  22664. matricesWeightsExtra: Nullable<FloatArray>;
  22665. /**
  22666. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22667. */
  22668. indices: Nullable<IndicesArray>;
  22669. /**
  22670. * Uses the passed data array to set the set the values for the specified kind of data
  22671. * @param data a linear array of floating numbers
  22672. * @param kind the type of data that is being set, eg positions, colors etc
  22673. */
  22674. set(data: FloatArray, kind: string): void;
  22675. /**
  22676. * Associates the vertexData to the passed Mesh.
  22677. * Sets it as updatable or not (default `false`)
  22678. * @param mesh the mesh the vertexData is applied to
  22679. * @param updatable when used and having the value true allows new data to update the vertexData
  22680. * @returns the VertexData
  22681. */
  22682. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22683. /**
  22684. * Associates the vertexData to the passed Geometry.
  22685. * Sets it as updatable or not (default `false`)
  22686. * @param geometry the geometry the vertexData is applied to
  22687. * @param updatable when used and having the value true allows new data to update the vertexData
  22688. * @returns VertexData
  22689. */
  22690. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22691. /**
  22692. * Updates the associated mesh
  22693. * @param mesh the mesh to be updated
  22694. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22695. * @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
  22696. * @returns VertexData
  22697. */
  22698. updateMesh(mesh: Mesh): VertexData;
  22699. /**
  22700. * Updates the associated geometry
  22701. * @param geometry the geometry to be updated
  22702. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22703. * @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
  22704. * @returns VertexData.
  22705. */
  22706. updateGeometry(geometry: Geometry): VertexData;
  22707. private _applyTo;
  22708. private _update;
  22709. /**
  22710. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22711. * @param matrix the transforming matrix
  22712. * @returns the VertexData
  22713. */
  22714. transform(matrix: Matrix): VertexData;
  22715. /**
  22716. * Merges the passed VertexData into the current one
  22717. * @param other the VertexData to be merged into the current one
  22718. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22719. * @returns the modified VertexData
  22720. */
  22721. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22722. private _mergeElement;
  22723. private _validate;
  22724. /**
  22725. * Serializes the VertexData
  22726. * @returns a serialized object
  22727. */
  22728. serialize(): any;
  22729. /**
  22730. * Extracts the vertexData from a mesh
  22731. * @param mesh the mesh from which to extract the VertexData
  22732. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22733. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22734. * @returns the object VertexData associated to the passed mesh
  22735. */
  22736. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22737. /**
  22738. * Extracts the vertexData from the geometry
  22739. * @param geometry the geometry from which to extract the VertexData
  22740. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22741. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22742. * @returns the object VertexData associated to the passed mesh
  22743. */
  22744. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22745. private static _ExtractFrom;
  22746. /**
  22747. * Creates the VertexData for a Ribbon
  22748. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22749. * * pathArray array of paths, each of which an array of successive Vector3
  22750. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22751. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22752. * * 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
  22753. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22754. * * 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)
  22755. * * 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)
  22756. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22757. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22758. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22759. * @returns the VertexData of the ribbon
  22760. */
  22761. static CreateRibbon(options: {
  22762. pathArray: Vector3[][];
  22763. closeArray?: boolean;
  22764. closePath?: boolean;
  22765. offset?: number;
  22766. sideOrientation?: number;
  22767. frontUVs?: Vector4;
  22768. backUVs?: Vector4;
  22769. invertUV?: boolean;
  22770. uvs?: Vector2[];
  22771. colors?: Color4[];
  22772. }): VertexData;
  22773. /**
  22774. * Creates the VertexData for a box
  22775. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22776. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22777. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22778. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22779. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22780. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22781. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22782. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22783. * * 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)
  22784. * * 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)
  22785. * @returns the VertexData of the box
  22786. */
  22787. static CreateBox(options: {
  22788. size?: number;
  22789. width?: number;
  22790. height?: number;
  22791. depth?: number;
  22792. faceUV?: Vector4[];
  22793. faceColors?: Color4[];
  22794. sideOrientation?: number;
  22795. frontUVs?: Vector4;
  22796. backUVs?: Vector4;
  22797. }): VertexData;
  22798. /**
  22799. * Creates the VertexData for a tiled box
  22800. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22801. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22802. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22803. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22804. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22805. * @returns the VertexData of the box
  22806. */
  22807. static CreateTiledBox(options: {
  22808. pattern?: number;
  22809. width?: number;
  22810. height?: number;
  22811. depth?: number;
  22812. tileSize?: number;
  22813. tileWidth?: number;
  22814. tileHeight?: number;
  22815. alignHorizontal?: number;
  22816. alignVertical?: number;
  22817. faceUV?: Vector4[];
  22818. faceColors?: Color4[];
  22819. sideOrientation?: number;
  22820. }): VertexData;
  22821. /**
  22822. * Creates the VertexData for a tiled plane
  22823. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22824. * * pattern a limited pattern arrangement depending on the number
  22825. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22826. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22827. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22828. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22829. * * 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)
  22830. * * 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)
  22831. * @returns the VertexData of the tiled plane
  22832. */
  22833. static CreateTiledPlane(options: {
  22834. pattern?: number;
  22835. tileSize?: number;
  22836. tileWidth?: number;
  22837. tileHeight?: number;
  22838. size?: number;
  22839. width?: number;
  22840. height?: number;
  22841. alignHorizontal?: number;
  22842. alignVertical?: number;
  22843. sideOrientation?: number;
  22844. frontUVs?: Vector4;
  22845. backUVs?: Vector4;
  22846. }): VertexData;
  22847. /**
  22848. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22849. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22850. * * segments sets the number of horizontal strips optional, default 32
  22851. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22852. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22853. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22854. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22855. * * 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
  22856. * * 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
  22857. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22858. * * 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)
  22859. * * 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)
  22860. * @returns the VertexData of the ellipsoid
  22861. */
  22862. static CreateSphere(options: {
  22863. segments?: number;
  22864. diameter?: number;
  22865. diameterX?: number;
  22866. diameterY?: number;
  22867. diameterZ?: number;
  22868. arc?: number;
  22869. slice?: number;
  22870. sideOrientation?: number;
  22871. frontUVs?: Vector4;
  22872. backUVs?: Vector4;
  22873. }): VertexData;
  22874. /**
  22875. * Creates the VertexData for a cylinder, cone or prism
  22876. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22877. * * height sets the height (y direction) of the cylinder, optional, default 2
  22878. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22879. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22880. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22881. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22882. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22883. * * 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
  22884. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22885. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22886. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22887. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22888. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22889. * * 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)
  22890. * * 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)
  22891. * @returns the VertexData of the cylinder, cone or prism
  22892. */
  22893. static CreateCylinder(options: {
  22894. height?: number;
  22895. diameterTop?: number;
  22896. diameterBottom?: number;
  22897. diameter?: number;
  22898. tessellation?: number;
  22899. subdivisions?: number;
  22900. arc?: number;
  22901. faceColors?: Color4[];
  22902. faceUV?: Vector4[];
  22903. hasRings?: boolean;
  22904. enclose?: boolean;
  22905. sideOrientation?: number;
  22906. frontUVs?: Vector4;
  22907. backUVs?: Vector4;
  22908. }): VertexData;
  22909. /**
  22910. * Creates the VertexData for a torus
  22911. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22912. * * diameter the diameter of the torus, optional default 1
  22913. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22914. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22915. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22916. * * 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)
  22917. * * 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)
  22918. * @returns the VertexData of the torus
  22919. */
  22920. static CreateTorus(options: {
  22921. diameter?: number;
  22922. thickness?: number;
  22923. tessellation?: number;
  22924. sideOrientation?: number;
  22925. frontUVs?: Vector4;
  22926. backUVs?: Vector4;
  22927. }): VertexData;
  22928. /**
  22929. * Creates the VertexData of the LineSystem
  22930. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22931. * - lines an array of lines, each line being an array of successive Vector3
  22932. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22933. * @returns the VertexData of the LineSystem
  22934. */
  22935. static CreateLineSystem(options: {
  22936. lines: Vector3[][];
  22937. colors?: Nullable<Color4[][]>;
  22938. }): VertexData;
  22939. /**
  22940. * Create the VertexData for a DashedLines
  22941. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22942. * - points an array successive Vector3
  22943. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22944. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22945. * - dashNb the intended total number of dashes, optional, default 200
  22946. * @returns the VertexData for the DashedLines
  22947. */
  22948. static CreateDashedLines(options: {
  22949. points: Vector3[];
  22950. dashSize?: number;
  22951. gapSize?: number;
  22952. dashNb?: number;
  22953. }): VertexData;
  22954. /**
  22955. * Creates the VertexData for a Ground
  22956. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22957. * - width the width (x direction) of the ground, optional, default 1
  22958. * - height the height (z direction) of the ground, optional, default 1
  22959. * - subdivisions the number of subdivisions per side, optional, default 1
  22960. * @returns the VertexData of the Ground
  22961. */
  22962. static CreateGround(options: {
  22963. width?: number;
  22964. height?: number;
  22965. subdivisions?: number;
  22966. subdivisionsX?: number;
  22967. subdivisionsY?: number;
  22968. }): VertexData;
  22969. /**
  22970. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22971. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22972. * * xmin the ground minimum X coordinate, optional, default -1
  22973. * * zmin the ground minimum Z coordinate, optional, default -1
  22974. * * xmax the ground maximum X coordinate, optional, default 1
  22975. * * zmax the ground maximum Z coordinate, optional, default 1
  22976. * * 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}
  22977. * * 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}
  22978. * @returns the VertexData of the TiledGround
  22979. */
  22980. static CreateTiledGround(options: {
  22981. xmin: number;
  22982. zmin: number;
  22983. xmax: number;
  22984. zmax: number;
  22985. subdivisions?: {
  22986. w: number;
  22987. h: number;
  22988. };
  22989. precision?: {
  22990. w: number;
  22991. h: number;
  22992. };
  22993. }): VertexData;
  22994. /**
  22995. * Creates the VertexData of the Ground designed from a heightmap
  22996. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22997. * * width the width (x direction) of the ground
  22998. * * height the height (z direction) of the ground
  22999. * * subdivisions the number of subdivisions per side
  23000. * * minHeight the minimum altitude on the ground, optional, default 0
  23001. * * maxHeight the maximum altitude on the ground, optional default 1
  23002. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  23003. * * buffer the array holding the image color data
  23004. * * bufferWidth the width of image
  23005. * * bufferHeight the height of image
  23006. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  23007. * @returns the VertexData of the Ground designed from a heightmap
  23008. */
  23009. static CreateGroundFromHeightMap(options: {
  23010. width: number;
  23011. height: number;
  23012. subdivisions: number;
  23013. minHeight: number;
  23014. maxHeight: number;
  23015. colorFilter: Color3;
  23016. buffer: Uint8Array;
  23017. bufferWidth: number;
  23018. bufferHeight: number;
  23019. alphaFilter: number;
  23020. }): VertexData;
  23021. /**
  23022. * Creates the VertexData for a Plane
  23023. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  23024. * * size sets the width and height of the plane to the value of size, optional default 1
  23025. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  23026. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  23027. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23028. * * 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)
  23029. * * 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)
  23030. * @returns the VertexData of the box
  23031. */
  23032. static CreatePlane(options: {
  23033. size?: number;
  23034. width?: number;
  23035. height?: number;
  23036. sideOrientation?: number;
  23037. frontUVs?: Vector4;
  23038. backUVs?: Vector4;
  23039. }): VertexData;
  23040. /**
  23041. * Creates the VertexData of the Disc or regular Polygon
  23042. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  23043. * * radius the radius of the disc, optional default 0.5
  23044. * * tessellation the number of polygon sides, optional, default 64
  23045. * * 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
  23046. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23047. * * 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)
  23048. * * 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)
  23049. * @returns the VertexData of the box
  23050. */
  23051. static CreateDisc(options: {
  23052. radius?: number;
  23053. tessellation?: number;
  23054. arc?: number;
  23055. sideOrientation?: number;
  23056. frontUVs?: Vector4;
  23057. backUVs?: Vector4;
  23058. }): VertexData;
  23059. /**
  23060. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  23061. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  23062. * @param polygon a mesh built from polygonTriangulation.build()
  23063. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23064. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  23065. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  23066. * @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)
  23067. * @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)
  23068. * @returns the VertexData of the Polygon
  23069. */
  23070. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  23071. /**
  23072. * Creates the VertexData of the IcoSphere
  23073. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  23074. * * radius the radius of the IcoSphere, optional default 1
  23075. * * radiusX allows stretching in the x direction, optional, default radius
  23076. * * radiusY allows stretching in the y direction, optional, default radius
  23077. * * radiusZ allows stretching in the z direction, optional, default radius
  23078. * * flat when true creates a flat shaded mesh, optional, default true
  23079. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  23080. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23081. * * 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)
  23082. * * 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)
  23083. * @returns the VertexData of the IcoSphere
  23084. */
  23085. static CreateIcoSphere(options: {
  23086. radius?: number;
  23087. radiusX?: number;
  23088. radiusY?: number;
  23089. radiusZ?: number;
  23090. flat?: boolean;
  23091. subdivisions?: number;
  23092. sideOrientation?: number;
  23093. frontUVs?: Vector4;
  23094. backUVs?: Vector4;
  23095. }): VertexData;
  23096. /**
  23097. * Creates the VertexData for a Polyhedron
  23098. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  23099. * * type provided types are:
  23100. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  23101. * * 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)
  23102. * * size the size of the IcoSphere, optional default 1
  23103. * * sizeX allows stretching in the x direction, optional, default size
  23104. * * sizeY allows stretching in the y direction, optional, default size
  23105. * * sizeZ allows stretching in the z direction, optional, default size
  23106. * * 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
  23107. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  23108. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  23109. * * flat when true creates a flat shaded mesh, optional, default true
  23110. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  23111. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23112. * * 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)
  23113. * * 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)
  23114. * @returns the VertexData of the Polyhedron
  23115. */
  23116. static CreatePolyhedron(options: {
  23117. type?: number;
  23118. size?: number;
  23119. sizeX?: number;
  23120. sizeY?: number;
  23121. sizeZ?: number;
  23122. custom?: any;
  23123. faceUV?: Vector4[];
  23124. faceColors?: Color4[];
  23125. flat?: boolean;
  23126. sideOrientation?: number;
  23127. frontUVs?: Vector4;
  23128. backUVs?: Vector4;
  23129. }): VertexData;
  23130. /**
  23131. * Creates the VertexData for a TorusKnot
  23132. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  23133. * * radius the radius of the torus knot, optional, default 2
  23134. * * tube the thickness of the tube, optional, default 0.5
  23135. * * radialSegments the number of sides on each tube segments, optional, default 32
  23136. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  23137. * * p the number of windings around the z axis, optional, default 2
  23138. * * q the number of windings around the x axis, optional, default 3
  23139. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  23140. * * 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)
  23141. * * 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)
  23142. * @returns the VertexData of the Torus Knot
  23143. */
  23144. static CreateTorusKnot(options: {
  23145. radius?: number;
  23146. tube?: number;
  23147. radialSegments?: number;
  23148. tubularSegments?: number;
  23149. p?: number;
  23150. q?: number;
  23151. sideOrientation?: number;
  23152. frontUVs?: Vector4;
  23153. backUVs?: Vector4;
  23154. }): VertexData;
  23155. /**
  23156. * Compute normals for given positions and indices
  23157. * @param positions an array of vertex positions, [...., x, y, z, ......]
  23158. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  23159. * @param normals an array of vertex normals, [...., x, y, z, ......]
  23160. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  23161. * * facetNormals : optional array of facet normals (vector3)
  23162. * * facetPositions : optional array of facet positions (vector3)
  23163. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  23164. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  23165. * * bInfo : optional bounding info, required for facetPartitioning computation
  23166. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  23167. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  23168. * * useRightHandedSystem: optional boolean to for right handed system computation
  23169. * * depthSort : optional boolean to enable the facet depth sort computation
  23170. * * distanceTo : optional Vector3 to compute the facet depth from this location
  23171. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  23172. */
  23173. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  23174. facetNormals?: any;
  23175. facetPositions?: any;
  23176. facetPartitioning?: any;
  23177. ratio?: number;
  23178. bInfo?: any;
  23179. bbSize?: Vector3;
  23180. subDiv?: any;
  23181. useRightHandedSystem?: boolean;
  23182. depthSort?: boolean;
  23183. distanceTo?: Vector3;
  23184. depthSortedFacets?: any;
  23185. }): void;
  23186. /** @hidden */
  23187. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  23188. /**
  23189. * Applies VertexData created from the imported parameters to the geometry
  23190. * @param parsedVertexData the parsed data from an imported file
  23191. * @param geometry the geometry to apply the VertexData to
  23192. */
  23193. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  23194. }
  23195. }
  23196. declare module "babylonjs/Morph/morphTarget" {
  23197. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  23198. import { Observable } from "babylonjs/Misc/observable";
  23199. import { Nullable, FloatArray } from "babylonjs/types";
  23200. import { Scene } from "babylonjs/scene";
  23201. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23202. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  23203. /**
  23204. * Defines a target to use with MorphTargetManager
  23205. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23206. */
  23207. export class MorphTarget implements IAnimatable {
  23208. /** defines the name of the target */
  23209. name: string;
  23210. /**
  23211. * Gets or sets the list of animations
  23212. */
  23213. animations: import("babylonjs/Animations/animation").Animation[];
  23214. private _scene;
  23215. private _positions;
  23216. private _normals;
  23217. private _tangents;
  23218. private _uvs;
  23219. private _influence;
  23220. private _uniqueId;
  23221. /**
  23222. * Observable raised when the influence changes
  23223. */
  23224. onInfluenceChanged: Observable<boolean>;
  23225. /** @hidden */
  23226. _onDataLayoutChanged: Observable<void>;
  23227. /**
  23228. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  23229. */
  23230. get influence(): number;
  23231. set influence(influence: number);
  23232. /**
  23233. * Gets or sets the id of the morph Target
  23234. */
  23235. id: string;
  23236. private _animationPropertiesOverride;
  23237. /**
  23238. * Gets or sets the animation properties override
  23239. */
  23240. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  23241. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  23242. /**
  23243. * Creates a new MorphTarget
  23244. * @param name defines the name of the target
  23245. * @param influence defines the influence to use
  23246. * @param scene defines the scene the morphtarget belongs to
  23247. */
  23248. constructor(
  23249. /** defines the name of the target */
  23250. name: string, influence?: number, scene?: Nullable<Scene>);
  23251. /**
  23252. * Gets the unique ID of this manager
  23253. */
  23254. get uniqueId(): number;
  23255. /**
  23256. * Gets a boolean defining if the target contains position data
  23257. */
  23258. get hasPositions(): boolean;
  23259. /**
  23260. * Gets a boolean defining if the target contains normal data
  23261. */
  23262. get hasNormals(): boolean;
  23263. /**
  23264. * Gets a boolean defining if the target contains tangent data
  23265. */
  23266. get hasTangents(): boolean;
  23267. /**
  23268. * Gets a boolean defining if the target contains texture coordinates data
  23269. */
  23270. get hasUVs(): boolean;
  23271. /**
  23272. * Affects position data to this target
  23273. * @param data defines the position data to use
  23274. */
  23275. setPositions(data: Nullable<FloatArray>): void;
  23276. /**
  23277. * Gets the position data stored in this target
  23278. * @returns a FloatArray containing the position data (or null if not present)
  23279. */
  23280. getPositions(): Nullable<FloatArray>;
  23281. /**
  23282. * Affects normal data to this target
  23283. * @param data defines the normal data to use
  23284. */
  23285. setNormals(data: Nullable<FloatArray>): void;
  23286. /**
  23287. * Gets the normal data stored in this target
  23288. * @returns a FloatArray containing the normal data (or null if not present)
  23289. */
  23290. getNormals(): Nullable<FloatArray>;
  23291. /**
  23292. * Affects tangent data to this target
  23293. * @param data defines the tangent data to use
  23294. */
  23295. setTangents(data: Nullable<FloatArray>): void;
  23296. /**
  23297. * Gets the tangent data stored in this target
  23298. * @returns a FloatArray containing the tangent data (or null if not present)
  23299. */
  23300. getTangents(): Nullable<FloatArray>;
  23301. /**
  23302. * Affects texture coordinates data to this target
  23303. * @param data defines the texture coordinates data to use
  23304. */
  23305. setUVs(data: Nullable<FloatArray>): void;
  23306. /**
  23307. * Gets the texture coordinates data stored in this target
  23308. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  23309. */
  23310. getUVs(): Nullable<FloatArray>;
  23311. /**
  23312. * Clone the current target
  23313. * @returns a new MorphTarget
  23314. */
  23315. clone(): MorphTarget;
  23316. /**
  23317. * Serializes the current target into a Serialization object
  23318. * @returns the serialized object
  23319. */
  23320. serialize(): any;
  23321. /**
  23322. * Returns the string "MorphTarget"
  23323. * @returns "MorphTarget"
  23324. */
  23325. getClassName(): string;
  23326. /**
  23327. * Creates a new target from serialized data
  23328. * @param serializationObject defines the serialized data to use
  23329. * @returns a new MorphTarget
  23330. */
  23331. static Parse(serializationObject: any): MorphTarget;
  23332. /**
  23333. * Creates a MorphTarget from mesh data
  23334. * @param mesh defines the source mesh
  23335. * @param name defines the name to use for the new target
  23336. * @param influence defines the influence to attach to the target
  23337. * @returns a new MorphTarget
  23338. */
  23339. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  23340. }
  23341. }
  23342. declare module "babylonjs/Morph/morphTargetManager" {
  23343. import { Nullable } from "babylonjs/types";
  23344. import { Scene } from "babylonjs/scene";
  23345. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  23346. /**
  23347. * This class is used to deform meshes using morphing between different targets
  23348. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  23349. */
  23350. export class MorphTargetManager {
  23351. private _targets;
  23352. private _targetInfluenceChangedObservers;
  23353. private _targetDataLayoutChangedObservers;
  23354. private _activeTargets;
  23355. private _scene;
  23356. private _influences;
  23357. private _supportsNormals;
  23358. private _supportsTangents;
  23359. private _supportsUVs;
  23360. private _vertexCount;
  23361. private _uniqueId;
  23362. private _tempInfluences;
  23363. /**
  23364. * Gets or sets a boolean indicating if normals must be morphed
  23365. */
  23366. enableNormalMorphing: boolean;
  23367. /**
  23368. * Gets or sets a boolean indicating if tangents must be morphed
  23369. */
  23370. enableTangentMorphing: boolean;
  23371. /**
  23372. * Gets or sets a boolean indicating if UV must be morphed
  23373. */
  23374. enableUVMorphing: boolean;
  23375. /**
  23376. * Creates a new MorphTargetManager
  23377. * @param scene defines the current scene
  23378. */
  23379. constructor(scene?: Nullable<Scene>);
  23380. /**
  23381. * Gets the unique ID of this manager
  23382. */
  23383. get uniqueId(): number;
  23384. /**
  23385. * Gets the number of vertices handled by this manager
  23386. */
  23387. get vertexCount(): number;
  23388. /**
  23389. * Gets a boolean indicating if this manager supports morphing of normals
  23390. */
  23391. get supportsNormals(): boolean;
  23392. /**
  23393. * Gets a boolean indicating if this manager supports morphing of tangents
  23394. */
  23395. get supportsTangents(): boolean;
  23396. /**
  23397. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  23398. */
  23399. get supportsUVs(): boolean;
  23400. /**
  23401. * Gets the number of targets stored in this manager
  23402. */
  23403. get numTargets(): number;
  23404. /**
  23405. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23406. */
  23407. get numInfluencers(): number;
  23408. /**
  23409. * Gets the list of influences (one per target)
  23410. */
  23411. get influences(): Float32Array;
  23412. /**
  23413. * Gets the active target at specified index. An active target is a target with an influence > 0
  23414. * @param index defines the index to check
  23415. * @returns the requested target
  23416. */
  23417. getActiveTarget(index: number): MorphTarget;
  23418. /**
  23419. * Gets the target at specified index
  23420. * @param index defines the index to check
  23421. * @returns the requested target
  23422. */
  23423. getTarget(index: number): MorphTarget;
  23424. /**
  23425. * Add a new target to this manager
  23426. * @param target defines the target to add
  23427. */
  23428. addTarget(target: MorphTarget): void;
  23429. /**
  23430. * Removes a target from the manager
  23431. * @param target defines the target to remove
  23432. */
  23433. removeTarget(target: MorphTarget): void;
  23434. /**
  23435. * Clone the current manager
  23436. * @returns a new MorphTargetManager
  23437. */
  23438. clone(): MorphTargetManager;
  23439. /**
  23440. * Serializes the current manager into a Serialization object
  23441. * @returns the serialized object
  23442. */
  23443. serialize(): any;
  23444. private _syncActiveTargets;
  23445. /**
  23446. * Syncrhonize the targets with all the meshes using this morph target manager
  23447. */
  23448. synchronize(): void;
  23449. /**
  23450. * Creates a new MorphTargetManager from serialized data
  23451. * @param serializationObject defines the serialized data
  23452. * @param scene defines the hosting scene
  23453. * @returns the new MorphTargetManager
  23454. */
  23455. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23456. }
  23457. }
  23458. declare module "babylonjs/Meshes/meshLODLevel" {
  23459. import { Mesh } from "babylonjs/Meshes/mesh";
  23460. import { Nullable } from "babylonjs/types";
  23461. /**
  23462. * Class used to represent a specific level of detail of a mesh
  23463. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23464. */
  23465. export class MeshLODLevel {
  23466. /** Defines the distance where this level should start being displayed */
  23467. distance: number;
  23468. /** Defines the mesh to use to render this level */
  23469. mesh: Nullable<Mesh>;
  23470. /**
  23471. * Creates a new LOD level
  23472. * @param distance defines the distance where this level should star being displayed
  23473. * @param mesh defines the mesh to use to render this level
  23474. */
  23475. constructor(
  23476. /** Defines the distance where this level should start being displayed */
  23477. distance: number,
  23478. /** Defines the mesh to use to render this level */
  23479. mesh: Nullable<Mesh>);
  23480. }
  23481. }
  23482. declare module "babylonjs/Meshes/groundMesh" {
  23483. import { Scene } from "babylonjs/scene";
  23484. import { Vector3 } from "babylonjs/Maths/math.vector";
  23485. import { Mesh } from "babylonjs/Meshes/mesh";
  23486. /**
  23487. * Mesh representing the gorund
  23488. */
  23489. export class GroundMesh extends Mesh {
  23490. /** If octree should be generated */
  23491. generateOctree: boolean;
  23492. private _heightQuads;
  23493. /** @hidden */
  23494. _subdivisionsX: number;
  23495. /** @hidden */
  23496. _subdivisionsY: number;
  23497. /** @hidden */
  23498. _width: number;
  23499. /** @hidden */
  23500. _height: number;
  23501. /** @hidden */
  23502. _minX: number;
  23503. /** @hidden */
  23504. _maxX: number;
  23505. /** @hidden */
  23506. _minZ: number;
  23507. /** @hidden */
  23508. _maxZ: number;
  23509. constructor(name: string, scene: Scene);
  23510. /**
  23511. * "GroundMesh"
  23512. * @returns "GroundMesh"
  23513. */
  23514. getClassName(): string;
  23515. /**
  23516. * The minimum of x and y subdivisions
  23517. */
  23518. get subdivisions(): number;
  23519. /**
  23520. * X subdivisions
  23521. */
  23522. get subdivisionsX(): number;
  23523. /**
  23524. * Y subdivisions
  23525. */
  23526. get subdivisionsY(): number;
  23527. /**
  23528. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23529. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23530. * @param chunksCount the number of subdivisions for x and y
  23531. * @param octreeBlocksSize (Default: 32)
  23532. */
  23533. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23534. /**
  23535. * Returns a height (y) value in the Worl system :
  23536. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23537. * @param x x coordinate
  23538. * @param z z coordinate
  23539. * @returns the ground y position if (x, z) are outside the ground surface.
  23540. */
  23541. getHeightAtCoordinates(x: number, z: number): number;
  23542. /**
  23543. * Returns a normalized vector (Vector3) orthogonal to the ground
  23544. * at the ground coordinates (x, z) expressed in the World system.
  23545. * @param x x coordinate
  23546. * @param z z coordinate
  23547. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23548. */
  23549. getNormalAtCoordinates(x: number, z: number): Vector3;
  23550. /**
  23551. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23552. * at the ground coordinates (x, z) expressed in the World system.
  23553. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23554. * @param x x coordinate
  23555. * @param z z coordinate
  23556. * @param ref vector to store the result
  23557. * @returns the GroundMesh.
  23558. */
  23559. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23560. /**
  23561. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23562. * if the ground has been updated.
  23563. * This can be used in the render loop.
  23564. * @returns the GroundMesh.
  23565. */
  23566. updateCoordinateHeights(): GroundMesh;
  23567. private _getFacetAt;
  23568. private _initHeightQuads;
  23569. private _computeHeightQuads;
  23570. /**
  23571. * Serializes this ground mesh
  23572. * @param serializationObject object to write serialization to
  23573. */
  23574. serialize(serializationObject: any): void;
  23575. /**
  23576. * Parses a serialized ground mesh
  23577. * @param parsedMesh the serialized mesh
  23578. * @param scene the scene to create the ground mesh in
  23579. * @returns the created ground mesh
  23580. */
  23581. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23582. }
  23583. }
  23584. declare module "babylonjs/Physics/physicsJoint" {
  23585. import { Vector3 } from "babylonjs/Maths/math.vector";
  23586. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23587. /**
  23588. * Interface for Physics-Joint data
  23589. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23590. */
  23591. export interface PhysicsJointData {
  23592. /**
  23593. * The main pivot of the joint
  23594. */
  23595. mainPivot?: Vector3;
  23596. /**
  23597. * The connected pivot of the joint
  23598. */
  23599. connectedPivot?: Vector3;
  23600. /**
  23601. * The main axis of the joint
  23602. */
  23603. mainAxis?: Vector3;
  23604. /**
  23605. * The connected axis of the joint
  23606. */
  23607. connectedAxis?: Vector3;
  23608. /**
  23609. * The collision of the joint
  23610. */
  23611. collision?: boolean;
  23612. /**
  23613. * Native Oimo/Cannon/Energy data
  23614. */
  23615. nativeParams?: any;
  23616. }
  23617. /**
  23618. * This is a holder class for the physics joint created by the physics plugin
  23619. * It holds a set of functions to control the underlying joint
  23620. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23621. */
  23622. export class PhysicsJoint {
  23623. /**
  23624. * The type of the physics joint
  23625. */
  23626. type: number;
  23627. /**
  23628. * The data for the physics joint
  23629. */
  23630. jointData: PhysicsJointData;
  23631. private _physicsJoint;
  23632. protected _physicsPlugin: IPhysicsEnginePlugin;
  23633. /**
  23634. * Initializes the physics joint
  23635. * @param type The type of the physics joint
  23636. * @param jointData The data for the physics joint
  23637. */
  23638. constructor(
  23639. /**
  23640. * The type of the physics joint
  23641. */
  23642. type: number,
  23643. /**
  23644. * The data for the physics joint
  23645. */
  23646. jointData: PhysicsJointData);
  23647. /**
  23648. * Gets the physics joint
  23649. */
  23650. get physicsJoint(): any;
  23651. /**
  23652. * Sets the physics joint
  23653. */
  23654. set physicsJoint(newJoint: any);
  23655. /**
  23656. * Sets the physics plugin
  23657. */
  23658. set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin);
  23659. /**
  23660. * Execute a function that is physics-plugin specific.
  23661. * @param {Function} func the function that will be executed.
  23662. * It accepts two parameters: the physics world and the physics joint
  23663. */
  23664. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23665. /**
  23666. * Distance-Joint type
  23667. */
  23668. static DistanceJoint: number;
  23669. /**
  23670. * Hinge-Joint type
  23671. */
  23672. static HingeJoint: number;
  23673. /**
  23674. * Ball-and-Socket joint type
  23675. */
  23676. static BallAndSocketJoint: number;
  23677. /**
  23678. * Wheel-Joint type
  23679. */
  23680. static WheelJoint: number;
  23681. /**
  23682. * Slider-Joint type
  23683. */
  23684. static SliderJoint: number;
  23685. /**
  23686. * Prismatic-Joint type
  23687. */
  23688. static PrismaticJoint: number;
  23689. /**
  23690. * Universal-Joint type
  23691. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23692. */
  23693. static UniversalJoint: number;
  23694. /**
  23695. * Hinge-Joint 2 type
  23696. */
  23697. static Hinge2Joint: number;
  23698. /**
  23699. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23700. */
  23701. static PointToPointJoint: number;
  23702. /**
  23703. * Spring-Joint type
  23704. */
  23705. static SpringJoint: number;
  23706. /**
  23707. * Lock-Joint type
  23708. */
  23709. static LockJoint: number;
  23710. }
  23711. /**
  23712. * A class representing a physics distance joint
  23713. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23714. */
  23715. export class DistanceJoint extends PhysicsJoint {
  23716. /**
  23717. *
  23718. * @param jointData The data for the Distance-Joint
  23719. */
  23720. constructor(jointData: DistanceJointData);
  23721. /**
  23722. * Update the predefined distance.
  23723. * @param maxDistance The maximum preferred distance
  23724. * @param minDistance The minimum preferred distance
  23725. */
  23726. updateDistance(maxDistance: number, minDistance?: number): void;
  23727. }
  23728. /**
  23729. * Represents a Motor-Enabled Joint
  23730. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23731. */
  23732. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23733. /**
  23734. * Initializes the Motor-Enabled Joint
  23735. * @param type The type of the joint
  23736. * @param jointData The physica joint data for the joint
  23737. */
  23738. constructor(type: number, jointData: PhysicsJointData);
  23739. /**
  23740. * Set the motor values.
  23741. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23742. * @param force the force to apply
  23743. * @param maxForce max force for this motor.
  23744. */
  23745. setMotor(force?: number, maxForce?: number): void;
  23746. /**
  23747. * Set the motor's limits.
  23748. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23749. * @param upperLimit The upper limit of the motor
  23750. * @param lowerLimit The lower limit of the motor
  23751. */
  23752. setLimit(upperLimit: number, lowerLimit?: number): void;
  23753. }
  23754. /**
  23755. * This class represents a single physics Hinge-Joint
  23756. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23757. */
  23758. export class HingeJoint extends MotorEnabledJoint {
  23759. /**
  23760. * Initializes the Hinge-Joint
  23761. * @param jointData The joint data for the Hinge-Joint
  23762. */
  23763. constructor(jointData: PhysicsJointData);
  23764. /**
  23765. * Set the motor values.
  23766. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23767. * @param {number} force the force to apply
  23768. * @param {number} maxForce max force for this motor.
  23769. */
  23770. setMotor(force?: number, maxForce?: number): void;
  23771. /**
  23772. * Set the motor's limits.
  23773. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23774. * @param upperLimit The upper limit of the motor
  23775. * @param lowerLimit The lower limit of the motor
  23776. */
  23777. setLimit(upperLimit: number, lowerLimit?: number): void;
  23778. }
  23779. /**
  23780. * This class represents a dual hinge physics joint (same as wheel joint)
  23781. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23782. */
  23783. export class Hinge2Joint extends MotorEnabledJoint {
  23784. /**
  23785. * Initializes the Hinge2-Joint
  23786. * @param jointData The joint data for the Hinge2-Joint
  23787. */
  23788. constructor(jointData: PhysicsJointData);
  23789. /**
  23790. * Set the motor values.
  23791. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23792. * @param {number} targetSpeed the speed the motor is to reach
  23793. * @param {number} maxForce max force for this motor.
  23794. * @param {motorIndex} the motor's index, 0 or 1.
  23795. */
  23796. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23797. /**
  23798. * Set the motor limits.
  23799. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23800. * @param {number} upperLimit the upper limit
  23801. * @param {number} lowerLimit lower limit
  23802. * @param {motorIndex} the motor's index, 0 or 1.
  23803. */
  23804. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23805. }
  23806. /**
  23807. * Interface for a motor enabled joint
  23808. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23809. */
  23810. export interface IMotorEnabledJoint {
  23811. /**
  23812. * Physics joint
  23813. */
  23814. physicsJoint: any;
  23815. /**
  23816. * Sets the motor of the motor-enabled joint
  23817. * @param force The force of the motor
  23818. * @param maxForce The maximum force of the motor
  23819. * @param motorIndex The index of the motor
  23820. */
  23821. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23822. /**
  23823. * Sets the limit of the motor
  23824. * @param upperLimit The upper limit of the motor
  23825. * @param lowerLimit The lower limit of the motor
  23826. * @param motorIndex The index of the motor
  23827. */
  23828. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23829. }
  23830. /**
  23831. * Joint data for a Distance-Joint
  23832. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23833. */
  23834. export interface DistanceJointData extends PhysicsJointData {
  23835. /**
  23836. * Max distance the 2 joint objects can be apart
  23837. */
  23838. maxDistance: number;
  23839. }
  23840. /**
  23841. * Joint data from a spring joint
  23842. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23843. */
  23844. export interface SpringJointData extends PhysicsJointData {
  23845. /**
  23846. * Length of the spring
  23847. */
  23848. length: number;
  23849. /**
  23850. * Stiffness of the spring
  23851. */
  23852. stiffness: number;
  23853. /**
  23854. * Damping of the spring
  23855. */
  23856. damping: number;
  23857. /** this callback will be called when applying the force to the impostors. */
  23858. forceApplicationCallback: () => void;
  23859. }
  23860. }
  23861. declare module "babylonjs/Physics/physicsRaycastResult" {
  23862. import { Vector3 } from "babylonjs/Maths/math.vector";
  23863. /**
  23864. * Holds the data for the raycast result
  23865. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23866. */
  23867. export class PhysicsRaycastResult {
  23868. private _hasHit;
  23869. private _hitDistance;
  23870. private _hitNormalWorld;
  23871. private _hitPointWorld;
  23872. private _rayFromWorld;
  23873. private _rayToWorld;
  23874. /**
  23875. * Gets if there was a hit
  23876. */
  23877. get hasHit(): boolean;
  23878. /**
  23879. * Gets the distance from the hit
  23880. */
  23881. get hitDistance(): number;
  23882. /**
  23883. * Gets the hit normal/direction in the world
  23884. */
  23885. get hitNormalWorld(): Vector3;
  23886. /**
  23887. * Gets the hit point in the world
  23888. */
  23889. get hitPointWorld(): Vector3;
  23890. /**
  23891. * Gets the ray "start point" of the ray in the world
  23892. */
  23893. get rayFromWorld(): Vector3;
  23894. /**
  23895. * Gets the ray "end point" of the ray in the world
  23896. */
  23897. get rayToWorld(): Vector3;
  23898. /**
  23899. * Sets the hit data (normal & point in world space)
  23900. * @param hitNormalWorld defines the normal in world space
  23901. * @param hitPointWorld defines the point in world space
  23902. */
  23903. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23904. /**
  23905. * Sets the distance from the start point to the hit point
  23906. * @param distance
  23907. */
  23908. setHitDistance(distance: number): void;
  23909. /**
  23910. * Calculates the distance manually
  23911. */
  23912. calculateHitDistance(): void;
  23913. /**
  23914. * Resets all the values to default
  23915. * @param from The from point on world space
  23916. * @param to The to point on world space
  23917. */
  23918. reset(from?: Vector3, to?: Vector3): void;
  23919. }
  23920. /**
  23921. * Interface for the size containing width and height
  23922. */
  23923. interface IXYZ {
  23924. /**
  23925. * X
  23926. */
  23927. x: number;
  23928. /**
  23929. * Y
  23930. */
  23931. y: number;
  23932. /**
  23933. * Z
  23934. */
  23935. z: number;
  23936. }
  23937. }
  23938. declare module "babylonjs/Physics/IPhysicsEngine" {
  23939. import { Nullable } from "babylonjs/types";
  23940. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23941. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23942. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23943. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23944. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23945. /**
  23946. * Interface used to describe a physics joint
  23947. */
  23948. export interface PhysicsImpostorJoint {
  23949. /** Defines the main impostor to which the joint is linked */
  23950. mainImpostor: PhysicsImpostor;
  23951. /** Defines the impostor that is connected to the main impostor using this joint */
  23952. connectedImpostor: PhysicsImpostor;
  23953. /** Defines the joint itself */
  23954. joint: PhysicsJoint;
  23955. }
  23956. /** @hidden */
  23957. export interface IPhysicsEnginePlugin {
  23958. world: any;
  23959. name: string;
  23960. setGravity(gravity: Vector3): void;
  23961. setTimeStep(timeStep: number): void;
  23962. getTimeStep(): number;
  23963. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23964. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23965. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23966. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23967. removePhysicsBody(impostor: PhysicsImpostor): void;
  23968. generateJoint(joint: PhysicsImpostorJoint): void;
  23969. removeJoint(joint: PhysicsImpostorJoint): void;
  23970. isSupported(): boolean;
  23971. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23972. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23973. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23974. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23975. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23976. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23977. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23978. getBodyMass(impostor: PhysicsImpostor): number;
  23979. getBodyFriction(impostor: PhysicsImpostor): number;
  23980. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23981. getBodyRestitution(impostor: PhysicsImpostor): number;
  23982. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23983. getBodyPressure?(impostor: PhysicsImpostor): number;
  23984. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23985. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23986. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23987. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23988. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23989. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23990. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23991. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23992. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23993. sleepBody(impostor: PhysicsImpostor): void;
  23994. wakeUpBody(impostor: PhysicsImpostor): void;
  23995. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23996. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23997. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23998. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23999. getRadius(impostor: PhysicsImpostor): number;
  24000. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  24001. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  24002. dispose(): void;
  24003. }
  24004. /**
  24005. * Interface used to define a physics engine
  24006. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  24007. */
  24008. export interface IPhysicsEngine {
  24009. /**
  24010. * Gets the gravity vector used by the simulation
  24011. */
  24012. gravity: Vector3;
  24013. /**
  24014. * Sets the gravity vector used by the simulation
  24015. * @param gravity defines the gravity vector to use
  24016. */
  24017. setGravity(gravity: Vector3): void;
  24018. /**
  24019. * Set the time step of the physics engine.
  24020. * Default is 1/60.
  24021. * To slow it down, enter 1/600 for example.
  24022. * To speed it up, 1/30
  24023. * @param newTimeStep the new timestep to apply to this world.
  24024. */
  24025. setTimeStep(newTimeStep: number): void;
  24026. /**
  24027. * Get the time step of the physics engine.
  24028. * @returns the current time step
  24029. */
  24030. getTimeStep(): number;
  24031. /**
  24032. * Set the sub time step of the physics engine.
  24033. * Default is 0 meaning there is no sub steps
  24034. * To increase physics resolution precision, set a small value (like 1 ms)
  24035. * @param subTimeStep defines the new sub timestep used for physics resolution.
  24036. */
  24037. setSubTimeStep(subTimeStep: number): void;
  24038. /**
  24039. * Get the sub time step of the physics engine.
  24040. * @returns the current sub time step
  24041. */
  24042. getSubTimeStep(): number;
  24043. /**
  24044. * Release all resources
  24045. */
  24046. dispose(): void;
  24047. /**
  24048. * Gets the name of the current physics plugin
  24049. * @returns the name of the plugin
  24050. */
  24051. getPhysicsPluginName(): string;
  24052. /**
  24053. * Adding a new impostor for the impostor tracking.
  24054. * This will be done by the impostor itself.
  24055. * @param impostor the impostor to add
  24056. */
  24057. addImpostor(impostor: PhysicsImpostor): void;
  24058. /**
  24059. * Remove an impostor from the engine.
  24060. * This impostor and its mesh will not longer be updated by the physics engine.
  24061. * @param impostor the impostor to remove
  24062. */
  24063. removeImpostor(impostor: PhysicsImpostor): void;
  24064. /**
  24065. * Add a joint to the physics engine
  24066. * @param mainImpostor defines the main impostor to which the joint is added.
  24067. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  24068. * @param joint defines the joint that will connect both impostors.
  24069. */
  24070. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  24071. /**
  24072. * Removes a joint from the simulation
  24073. * @param mainImpostor defines the impostor used with the joint
  24074. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  24075. * @param joint defines the joint to remove
  24076. */
  24077. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  24078. /**
  24079. * Gets the current plugin used to run the simulation
  24080. * @returns current plugin
  24081. */
  24082. getPhysicsPlugin(): IPhysicsEnginePlugin;
  24083. /**
  24084. * Gets the list of physic impostors
  24085. * @returns an array of PhysicsImpostor
  24086. */
  24087. getImpostors(): Array<PhysicsImpostor>;
  24088. /**
  24089. * Gets the impostor for a physics enabled object
  24090. * @param object defines the object impersonated by the impostor
  24091. * @returns the PhysicsImpostor or null if not found
  24092. */
  24093. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24094. /**
  24095. * Gets the impostor for a physics body object
  24096. * @param body defines physics body used by the impostor
  24097. * @returns the PhysicsImpostor or null if not found
  24098. */
  24099. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  24100. /**
  24101. * Does a raycast in the physics world
  24102. * @param from when should the ray start?
  24103. * @param to when should the ray end?
  24104. * @returns PhysicsRaycastResult
  24105. */
  24106. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  24107. /**
  24108. * Called by the scene. No need to call it.
  24109. * @param delta defines the timespam between frames
  24110. */
  24111. _step(delta: number): void;
  24112. }
  24113. }
  24114. declare module "babylonjs/Physics/physicsImpostor" {
  24115. import { Nullable, IndicesArray } from "babylonjs/types";
  24116. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  24117. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24118. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24119. import { Scene } from "babylonjs/scene";
  24120. import { Bone } from "babylonjs/Bones/bone";
  24121. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  24122. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  24123. import { Space } from "babylonjs/Maths/math.axis";
  24124. /**
  24125. * The interface for the physics imposter parameters
  24126. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24127. */
  24128. export interface PhysicsImpostorParameters {
  24129. /**
  24130. * The mass of the physics imposter
  24131. */
  24132. mass: number;
  24133. /**
  24134. * The friction of the physics imposter
  24135. */
  24136. friction?: number;
  24137. /**
  24138. * The coefficient of restitution of the physics imposter
  24139. */
  24140. restitution?: number;
  24141. /**
  24142. * The native options of the physics imposter
  24143. */
  24144. nativeOptions?: any;
  24145. /**
  24146. * Specifies if the parent should be ignored
  24147. */
  24148. ignoreParent?: boolean;
  24149. /**
  24150. * Specifies if bi-directional transformations should be disabled
  24151. */
  24152. disableBidirectionalTransformation?: boolean;
  24153. /**
  24154. * The pressure inside the physics imposter, soft object only
  24155. */
  24156. pressure?: number;
  24157. /**
  24158. * The stiffness the physics imposter, soft object only
  24159. */
  24160. stiffness?: number;
  24161. /**
  24162. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  24163. */
  24164. velocityIterations?: number;
  24165. /**
  24166. * The number of iterations used in maintaining consistent vertex positions, soft object only
  24167. */
  24168. positionIterations?: number;
  24169. /**
  24170. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  24171. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  24172. * Add to fix multiple points
  24173. */
  24174. fixedPoints?: number;
  24175. /**
  24176. * The collision margin around a soft object
  24177. */
  24178. margin?: number;
  24179. /**
  24180. * The collision margin around a soft object
  24181. */
  24182. damping?: number;
  24183. /**
  24184. * The path for a rope based on an extrusion
  24185. */
  24186. path?: any;
  24187. /**
  24188. * The shape of an extrusion used for a rope based on an extrusion
  24189. */
  24190. shape?: any;
  24191. }
  24192. /**
  24193. * Interface for a physics-enabled object
  24194. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24195. */
  24196. export interface IPhysicsEnabledObject {
  24197. /**
  24198. * The position of the physics-enabled object
  24199. */
  24200. position: Vector3;
  24201. /**
  24202. * The rotation of the physics-enabled object
  24203. */
  24204. rotationQuaternion: Nullable<Quaternion>;
  24205. /**
  24206. * The scale of the physics-enabled object
  24207. */
  24208. scaling: Vector3;
  24209. /**
  24210. * The rotation of the physics-enabled object
  24211. */
  24212. rotation?: Vector3;
  24213. /**
  24214. * The parent of the physics-enabled object
  24215. */
  24216. parent?: any;
  24217. /**
  24218. * The bounding info of the physics-enabled object
  24219. * @returns The bounding info of the physics-enabled object
  24220. */
  24221. getBoundingInfo(): BoundingInfo;
  24222. /**
  24223. * Computes the world matrix
  24224. * @param force Specifies if the world matrix should be computed by force
  24225. * @returns A world matrix
  24226. */
  24227. computeWorldMatrix(force: boolean): Matrix;
  24228. /**
  24229. * Gets the world matrix
  24230. * @returns A world matrix
  24231. */
  24232. getWorldMatrix?(): Matrix;
  24233. /**
  24234. * Gets the child meshes
  24235. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  24236. * @returns An array of abstract meshes
  24237. */
  24238. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  24239. /**
  24240. * Gets the vertex data
  24241. * @param kind The type of vertex data
  24242. * @returns A nullable array of numbers, or a float32 array
  24243. */
  24244. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  24245. /**
  24246. * Gets the indices from the mesh
  24247. * @returns A nullable array of index arrays
  24248. */
  24249. getIndices?(): Nullable<IndicesArray>;
  24250. /**
  24251. * Gets the scene from the mesh
  24252. * @returns the indices array or null
  24253. */
  24254. getScene?(): Scene;
  24255. /**
  24256. * Gets the absolute position from the mesh
  24257. * @returns the absolute position
  24258. */
  24259. getAbsolutePosition(): Vector3;
  24260. /**
  24261. * Gets the absolute pivot point from the mesh
  24262. * @returns the absolute pivot point
  24263. */
  24264. getAbsolutePivotPoint(): Vector3;
  24265. /**
  24266. * Rotates the mesh
  24267. * @param axis The axis of rotation
  24268. * @param amount The amount of rotation
  24269. * @param space The space of the rotation
  24270. * @returns The rotation transform node
  24271. */
  24272. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  24273. /**
  24274. * Translates the mesh
  24275. * @param axis The axis of translation
  24276. * @param distance The distance of translation
  24277. * @param space The space of the translation
  24278. * @returns The transform node
  24279. */
  24280. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  24281. /**
  24282. * Sets the absolute position of the mesh
  24283. * @param absolutePosition The absolute position of the mesh
  24284. * @returns The transform node
  24285. */
  24286. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  24287. /**
  24288. * Gets the class name of the mesh
  24289. * @returns The class name
  24290. */
  24291. getClassName(): string;
  24292. }
  24293. /**
  24294. * Represents a physics imposter
  24295. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  24296. */
  24297. export class PhysicsImpostor {
  24298. /**
  24299. * The physics-enabled object used as the physics imposter
  24300. */
  24301. object: IPhysicsEnabledObject;
  24302. /**
  24303. * The type of the physics imposter
  24304. */
  24305. type: number;
  24306. private _options;
  24307. private _scene?;
  24308. /**
  24309. * The default object size of the imposter
  24310. */
  24311. static DEFAULT_OBJECT_SIZE: Vector3;
  24312. /**
  24313. * The identity quaternion of the imposter
  24314. */
  24315. static IDENTITY_QUATERNION: Quaternion;
  24316. /** @hidden */
  24317. _pluginData: any;
  24318. private _physicsEngine;
  24319. private _physicsBody;
  24320. private _bodyUpdateRequired;
  24321. private _onBeforePhysicsStepCallbacks;
  24322. private _onAfterPhysicsStepCallbacks;
  24323. /** @hidden */
  24324. _onPhysicsCollideCallbacks: Array<{
  24325. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  24326. otherImpostors: Array<PhysicsImpostor>;
  24327. }>;
  24328. private _deltaPosition;
  24329. private _deltaRotation;
  24330. private _deltaRotationConjugated;
  24331. /** @hidden */
  24332. _isFromLine: boolean;
  24333. private _parent;
  24334. private _isDisposed;
  24335. private static _tmpVecs;
  24336. private static _tmpQuat;
  24337. /**
  24338. * Specifies if the physics imposter is disposed
  24339. */
  24340. get isDisposed(): boolean;
  24341. /**
  24342. * Gets the mass of the physics imposter
  24343. */
  24344. get mass(): number;
  24345. set mass(value: number);
  24346. /**
  24347. * Gets the coefficient of friction
  24348. */
  24349. get friction(): number;
  24350. /**
  24351. * Sets the coefficient of friction
  24352. */
  24353. set friction(value: number);
  24354. /**
  24355. * Gets the coefficient of restitution
  24356. */
  24357. get restitution(): number;
  24358. /**
  24359. * Sets the coefficient of restitution
  24360. */
  24361. set restitution(value: number);
  24362. /**
  24363. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  24364. */
  24365. get pressure(): number;
  24366. /**
  24367. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  24368. */
  24369. set pressure(value: number);
  24370. /**
  24371. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24372. */
  24373. get stiffness(): number;
  24374. /**
  24375. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  24376. */
  24377. set stiffness(value: number);
  24378. /**
  24379. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24380. */
  24381. get velocityIterations(): number;
  24382. /**
  24383. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  24384. */
  24385. set velocityIterations(value: number);
  24386. /**
  24387. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24388. */
  24389. get positionIterations(): number;
  24390. /**
  24391. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  24392. */
  24393. set positionIterations(value: number);
  24394. /**
  24395. * The unique id of the physics imposter
  24396. * set by the physics engine when adding this impostor to the array
  24397. */
  24398. uniqueId: number;
  24399. /**
  24400. * @hidden
  24401. */
  24402. soft: boolean;
  24403. /**
  24404. * @hidden
  24405. */
  24406. segments: number;
  24407. private _joints;
  24408. /**
  24409. * Initializes the physics imposter
  24410. * @param object The physics-enabled object used as the physics imposter
  24411. * @param type The type of the physics imposter
  24412. * @param _options The options for the physics imposter
  24413. * @param _scene The Babylon scene
  24414. */
  24415. constructor(
  24416. /**
  24417. * The physics-enabled object used as the physics imposter
  24418. */
  24419. object: IPhysicsEnabledObject,
  24420. /**
  24421. * The type of the physics imposter
  24422. */
  24423. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24424. /**
  24425. * This function will completly initialize this impostor.
  24426. * It will create a new body - but only if this mesh has no parent.
  24427. * If it has, this impostor will not be used other than to define the impostor
  24428. * of the child mesh.
  24429. * @hidden
  24430. */
  24431. _init(): void;
  24432. private _getPhysicsParent;
  24433. /**
  24434. * Should a new body be generated.
  24435. * @returns boolean specifying if body initialization is required
  24436. */
  24437. isBodyInitRequired(): boolean;
  24438. /**
  24439. * Sets the updated scaling
  24440. * @param updated Specifies if the scaling is updated
  24441. */
  24442. setScalingUpdated(): void;
  24443. /**
  24444. * Force a regeneration of this or the parent's impostor's body.
  24445. * Use under cautious - This will remove all joints already implemented.
  24446. */
  24447. forceUpdate(): void;
  24448. /**
  24449. * Gets the body that holds this impostor. Either its own, or its parent.
  24450. */
  24451. get physicsBody(): any;
  24452. /**
  24453. * Get the parent of the physics imposter
  24454. * @returns Physics imposter or null
  24455. */
  24456. get parent(): Nullable<PhysicsImpostor>;
  24457. /**
  24458. * Sets the parent of the physics imposter
  24459. */
  24460. set parent(value: Nullable<PhysicsImpostor>);
  24461. /**
  24462. * Set the physics body. Used mainly by the physics engine/plugin
  24463. */
  24464. set physicsBody(physicsBody: any);
  24465. /**
  24466. * Resets the update flags
  24467. */
  24468. resetUpdateFlags(): void;
  24469. /**
  24470. * Gets the object extend size
  24471. * @returns the object extend size
  24472. */
  24473. getObjectExtendSize(): Vector3;
  24474. /**
  24475. * Gets the object center
  24476. * @returns The object center
  24477. */
  24478. getObjectCenter(): Vector3;
  24479. /**
  24480. * Get a specific parameter from the options parameters
  24481. * @param paramName The object parameter name
  24482. * @returns The object parameter
  24483. */
  24484. getParam(paramName: string): any;
  24485. /**
  24486. * Sets a specific parameter in the options given to the physics plugin
  24487. * @param paramName The parameter name
  24488. * @param value The value of the parameter
  24489. */
  24490. setParam(paramName: string, value: number): void;
  24491. /**
  24492. * Specifically change the body's mass option. Won't recreate the physics body object
  24493. * @param mass The mass of the physics imposter
  24494. */
  24495. setMass(mass: number): void;
  24496. /**
  24497. * Gets the linear velocity
  24498. * @returns linear velocity or null
  24499. */
  24500. getLinearVelocity(): Nullable<Vector3>;
  24501. /**
  24502. * Sets the linear velocity
  24503. * @param velocity linear velocity or null
  24504. */
  24505. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24506. /**
  24507. * Gets the angular velocity
  24508. * @returns angular velocity or null
  24509. */
  24510. getAngularVelocity(): Nullable<Vector3>;
  24511. /**
  24512. * Sets the angular velocity
  24513. * @param velocity The velocity or null
  24514. */
  24515. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24516. /**
  24517. * Execute a function with the physics plugin native code
  24518. * Provide a function the will have two variables - the world object and the physics body object
  24519. * @param func The function to execute with the physics plugin native code
  24520. */
  24521. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24522. /**
  24523. * Register a function that will be executed before the physics world is stepping forward
  24524. * @param func The function to execute before the physics world is stepped forward
  24525. */
  24526. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24527. /**
  24528. * Unregister a function that will be executed before the physics world is stepping forward
  24529. * @param func The function to execute before the physics world is stepped forward
  24530. */
  24531. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24532. /**
  24533. * Register a function that will be executed after the physics step
  24534. * @param func The function to execute after physics step
  24535. */
  24536. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24537. /**
  24538. * Unregisters a function that will be executed after the physics step
  24539. * @param func The function to execute after physics step
  24540. */
  24541. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24542. /**
  24543. * register a function that will be executed when this impostor collides against a different body
  24544. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24545. * @param func Callback that is executed on collision
  24546. */
  24547. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24548. /**
  24549. * Unregisters the physics imposter on contact
  24550. * @param collideAgainst The physics object to collide against
  24551. * @param func Callback to execute on collision
  24552. */
  24553. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24554. private _tmpQuat;
  24555. private _tmpQuat2;
  24556. /**
  24557. * Get the parent rotation
  24558. * @returns The parent rotation
  24559. */
  24560. getParentsRotation(): Quaternion;
  24561. /**
  24562. * this function is executed by the physics engine.
  24563. */
  24564. beforeStep: () => void;
  24565. /**
  24566. * this function is executed by the physics engine
  24567. */
  24568. afterStep: () => void;
  24569. /**
  24570. * Legacy collision detection event support
  24571. */
  24572. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24573. /**
  24574. * event and body object due to cannon's event-based architecture.
  24575. */
  24576. onCollide: (e: {
  24577. body: any;
  24578. }) => void;
  24579. /**
  24580. * Apply a force
  24581. * @param force The force to apply
  24582. * @param contactPoint The contact point for the force
  24583. * @returns The physics imposter
  24584. */
  24585. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24586. /**
  24587. * Apply an impulse
  24588. * @param force The impulse force
  24589. * @param contactPoint The contact point for the impulse force
  24590. * @returns The physics imposter
  24591. */
  24592. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24593. /**
  24594. * A help function to create a joint
  24595. * @param otherImpostor A physics imposter used to create a joint
  24596. * @param jointType The type of joint
  24597. * @param jointData The data for the joint
  24598. * @returns The physics imposter
  24599. */
  24600. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24601. /**
  24602. * Add a joint to this impostor with a different impostor
  24603. * @param otherImpostor A physics imposter used to add a joint
  24604. * @param joint The joint to add
  24605. * @returns The physics imposter
  24606. */
  24607. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24608. /**
  24609. * Add an anchor to a cloth impostor
  24610. * @param otherImpostor rigid impostor to anchor to
  24611. * @param width ratio across width from 0 to 1
  24612. * @param height ratio up height from 0 to 1
  24613. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24614. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24615. * @returns impostor the soft imposter
  24616. */
  24617. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24618. /**
  24619. * Add a hook to a rope impostor
  24620. * @param otherImpostor rigid impostor to anchor to
  24621. * @param length ratio across rope from 0 to 1
  24622. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24623. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24624. * @returns impostor the rope imposter
  24625. */
  24626. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24627. /**
  24628. * Will keep this body still, in a sleep mode.
  24629. * @returns the physics imposter
  24630. */
  24631. sleep(): PhysicsImpostor;
  24632. /**
  24633. * Wake the body up.
  24634. * @returns The physics imposter
  24635. */
  24636. wakeUp(): PhysicsImpostor;
  24637. /**
  24638. * Clones the physics imposter
  24639. * @param newObject The physics imposter clones to this physics-enabled object
  24640. * @returns A nullable physics imposter
  24641. */
  24642. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24643. /**
  24644. * Disposes the physics imposter
  24645. */
  24646. dispose(): void;
  24647. /**
  24648. * Sets the delta position
  24649. * @param position The delta position amount
  24650. */
  24651. setDeltaPosition(position: Vector3): void;
  24652. /**
  24653. * Sets the delta rotation
  24654. * @param rotation The delta rotation amount
  24655. */
  24656. setDeltaRotation(rotation: Quaternion): void;
  24657. /**
  24658. * Gets the box size of the physics imposter and stores the result in the input parameter
  24659. * @param result Stores the box size
  24660. * @returns The physics imposter
  24661. */
  24662. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24663. /**
  24664. * Gets the radius of the physics imposter
  24665. * @returns Radius of the physics imposter
  24666. */
  24667. getRadius(): number;
  24668. /**
  24669. * Sync a bone with this impostor
  24670. * @param bone The bone to sync to the impostor.
  24671. * @param boneMesh The mesh that the bone is influencing.
  24672. * @param jointPivot The pivot of the joint / bone in local space.
  24673. * @param distToJoint Optional distance from the impostor to the joint.
  24674. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24675. */
  24676. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24677. /**
  24678. * Sync impostor to a bone
  24679. * @param bone The bone that the impostor will be synced to.
  24680. * @param boneMesh The mesh that the bone is influencing.
  24681. * @param jointPivot The pivot of the joint / bone in local space.
  24682. * @param distToJoint Optional distance from the impostor to the joint.
  24683. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24684. * @param boneAxis Optional vector3 axis the bone is aligned with
  24685. */
  24686. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24687. /**
  24688. * No-Imposter type
  24689. */
  24690. static NoImpostor: number;
  24691. /**
  24692. * Sphere-Imposter type
  24693. */
  24694. static SphereImpostor: number;
  24695. /**
  24696. * Box-Imposter type
  24697. */
  24698. static BoxImpostor: number;
  24699. /**
  24700. * Plane-Imposter type
  24701. */
  24702. static PlaneImpostor: number;
  24703. /**
  24704. * Mesh-imposter type
  24705. */
  24706. static MeshImpostor: number;
  24707. /**
  24708. * Capsule-Impostor type (Ammo.js plugin only)
  24709. */
  24710. static CapsuleImpostor: number;
  24711. /**
  24712. * Cylinder-Imposter type
  24713. */
  24714. static CylinderImpostor: number;
  24715. /**
  24716. * Particle-Imposter type
  24717. */
  24718. static ParticleImpostor: number;
  24719. /**
  24720. * Heightmap-Imposter type
  24721. */
  24722. static HeightmapImpostor: number;
  24723. /**
  24724. * ConvexHull-Impostor type (Ammo.js plugin only)
  24725. */
  24726. static ConvexHullImpostor: number;
  24727. /**
  24728. * Custom-Imposter type (Ammo.js plugin only)
  24729. */
  24730. static CustomImpostor: number;
  24731. /**
  24732. * Rope-Imposter type
  24733. */
  24734. static RopeImpostor: number;
  24735. /**
  24736. * Cloth-Imposter type
  24737. */
  24738. static ClothImpostor: number;
  24739. /**
  24740. * Softbody-Imposter type
  24741. */
  24742. static SoftbodyImpostor: number;
  24743. }
  24744. }
  24745. declare module "babylonjs/Meshes/mesh" {
  24746. import { Observable } from "babylonjs/Misc/observable";
  24747. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24748. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24749. import { Camera } from "babylonjs/Cameras/camera";
  24750. import { Scene } from "babylonjs/scene";
  24751. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24752. import { Color4 } from "babylonjs/Maths/math.color";
  24753. import { Engine } from "babylonjs/Engines/engine";
  24754. import { Node } from "babylonjs/node";
  24755. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24756. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24757. import { Buffer } from "babylonjs/Meshes/buffer";
  24758. import { Geometry } from "babylonjs/Meshes/geometry";
  24759. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24760. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24761. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24762. import { Effect } from "babylonjs/Materials/effect";
  24763. import { Material } from "babylonjs/Materials/material";
  24764. import { Skeleton } from "babylonjs/Bones/skeleton";
  24765. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24766. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24767. import { Path3D } from "babylonjs/Maths/math.path";
  24768. import { Plane } from "babylonjs/Maths/math.plane";
  24769. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24770. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24771. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24772. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24773. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24774. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24775. /**
  24776. * @hidden
  24777. **/
  24778. export class _CreationDataStorage {
  24779. closePath?: boolean;
  24780. closeArray?: boolean;
  24781. idx: number[];
  24782. dashSize: number;
  24783. gapSize: number;
  24784. path3D: Path3D;
  24785. pathArray: Vector3[][];
  24786. arc: number;
  24787. radius: number;
  24788. cap: number;
  24789. tessellation: number;
  24790. }
  24791. /**
  24792. * @hidden
  24793. **/
  24794. class _InstanceDataStorage {
  24795. visibleInstances: any;
  24796. batchCache: _InstancesBatch;
  24797. instancesBufferSize: number;
  24798. instancesBuffer: Nullable<Buffer>;
  24799. instancesData: Float32Array;
  24800. overridenInstanceCount: number;
  24801. isFrozen: boolean;
  24802. previousBatch: Nullable<_InstancesBatch>;
  24803. hardwareInstancedRendering: boolean;
  24804. sideOrientation: number;
  24805. manualUpdate: boolean;
  24806. }
  24807. /**
  24808. * @hidden
  24809. **/
  24810. export class _InstancesBatch {
  24811. mustReturn: boolean;
  24812. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24813. renderSelf: boolean[];
  24814. hardwareInstancedRendering: boolean[];
  24815. }
  24816. /**
  24817. * Class used to represent renderable models
  24818. */
  24819. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24820. /**
  24821. * Mesh side orientation : usually the external or front surface
  24822. */
  24823. static readonly FRONTSIDE: number;
  24824. /**
  24825. * Mesh side orientation : usually the internal or back surface
  24826. */
  24827. static readonly BACKSIDE: number;
  24828. /**
  24829. * Mesh side orientation : both internal and external or front and back surfaces
  24830. */
  24831. static readonly DOUBLESIDE: number;
  24832. /**
  24833. * Mesh side orientation : by default, `FRONTSIDE`
  24834. */
  24835. static readonly DEFAULTSIDE: number;
  24836. /**
  24837. * Mesh cap setting : no cap
  24838. */
  24839. static readonly NO_CAP: number;
  24840. /**
  24841. * Mesh cap setting : one cap at the beginning of the mesh
  24842. */
  24843. static readonly CAP_START: number;
  24844. /**
  24845. * Mesh cap setting : one cap at the end of the mesh
  24846. */
  24847. static readonly CAP_END: number;
  24848. /**
  24849. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24850. */
  24851. static readonly CAP_ALL: number;
  24852. /**
  24853. * Mesh pattern setting : no flip or rotate
  24854. */
  24855. static readonly NO_FLIP: number;
  24856. /**
  24857. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24858. */
  24859. static readonly FLIP_TILE: number;
  24860. /**
  24861. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24862. */
  24863. static readonly ROTATE_TILE: number;
  24864. /**
  24865. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24866. */
  24867. static readonly FLIP_ROW: number;
  24868. /**
  24869. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24870. */
  24871. static readonly ROTATE_ROW: number;
  24872. /**
  24873. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24874. */
  24875. static readonly FLIP_N_ROTATE_TILE: number;
  24876. /**
  24877. * Mesh pattern setting : rotate pattern and rotate
  24878. */
  24879. static readonly FLIP_N_ROTATE_ROW: number;
  24880. /**
  24881. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24882. */
  24883. static readonly CENTER: number;
  24884. /**
  24885. * Mesh tile positioning : part tiles on left
  24886. */
  24887. static readonly LEFT: number;
  24888. /**
  24889. * Mesh tile positioning : part tiles on right
  24890. */
  24891. static readonly RIGHT: number;
  24892. /**
  24893. * Mesh tile positioning : part tiles on top
  24894. */
  24895. static readonly TOP: number;
  24896. /**
  24897. * Mesh tile positioning : part tiles on bottom
  24898. */
  24899. static readonly BOTTOM: number;
  24900. /**
  24901. * Gets the default side orientation.
  24902. * @param orientation the orientation to value to attempt to get
  24903. * @returns the default orientation
  24904. * @hidden
  24905. */
  24906. static _GetDefaultSideOrientation(orientation?: number): number;
  24907. private _internalMeshDataInfo;
  24908. /**
  24909. * An event triggered before rendering the mesh
  24910. */
  24911. get onBeforeRenderObservable(): Observable<Mesh>;
  24912. /**
  24913. * An event triggered before binding the mesh
  24914. */
  24915. get onBeforeBindObservable(): Observable<Mesh>;
  24916. /**
  24917. * An event triggered after rendering the mesh
  24918. */
  24919. get onAfterRenderObservable(): Observable<Mesh>;
  24920. /**
  24921. * An event triggered before drawing the mesh
  24922. */
  24923. get onBeforeDrawObservable(): Observable<Mesh>;
  24924. private _onBeforeDrawObserver;
  24925. /**
  24926. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24927. */
  24928. set onBeforeDraw(callback: () => void);
  24929. get hasInstances(): boolean;
  24930. /**
  24931. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24932. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24933. */
  24934. delayLoadState: number;
  24935. /**
  24936. * Gets the list of instances created from this mesh
  24937. * it is not supposed to be modified manually.
  24938. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24939. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24940. */
  24941. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24942. /**
  24943. * Gets the file containing delay loading data for this mesh
  24944. */
  24945. delayLoadingFile: string;
  24946. /** @hidden */
  24947. _binaryInfo: any;
  24948. /**
  24949. * User defined function used to change how LOD level selection is done
  24950. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24951. */
  24952. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24953. /**
  24954. * Gets or sets the morph target manager
  24955. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24956. */
  24957. get morphTargetManager(): Nullable<MorphTargetManager>;
  24958. set morphTargetManager(value: Nullable<MorphTargetManager>);
  24959. /** @hidden */
  24960. _creationDataStorage: Nullable<_CreationDataStorage>;
  24961. /** @hidden */
  24962. _geometry: Nullable<Geometry>;
  24963. /** @hidden */
  24964. _delayInfo: Array<string>;
  24965. /** @hidden */
  24966. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24967. /** @hidden */
  24968. _instanceDataStorage: _InstanceDataStorage;
  24969. private _effectiveMaterial;
  24970. /** @hidden */
  24971. _shouldGenerateFlatShading: boolean;
  24972. /** @hidden */
  24973. _originalBuilderSideOrientation: number;
  24974. /**
  24975. * Use this property to change the original side orientation defined at construction time
  24976. */
  24977. overrideMaterialSideOrientation: Nullable<number>;
  24978. /**
  24979. * Gets the source mesh (the one used to clone this one from)
  24980. */
  24981. get source(): Nullable<Mesh>;
  24982. /**
  24983. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24984. */
  24985. get isUnIndexed(): boolean;
  24986. set isUnIndexed(value: boolean);
  24987. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  24988. get worldMatrixInstancedBuffer(): Float32Array;
  24989. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  24990. get manualUpdateOfWorldMatrixInstancedBuffer(): boolean;
  24991. set manualUpdateOfWorldMatrixInstancedBuffer(value: boolean);
  24992. /**
  24993. * @constructor
  24994. * @param name The value used by scene.getMeshByName() to do a lookup.
  24995. * @param scene The scene to add this mesh to.
  24996. * @param parent The parent of this mesh, if it has one
  24997. * @param source An optional Mesh from which geometry is shared, cloned.
  24998. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24999. * When false, achieved by calling a clone(), also passing False.
  25000. * This will make creation of children, recursive.
  25001. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  25002. */
  25003. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  25004. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  25005. doNotInstantiate: boolean;
  25006. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  25007. /**
  25008. * Gets the class name
  25009. * @returns the string "Mesh".
  25010. */
  25011. getClassName(): string;
  25012. /** @hidden */
  25013. get _isMesh(): boolean;
  25014. /**
  25015. * Returns a description of this mesh
  25016. * @param fullDetails define if full details about this mesh must be used
  25017. * @returns a descriptive string representing this mesh
  25018. */
  25019. toString(fullDetails?: boolean): string;
  25020. /** @hidden */
  25021. _unBindEffect(): void;
  25022. /**
  25023. * Gets a boolean indicating if this mesh has LOD
  25024. */
  25025. get hasLODLevels(): boolean;
  25026. /**
  25027. * Gets the list of MeshLODLevel associated with the current mesh
  25028. * @returns an array of MeshLODLevel
  25029. */
  25030. getLODLevels(): MeshLODLevel[];
  25031. private _sortLODLevels;
  25032. /**
  25033. * Add a mesh as LOD level triggered at the given distance.
  25034. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  25035. * @param distance The distance from the center of the object to show this level
  25036. * @param mesh The mesh to be added as LOD level (can be null)
  25037. * @return This mesh (for chaining)
  25038. */
  25039. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  25040. /**
  25041. * Returns the LOD level mesh at the passed distance or null if not found.
  25042. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  25043. * @param distance The distance from the center of the object to show this level
  25044. * @returns a Mesh or `null`
  25045. */
  25046. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  25047. /**
  25048. * Remove a mesh from the LOD array
  25049. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  25050. * @param mesh defines the mesh to be removed
  25051. * @return This mesh (for chaining)
  25052. */
  25053. removeLODLevel(mesh: Mesh): Mesh;
  25054. /**
  25055. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  25056. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  25057. * @param camera defines the camera to use to compute distance
  25058. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  25059. * @return This mesh (for chaining)
  25060. */
  25061. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  25062. /**
  25063. * Gets the mesh internal Geometry object
  25064. */
  25065. get geometry(): Nullable<Geometry>;
  25066. /**
  25067. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  25068. * @returns the total number of vertices
  25069. */
  25070. getTotalVertices(): number;
  25071. /**
  25072. * Returns the content of an associated vertex buffer
  25073. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  25074. * - VertexBuffer.PositionKind
  25075. * - VertexBuffer.UVKind
  25076. * - VertexBuffer.UV2Kind
  25077. * - VertexBuffer.UV3Kind
  25078. * - VertexBuffer.UV4Kind
  25079. * - VertexBuffer.UV5Kind
  25080. * - VertexBuffer.UV6Kind
  25081. * - VertexBuffer.ColorKind
  25082. * - VertexBuffer.MatricesIndicesKind
  25083. * - VertexBuffer.MatricesIndicesExtraKind
  25084. * - VertexBuffer.MatricesWeightsKind
  25085. * - VertexBuffer.MatricesWeightsExtraKind
  25086. * @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
  25087. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  25088. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  25089. */
  25090. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  25091. /**
  25092. * Returns the mesh VertexBuffer object from the requested `kind`
  25093. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  25094. * - VertexBuffer.PositionKind
  25095. * - VertexBuffer.NormalKind
  25096. * - VertexBuffer.UVKind
  25097. * - VertexBuffer.UV2Kind
  25098. * - VertexBuffer.UV3Kind
  25099. * - VertexBuffer.UV4Kind
  25100. * - VertexBuffer.UV5Kind
  25101. * - VertexBuffer.UV6Kind
  25102. * - VertexBuffer.ColorKind
  25103. * - VertexBuffer.MatricesIndicesKind
  25104. * - VertexBuffer.MatricesIndicesExtraKind
  25105. * - VertexBuffer.MatricesWeightsKind
  25106. * - VertexBuffer.MatricesWeightsExtraKind
  25107. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  25108. */
  25109. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  25110. /**
  25111. * Tests if a specific vertex buffer is associated with this mesh
  25112. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  25113. * - VertexBuffer.PositionKind
  25114. * - VertexBuffer.NormalKind
  25115. * - VertexBuffer.UVKind
  25116. * - VertexBuffer.UV2Kind
  25117. * - VertexBuffer.UV3Kind
  25118. * - VertexBuffer.UV4Kind
  25119. * - VertexBuffer.UV5Kind
  25120. * - VertexBuffer.UV6Kind
  25121. * - VertexBuffer.ColorKind
  25122. * - VertexBuffer.MatricesIndicesKind
  25123. * - VertexBuffer.MatricesIndicesExtraKind
  25124. * - VertexBuffer.MatricesWeightsKind
  25125. * - VertexBuffer.MatricesWeightsExtraKind
  25126. * @returns a boolean
  25127. */
  25128. isVerticesDataPresent(kind: string): boolean;
  25129. /**
  25130. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  25131. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  25132. * - VertexBuffer.PositionKind
  25133. * - VertexBuffer.UVKind
  25134. * - VertexBuffer.UV2Kind
  25135. * - VertexBuffer.UV3Kind
  25136. * - VertexBuffer.UV4Kind
  25137. * - VertexBuffer.UV5Kind
  25138. * - VertexBuffer.UV6Kind
  25139. * - VertexBuffer.ColorKind
  25140. * - VertexBuffer.MatricesIndicesKind
  25141. * - VertexBuffer.MatricesIndicesExtraKind
  25142. * - VertexBuffer.MatricesWeightsKind
  25143. * - VertexBuffer.MatricesWeightsExtraKind
  25144. * @returns a boolean
  25145. */
  25146. isVertexBufferUpdatable(kind: string): boolean;
  25147. /**
  25148. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  25149. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  25150. * - VertexBuffer.PositionKind
  25151. * - VertexBuffer.NormalKind
  25152. * - VertexBuffer.UVKind
  25153. * - VertexBuffer.UV2Kind
  25154. * - VertexBuffer.UV3Kind
  25155. * - VertexBuffer.UV4Kind
  25156. * - VertexBuffer.UV5Kind
  25157. * - VertexBuffer.UV6Kind
  25158. * - VertexBuffer.ColorKind
  25159. * - VertexBuffer.MatricesIndicesKind
  25160. * - VertexBuffer.MatricesIndicesExtraKind
  25161. * - VertexBuffer.MatricesWeightsKind
  25162. * - VertexBuffer.MatricesWeightsExtraKind
  25163. * @returns an array of strings
  25164. */
  25165. getVerticesDataKinds(): string[];
  25166. /**
  25167. * Returns a positive integer : the total number of indices in this mesh geometry.
  25168. * @returns the numner of indices or zero if the mesh has no geometry.
  25169. */
  25170. getTotalIndices(): number;
  25171. /**
  25172. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  25173. * @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.
  25174. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  25175. * @returns the indices array or an empty array if the mesh has no geometry
  25176. */
  25177. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  25178. get isBlocked(): boolean;
  25179. /**
  25180. * Determine if the current mesh is ready to be rendered
  25181. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  25182. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  25183. * @returns true if all associated assets are ready (material, textures, shaders)
  25184. */
  25185. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  25186. /**
  25187. * 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.
  25188. */
  25189. get areNormalsFrozen(): boolean;
  25190. /**
  25191. * 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.
  25192. * @returns the current mesh
  25193. */
  25194. freezeNormals(): Mesh;
  25195. /**
  25196. * 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
  25197. * @returns the current mesh
  25198. */
  25199. unfreezeNormals(): Mesh;
  25200. /**
  25201. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  25202. */
  25203. set overridenInstanceCount(count: number);
  25204. /** @hidden */
  25205. _preActivate(): Mesh;
  25206. /** @hidden */
  25207. _preActivateForIntermediateRendering(renderId: number): Mesh;
  25208. /** @hidden */
  25209. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  25210. /**
  25211. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  25212. * This means the mesh underlying bounding box and sphere are recomputed.
  25213. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  25214. * @returns the current mesh
  25215. */
  25216. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  25217. /** @hidden */
  25218. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  25219. /**
  25220. * This function will subdivide the mesh into multiple submeshes
  25221. * @param count defines the expected number of submeshes
  25222. */
  25223. subdivide(count: number): void;
  25224. /**
  25225. * Copy a FloatArray into a specific associated vertex buffer
  25226. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  25227. * - VertexBuffer.PositionKind
  25228. * - VertexBuffer.UVKind
  25229. * - VertexBuffer.UV2Kind
  25230. * - VertexBuffer.UV3Kind
  25231. * - VertexBuffer.UV4Kind
  25232. * - VertexBuffer.UV5Kind
  25233. * - VertexBuffer.UV6Kind
  25234. * - VertexBuffer.ColorKind
  25235. * - VertexBuffer.MatricesIndicesKind
  25236. * - VertexBuffer.MatricesIndicesExtraKind
  25237. * - VertexBuffer.MatricesWeightsKind
  25238. * - VertexBuffer.MatricesWeightsExtraKind
  25239. * @param data defines the data source
  25240. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  25241. * @param stride defines the data stride size (can be null)
  25242. * @returns the current mesh
  25243. */
  25244. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  25245. /**
  25246. * Delete a vertex buffer associated with this mesh
  25247. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  25248. * - VertexBuffer.PositionKind
  25249. * - VertexBuffer.UVKind
  25250. * - VertexBuffer.UV2Kind
  25251. * - VertexBuffer.UV3Kind
  25252. * - VertexBuffer.UV4Kind
  25253. * - VertexBuffer.UV5Kind
  25254. * - VertexBuffer.UV6Kind
  25255. * - VertexBuffer.ColorKind
  25256. * - VertexBuffer.MatricesIndicesKind
  25257. * - VertexBuffer.MatricesIndicesExtraKind
  25258. * - VertexBuffer.MatricesWeightsKind
  25259. * - VertexBuffer.MatricesWeightsExtraKind
  25260. */
  25261. removeVerticesData(kind: string): void;
  25262. /**
  25263. * Flags an associated vertex buffer as updatable
  25264. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  25265. * - VertexBuffer.PositionKind
  25266. * - VertexBuffer.UVKind
  25267. * - VertexBuffer.UV2Kind
  25268. * - VertexBuffer.UV3Kind
  25269. * - VertexBuffer.UV4Kind
  25270. * - VertexBuffer.UV5Kind
  25271. * - VertexBuffer.UV6Kind
  25272. * - VertexBuffer.ColorKind
  25273. * - VertexBuffer.MatricesIndicesKind
  25274. * - VertexBuffer.MatricesIndicesExtraKind
  25275. * - VertexBuffer.MatricesWeightsKind
  25276. * - VertexBuffer.MatricesWeightsExtraKind
  25277. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  25278. */
  25279. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  25280. /**
  25281. * Sets the mesh global Vertex Buffer
  25282. * @param buffer defines the buffer to use
  25283. * @returns the current mesh
  25284. */
  25285. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  25286. /**
  25287. * Update a specific associated vertex buffer
  25288. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  25289. * - VertexBuffer.PositionKind
  25290. * - VertexBuffer.UVKind
  25291. * - VertexBuffer.UV2Kind
  25292. * - VertexBuffer.UV3Kind
  25293. * - VertexBuffer.UV4Kind
  25294. * - VertexBuffer.UV5Kind
  25295. * - VertexBuffer.UV6Kind
  25296. * - VertexBuffer.ColorKind
  25297. * - VertexBuffer.MatricesIndicesKind
  25298. * - VertexBuffer.MatricesIndicesExtraKind
  25299. * - VertexBuffer.MatricesWeightsKind
  25300. * - VertexBuffer.MatricesWeightsExtraKind
  25301. * @param data defines the data source
  25302. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  25303. * @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)
  25304. * @returns the current mesh
  25305. */
  25306. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  25307. /**
  25308. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  25309. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  25310. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  25311. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  25312. * @returns the current mesh
  25313. */
  25314. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  25315. /**
  25316. * Creates a un-shared specific occurence of the geometry for the mesh.
  25317. * @returns the current mesh
  25318. */
  25319. makeGeometryUnique(): Mesh;
  25320. /**
  25321. * Set the index buffer of this mesh
  25322. * @param indices defines the source data
  25323. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  25324. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  25325. * @returns the current mesh
  25326. */
  25327. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  25328. /**
  25329. * Update the current index buffer
  25330. * @param indices defines the source data
  25331. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  25332. * @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)
  25333. * @returns the current mesh
  25334. */
  25335. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  25336. /**
  25337. * Invert the geometry to move from a right handed system to a left handed one.
  25338. * @returns the current mesh
  25339. */
  25340. toLeftHanded(): Mesh;
  25341. /** @hidden */
  25342. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  25343. /** @hidden */
  25344. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  25345. /**
  25346. * Registers for this mesh a javascript function called just before the rendering process
  25347. * @param func defines the function to call before rendering this mesh
  25348. * @returns the current mesh
  25349. */
  25350. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25351. /**
  25352. * Disposes a previously registered javascript function called before the rendering
  25353. * @param func defines the function to remove
  25354. * @returns the current mesh
  25355. */
  25356. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  25357. /**
  25358. * Registers for this mesh a javascript function called just after the rendering is complete
  25359. * @param func defines the function to call after rendering this mesh
  25360. * @returns the current mesh
  25361. */
  25362. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25363. /**
  25364. * Disposes a previously registered javascript function called after the rendering.
  25365. * @param func defines the function to remove
  25366. * @returns the current mesh
  25367. */
  25368. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  25369. /** @hidden */
  25370. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  25371. /** @hidden */
  25372. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  25373. /** @hidden */
  25374. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  25375. /** @hidden */
  25376. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  25377. /** @hidden */
  25378. _rebuild(): void;
  25379. /** @hidden */
  25380. _freeze(): void;
  25381. /** @hidden */
  25382. _unFreeze(): void;
  25383. /**
  25384. * 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
  25385. * @param subMesh defines the subMesh to render
  25386. * @param enableAlphaMode defines if alpha mode can be changed
  25387. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  25388. * @returns the current mesh
  25389. */
  25390. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  25391. private _onBeforeDraw;
  25392. /**
  25393. * Renormalize the mesh and patch it up if there are no weights
  25394. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  25395. * However in the case of zero weights then we set just a single influence to 1.
  25396. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  25397. */
  25398. cleanMatrixWeights(): void;
  25399. private normalizeSkinFourWeights;
  25400. private normalizeSkinWeightsAndExtra;
  25401. /**
  25402. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  25403. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  25404. * the user know there was an issue with importing the mesh
  25405. * @returns a validation object with skinned, valid and report string
  25406. */
  25407. validateSkinning(): {
  25408. skinned: boolean;
  25409. valid: boolean;
  25410. report: string;
  25411. };
  25412. /** @hidden */
  25413. _checkDelayState(): Mesh;
  25414. private _queueLoad;
  25415. /**
  25416. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  25417. * A mesh is in the frustum if its bounding box intersects the frustum
  25418. * @param frustumPlanes defines the frustum to test
  25419. * @returns true if the mesh is in the frustum planes
  25420. */
  25421. isInFrustum(frustumPlanes: Plane[]): boolean;
  25422. /**
  25423. * Sets the mesh material by the material or multiMaterial `id` property
  25424. * @param id is a string identifying the material or the multiMaterial
  25425. * @returns the current mesh
  25426. */
  25427. setMaterialByID(id: string): Mesh;
  25428. /**
  25429. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  25430. * @returns an array of IAnimatable
  25431. */
  25432. getAnimatables(): IAnimatable[];
  25433. /**
  25434. * Modifies the mesh geometry according to the passed transformation matrix.
  25435. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25436. * The mesh normals are modified using the same transformation.
  25437. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25438. * @param transform defines the transform matrix to use
  25439. * @see http://doc.babylonjs.com/resources/baking_transformations
  25440. * @returns the current mesh
  25441. */
  25442. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25443. /**
  25444. * Modifies the mesh geometry according to its own current World Matrix.
  25445. * The mesh World Matrix is then reset.
  25446. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25447. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25448. * @see http://doc.babylonjs.com/resources/baking_transformations
  25449. * @returns the current mesh
  25450. */
  25451. bakeCurrentTransformIntoVertices(): Mesh;
  25452. /** @hidden */
  25453. get _positions(): Nullable<Vector3[]>;
  25454. /** @hidden */
  25455. _resetPointsArrayCache(): Mesh;
  25456. /** @hidden */
  25457. _generatePointsArray(): boolean;
  25458. /**
  25459. * Returns a new Mesh object generated from the current mesh properties.
  25460. * This method must not get confused with createInstance()
  25461. * @param name is a string, the name given to the new mesh
  25462. * @param newParent can be any Node object (default `null`)
  25463. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25464. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25465. * @returns a new mesh
  25466. */
  25467. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  25468. /**
  25469. * Releases resources associated with this mesh.
  25470. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25471. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25472. */
  25473. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25474. /** @hidden */
  25475. _disposeInstanceSpecificData(): void;
  25476. /**
  25477. * Modifies the mesh geometry according to a displacement map.
  25478. * 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.
  25479. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25480. * @param url is a string, the URL from the image file is to be downloaded.
  25481. * @param minHeight is the lower limit of the displacement.
  25482. * @param maxHeight is the upper limit of the displacement.
  25483. * @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.
  25484. * @param uvOffset is an optional vector2 used to offset UV.
  25485. * @param uvScale is an optional vector2 used to scale UV.
  25486. * @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.
  25487. * @returns the Mesh.
  25488. */
  25489. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25490. /**
  25491. * Modifies the mesh geometry according to a displacementMap buffer.
  25492. * 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.
  25493. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25494. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25495. * @param heightMapWidth is the width of the buffer image.
  25496. * @param heightMapHeight is the height of the buffer image.
  25497. * @param minHeight is the lower limit of the displacement.
  25498. * @param maxHeight is the upper limit of the displacement.
  25499. * @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.
  25500. * @param uvOffset is an optional vector2 used to offset UV.
  25501. * @param uvScale is an optional vector2 used to scale UV.
  25502. * @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.
  25503. * @returns the Mesh.
  25504. */
  25505. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25506. /**
  25507. * Modify the mesh to get a flat shading rendering.
  25508. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25509. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25510. * @returns current mesh
  25511. */
  25512. convertToFlatShadedMesh(): Mesh;
  25513. /**
  25514. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25515. * In other words, more vertices, no more indices and a single bigger VBO.
  25516. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25517. * @returns current mesh
  25518. */
  25519. convertToUnIndexedMesh(): Mesh;
  25520. /**
  25521. * Inverses facet orientations.
  25522. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25523. * @param flipNormals will also inverts the normals
  25524. * @returns current mesh
  25525. */
  25526. flipFaces(flipNormals?: boolean): Mesh;
  25527. /**
  25528. * Increase the number of facets and hence vertices in a mesh
  25529. * Vertex normals are interpolated from existing vertex normals
  25530. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25531. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25532. */
  25533. increaseVertices(numberPerEdge: number): void;
  25534. /**
  25535. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25536. * This will undo any application of covertToFlatShadedMesh
  25537. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25538. */
  25539. forceSharedVertices(): void;
  25540. /** @hidden */
  25541. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25542. /** @hidden */
  25543. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25544. /**
  25545. * Creates a new InstancedMesh object from the mesh model.
  25546. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25547. * @param name defines the name of the new instance
  25548. * @returns a new InstancedMesh
  25549. */
  25550. createInstance(name: string): InstancedMesh;
  25551. /**
  25552. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25553. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25554. * @returns the current mesh
  25555. */
  25556. synchronizeInstances(): Mesh;
  25557. /**
  25558. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25559. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25560. * This should be used together with the simplification to avoid disappearing triangles.
  25561. * @param successCallback an optional success callback to be called after the optimization finished.
  25562. * @returns the current mesh
  25563. */
  25564. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25565. /**
  25566. * Serialize current mesh
  25567. * @param serializationObject defines the object which will receive the serialization data
  25568. */
  25569. serialize(serializationObject: any): void;
  25570. /** @hidden */
  25571. _syncGeometryWithMorphTargetManager(): void;
  25572. /** @hidden */
  25573. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25574. /**
  25575. * Returns a new Mesh object parsed from the source provided.
  25576. * @param parsedMesh is the source
  25577. * @param scene defines the hosting scene
  25578. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25579. * @returns a new Mesh
  25580. */
  25581. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25582. /**
  25583. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25584. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25585. * @param name defines the name of the mesh to create
  25586. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25587. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25588. * @param closePath creates a seam between the first and the last points of each path of the path array
  25589. * @param offset is taken in account only if the `pathArray` is containing a single path
  25590. * @param scene defines the hosting scene
  25591. * @param updatable defines if the mesh must be flagged as updatable
  25592. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25593. * @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)
  25594. * @returns a new Mesh
  25595. */
  25596. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25597. /**
  25598. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25599. * @param name defines the name of the mesh to create
  25600. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25601. * @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
  25602. * @param scene defines the hosting scene
  25603. * @param updatable defines if the mesh must be flagged as updatable
  25604. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25605. * @returns a new Mesh
  25606. */
  25607. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25608. /**
  25609. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25610. * @param name defines the name of the mesh to create
  25611. * @param size sets the size (float) of each box side (default 1)
  25612. * @param scene defines the hosting scene
  25613. * @param updatable defines if the mesh must be flagged as updatable
  25614. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25615. * @returns a new Mesh
  25616. */
  25617. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25618. /**
  25619. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25620. * @param name defines the name of the mesh to create
  25621. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25622. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25623. * @param scene defines the hosting scene
  25624. * @param updatable defines if the mesh must be flagged as updatable
  25625. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25626. * @returns a new Mesh
  25627. */
  25628. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25629. /**
  25630. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25631. * @param name defines the name of the mesh to create
  25632. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25633. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25634. * @param scene defines the hosting scene
  25635. * @returns a new Mesh
  25636. */
  25637. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25638. /**
  25639. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25640. * @param name defines the name of the mesh to create
  25641. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25642. * @param diameterTop set the top cap diameter (floats, default 1)
  25643. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25644. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25645. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25646. * @param scene defines the hosting scene
  25647. * @param updatable defines if the mesh must be flagged as updatable
  25648. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25649. * @returns a new Mesh
  25650. */
  25651. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25652. /**
  25653. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25654. * @param name defines the name of the mesh to create
  25655. * @param diameter sets the diameter size (float) of the torus (default 1)
  25656. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25657. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25658. * @param scene defines the hosting scene
  25659. * @param updatable defines if the mesh must be flagged as updatable
  25660. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25661. * @returns a new Mesh
  25662. */
  25663. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25664. /**
  25665. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25666. * @param name defines the name of the mesh to create
  25667. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25668. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25669. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25670. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25671. * @param p the number of windings on X axis (positive integers, default 2)
  25672. * @param q the number of windings on Y axis (positive integers, default 3)
  25673. * @param scene defines the hosting scene
  25674. * @param updatable defines if the mesh must be flagged as updatable
  25675. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25676. * @returns a new Mesh
  25677. */
  25678. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25679. /**
  25680. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25681. * @param name defines the name of the mesh to create
  25682. * @param points is an array successive Vector3
  25683. * @param scene defines the hosting scene
  25684. * @param updatable defines if the mesh must be flagged as updatable
  25685. * @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).
  25686. * @returns a new Mesh
  25687. */
  25688. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25689. /**
  25690. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25691. * @param name defines the name of the mesh to create
  25692. * @param points is an array successive Vector3
  25693. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25694. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25695. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25696. * @param scene defines the hosting scene
  25697. * @param updatable defines if the mesh must be flagged as updatable
  25698. * @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)
  25699. * @returns a new Mesh
  25700. */
  25701. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25702. /**
  25703. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25704. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25705. * 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.
  25706. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25707. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25708. * Remember you can only change the shape positions, not their number when updating a polygon.
  25709. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25710. * @param name defines the name of the mesh to create
  25711. * @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
  25712. * @param scene defines the hosting scene
  25713. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25714. * @param updatable defines if the mesh must be flagged as updatable
  25715. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25716. * @param earcutInjection can be used to inject your own earcut reference
  25717. * @returns a new Mesh
  25718. */
  25719. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25720. /**
  25721. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25722. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25723. * @param name defines the name of the mesh to create
  25724. * @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
  25725. * @param depth defines the height of extrusion
  25726. * @param scene defines the hosting scene
  25727. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25728. * @param updatable defines if the mesh must be flagged as updatable
  25729. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25730. * @param earcutInjection can be used to inject your own earcut reference
  25731. * @returns a new Mesh
  25732. */
  25733. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25734. /**
  25735. * Creates an extruded shape mesh.
  25736. * 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
  25737. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25738. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25739. * @param name defines the name of the mesh to create
  25740. * @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
  25741. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25742. * @param scale is the value to scale the shape
  25743. * @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
  25744. * @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
  25745. * @param scene defines the hosting scene
  25746. * @param updatable defines if the mesh must be flagged as updatable
  25747. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25748. * @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)
  25749. * @returns a new Mesh
  25750. */
  25751. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25752. /**
  25753. * Creates an custom extruded shape mesh.
  25754. * The custom extrusion is a parametric shape.
  25755. * It has no predefined shape. Its final shape will depend on the input parameters.
  25756. * Please consider using the same method from the MeshBuilder class instead
  25757. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25758. * @param name defines the name of the mesh to create
  25759. * @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
  25760. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25761. * @param scaleFunction is a custom Javascript function called on each path point
  25762. * @param rotationFunction is a custom Javascript function called on each path point
  25763. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25764. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25765. * @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
  25766. * @param scene defines the hosting scene
  25767. * @param updatable defines if the mesh must be flagged as updatable
  25768. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25769. * @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)
  25770. * @returns a new Mesh
  25771. */
  25772. 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;
  25773. /**
  25774. * Creates lathe mesh.
  25775. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25776. * Please consider using the same method from the MeshBuilder class instead
  25777. * @param name defines the name of the mesh to create
  25778. * @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
  25779. * @param radius is the radius value of the lathe
  25780. * @param tessellation is the side number of the lathe.
  25781. * @param scene defines the hosting scene
  25782. * @param updatable defines if the mesh must be flagged as updatable
  25783. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25784. * @returns a new Mesh
  25785. */
  25786. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25787. /**
  25788. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25789. * @param name defines the name of the mesh to create
  25790. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25791. * @param scene defines the hosting scene
  25792. * @param updatable defines if the mesh must be flagged as updatable
  25793. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25794. * @returns a new Mesh
  25795. */
  25796. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25797. /**
  25798. * Creates a ground mesh.
  25799. * Please consider using the same method from the MeshBuilder class instead
  25800. * @param name defines the name of the mesh to create
  25801. * @param width set the width of the ground
  25802. * @param height set the height of the ground
  25803. * @param subdivisions sets the number of subdivisions per side
  25804. * @param scene defines the hosting scene
  25805. * @param updatable defines if the mesh must be flagged as updatable
  25806. * @returns a new Mesh
  25807. */
  25808. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25809. /**
  25810. * Creates a tiled ground mesh.
  25811. * Please consider using the same method from the MeshBuilder class instead
  25812. * @param name defines the name of the mesh to create
  25813. * @param xmin set the ground minimum X coordinate
  25814. * @param zmin set the ground minimum Y coordinate
  25815. * @param xmax set the ground maximum X coordinate
  25816. * @param zmax set the ground maximum Z coordinate
  25817. * @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
  25818. * @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
  25819. * @param scene defines the hosting scene
  25820. * @param updatable defines if the mesh must be flagged as updatable
  25821. * @returns a new Mesh
  25822. */
  25823. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25824. w: number;
  25825. h: number;
  25826. }, precision: {
  25827. w: number;
  25828. h: number;
  25829. }, scene: Scene, updatable?: boolean): Mesh;
  25830. /**
  25831. * Creates a ground mesh from a height map.
  25832. * Please consider using the same method from the MeshBuilder class instead
  25833. * @see http://doc.babylonjs.com/babylon101/height_map
  25834. * @param name defines the name of the mesh to create
  25835. * @param url sets the URL of the height map image resource
  25836. * @param width set the ground width size
  25837. * @param height set the ground height size
  25838. * @param subdivisions sets the number of subdivision per side
  25839. * @param minHeight is the minimum altitude on the ground
  25840. * @param maxHeight is the maximum altitude on the ground
  25841. * @param scene defines the hosting scene
  25842. * @param updatable defines if the mesh must be flagged as updatable
  25843. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25844. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25845. * @returns a new Mesh
  25846. */
  25847. 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;
  25848. /**
  25849. * Creates a tube mesh.
  25850. * The tube is a parametric shape.
  25851. * It has no predefined shape. Its final shape will depend on the input parameters.
  25852. * Please consider using the same method from the MeshBuilder class instead
  25853. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25854. * @param name defines the name of the mesh to create
  25855. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25856. * @param radius sets the tube radius size
  25857. * @param tessellation is the number of sides on the tubular surface
  25858. * @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
  25859. * @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
  25860. * @param scene defines the hosting scene
  25861. * @param updatable defines if the mesh must be flagged as updatable
  25862. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25863. * @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)
  25864. * @returns a new Mesh
  25865. */
  25866. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25867. (i: number, distance: number): number;
  25868. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25869. /**
  25870. * Creates a polyhedron mesh.
  25871. * Please consider using the same method from the MeshBuilder class instead.
  25872. * * 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
  25873. * * The parameter `size` (positive float, default 1) sets the polygon size
  25874. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25875. * * 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`
  25876. * * 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
  25877. * * 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)`)
  25878. * * 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
  25879. * * 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
  25880. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25881. * * If you create a double-sided mesh, you can choose what parts of 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
  25882. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25883. * @param name defines the name of the mesh to create
  25884. * @param options defines the options used to create the mesh
  25885. * @param scene defines the hosting scene
  25886. * @returns a new Mesh
  25887. */
  25888. static CreatePolyhedron(name: string, options: {
  25889. type?: number;
  25890. size?: number;
  25891. sizeX?: number;
  25892. sizeY?: number;
  25893. sizeZ?: number;
  25894. custom?: any;
  25895. faceUV?: Vector4[];
  25896. faceColors?: Color4[];
  25897. updatable?: boolean;
  25898. sideOrientation?: number;
  25899. }, scene: Scene): Mesh;
  25900. /**
  25901. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25902. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25903. * * 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`)
  25904. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25905. * * 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
  25906. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25907. * * If you create a double-sided mesh, you can choose what parts of 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
  25908. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25909. * @param name defines the name of the mesh
  25910. * @param options defines the options used to create the mesh
  25911. * @param scene defines the hosting scene
  25912. * @returns a new Mesh
  25913. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25914. */
  25915. static CreateIcoSphere(name: string, options: {
  25916. radius?: number;
  25917. flat?: boolean;
  25918. subdivisions?: number;
  25919. sideOrientation?: number;
  25920. updatable?: boolean;
  25921. }, scene: Scene): Mesh;
  25922. /**
  25923. * Creates a decal mesh.
  25924. * Please consider using the same method from the MeshBuilder class instead.
  25925. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25926. * @param name defines the name of the mesh
  25927. * @param sourceMesh defines the mesh receiving the decal
  25928. * @param position sets the position of the decal in world coordinates
  25929. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25930. * @param size sets the decal scaling
  25931. * @param angle sets the angle to rotate the decal
  25932. * @returns a new Mesh
  25933. */
  25934. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25935. /**
  25936. * Prepare internal position array for software CPU skinning
  25937. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25938. */
  25939. setPositionsForCPUSkinning(): Float32Array;
  25940. /**
  25941. * Prepare internal normal array for software CPU skinning
  25942. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25943. */
  25944. setNormalsForCPUSkinning(): Float32Array;
  25945. /**
  25946. * Updates the vertex buffer by applying transformation from the bones
  25947. * @param skeleton defines the skeleton to apply to current mesh
  25948. * @returns the current mesh
  25949. */
  25950. applySkeleton(skeleton: Skeleton): Mesh;
  25951. /**
  25952. * 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
  25953. * @param meshes defines the list of meshes to scan
  25954. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25955. */
  25956. static MinMax(meshes: AbstractMesh[]): {
  25957. min: Vector3;
  25958. max: Vector3;
  25959. };
  25960. /**
  25961. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25962. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25963. * @returns a vector3
  25964. */
  25965. static Center(meshesOrMinMaxVector: {
  25966. min: Vector3;
  25967. max: Vector3;
  25968. } | AbstractMesh[]): Vector3;
  25969. /**
  25970. * Merge the array of meshes into a single mesh for performance reasons.
  25971. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25972. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25973. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25974. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25975. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25976. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25977. * @returns a new mesh
  25978. */
  25979. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25980. /** @hidden */
  25981. addInstance(instance: InstancedMesh): void;
  25982. /** @hidden */
  25983. removeInstance(instance: InstancedMesh): void;
  25984. }
  25985. }
  25986. declare module "babylonjs/Cameras/camera" {
  25987. import { SmartArray } from "babylonjs/Misc/smartArray";
  25988. import { Observable } from "babylonjs/Misc/observable";
  25989. import { Nullable } from "babylonjs/types";
  25990. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25991. import { Scene } from "babylonjs/scene";
  25992. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25993. import { Node } from "babylonjs/node";
  25994. import { Mesh } from "babylonjs/Meshes/mesh";
  25995. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25996. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25997. import { Viewport } from "babylonjs/Maths/math.viewport";
  25998. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25999. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  26000. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  26001. import { Ray } from "babylonjs/Culling/ray";
  26002. /**
  26003. * This is the base class of all the camera used in the application.
  26004. * @see http://doc.babylonjs.com/features/cameras
  26005. */
  26006. export class Camera extends Node {
  26007. /** @hidden */
  26008. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  26009. /**
  26010. * This is the default projection mode used by the cameras.
  26011. * It helps recreating a feeling of perspective and better appreciate depth.
  26012. * This is the best way to simulate real life cameras.
  26013. */
  26014. static readonly PERSPECTIVE_CAMERA: number;
  26015. /**
  26016. * This helps creating camera with an orthographic mode.
  26017. * 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.
  26018. */
  26019. static readonly ORTHOGRAPHIC_CAMERA: number;
  26020. /**
  26021. * This is the default FOV mode for perspective cameras.
  26022. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  26023. */
  26024. static readonly FOVMODE_VERTICAL_FIXED: number;
  26025. /**
  26026. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  26027. */
  26028. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  26029. /**
  26030. * This specifies ther is no need for a camera rig.
  26031. * Basically only one eye is rendered corresponding to the camera.
  26032. */
  26033. static readonly RIG_MODE_NONE: number;
  26034. /**
  26035. * Simulates a camera Rig with one blue eye and one red eye.
  26036. * This can be use with 3d blue and red glasses.
  26037. */
  26038. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  26039. /**
  26040. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  26041. */
  26042. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  26043. /**
  26044. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  26045. */
  26046. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  26047. /**
  26048. * Defines that both eyes of the camera will be rendered over under each other.
  26049. */
  26050. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  26051. /**
  26052. * Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.
  26053. */
  26054. static readonly RIG_MODE_STEREOSCOPIC_INTERLACED: number;
  26055. /**
  26056. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  26057. */
  26058. static readonly RIG_MODE_VR: number;
  26059. /**
  26060. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  26061. */
  26062. static readonly RIG_MODE_WEBVR: number;
  26063. /**
  26064. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  26065. */
  26066. static readonly RIG_MODE_CUSTOM: number;
  26067. /**
  26068. * Defines if by default attaching controls should prevent the default javascript event to continue.
  26069. */
  26070. static ForceAttachControlToAlwaysPreventDefault: boolean;
  26071. /**
  26072. * Define the input manager associated with the camera.
  26073. */
  26074. inputs: CameraInputsManager<Camera>;
  26075. /** @hidden */
  26076. _position: Vector3;
  26077. /**
  26078. * Define the current local position of the camera in the scene
  26079. */
  26080. get position(): Vector3;
  26081. set position(newPosition: Vector3);
  26082. /**
  26083. * The vector the camera should consider as up.
  26084. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  26085. */
  26086. upVector: Vector3;
  26087. /**
  26088. * Define the current limit on the left side for an orthographic camera
  26089. * In scene unit
  26090. */
  26091. orthoLeft: Nullable<number>;
  26092. /**
  26093. * Define the current limit on the right side for an orthographic camera
  26094. * In scene unit
  26095. */
  26096. orthoRight: Nullable<number>;
  26097. /**
  26098. * Define the current limit on the bottom side for an orthographic camera
  26099. * In scene unit
  26100. */
  26101. orthoBottom: Nullable<number>;
  26102. /**
  26103. * Define the current limit on the top side for an orthographic camera
  26104. * In scene unit
  26105. */
  26106. orthoTop: Nullable<number>;
  26107. /**
  26108. * Field Of View is set in Radians. (default is 0.8)
  26109. */
  26110. fov: number;
  26111. /**
  26112. * Define the minimum distance the camera can see from.
  26113. * This is important to note that the depth buffer are not infinite and the closer it starts
  26114. * the more your scene might encounter depth fighting issue.
  26115. */
  26116. minZ: number;
  26117. /**
  26118. * Define the maximum distance the camera can see to.
  26119. * This is important to note that the depth buffer are not infinite and the further it end
  26120. * the more your scene might encounter depth fighting issue.
  26121. */
  26122. maxZ: number;
  26123. /**
  26124. * Define the default inertia of the camera.
  26125. * This helps giving a smooth feeling to the camera movement.
  26126. */
  26127. inertia: number;
  26128. /**
  26129. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  26130. */
  26131. mode: number;
  26132. /**
  26133. * Define wether the camera is intermediate.
  26134. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  26135. */
  26136. isIntermediate: boolean;
  26137. /**
  26138. * Define the viewport of the camera.
  26139. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  26140. */
  26141. viewport: Viewport;
  26142. /**
  26143. * Restricts the camera to viewing objects with the same layerMask.
  26144. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  26145. */
  26146. layerMask: number;
  26147. /**
  26148. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  26149. */
  26150. fovMode: number;
  26151. /**
  26152. * Rig mode of the camera.
  26153. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  26154. * This is normally controlled byt the camera themselves as internal use.
  26155. */
  26156. cameraRigMode: number;
  26157. /**
  26158. * Defines the distance between both "eyes" in case of a RIG
  26159. */
  26160. interaxialDistance: number;
  26161. /**
  26162. * Defines if stereoscopic rendering is done side by side or over under.
  26163. */
  26164. isStereoscopicSideBySide: boolean;
  26165. /**
  26166. * 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
  26167. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  26168. * else in the scene. (Eg. security camera)
  26169. *
  26170. * 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)
  26171. */
  26172. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  26173. /**
  26174. * When set, the camera will render to this render target instead of the default canvas
  26175. *
  26176. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  26177. */
  26178. outputRenderTarget: Nullable<RenderTargetTexture>;
  26179. /**
  26180. * Observable triggered when the camera view matrix has changed.
  26181. */
  26182. onViewMatrixChangedObservable: Observable<Camera>;
  26183. /**
  26184. * Observable triggered when the camera Projection matrix has changed.
  26185. */
  26186. onProjectionMatrixChangedObservable: Observable<Camera>;
  26187. /**
  26188. * Observable triggered when the inputs have been processed.
  26189. */
  26190. onAfterCheckInputsObservable: Observable<Camera>;
  26191. /**
  26192. * Observable triggered when reset has been called and applied to the camera.
  26193. */
  26194. onRestoreStateObservable: Observable<Camera>;
  26195. /** @hidden */
  26196. _cameraRigParams: any;
  26197. /** @hidden */
  26198. _rigCameras: Camera[];
  26199. /** @hidden */
  26200. _rigPostProcess: Nullable<PostProcess>;
  26201. protected _webvrViewMatrix: Matrix;
  26202. /** @hidden */
  26203. _skipRendering: boolean;
  26204. /** @hidden */
  26205. _projectionMatrix: Matrix;
  26206. /** @hidden */
  26207. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  26208. /** @hidden */
  26209. _activeMeshes: SmartArray<AbstractMesh>;
  26210. protected _globalPosition: Vector3;
  26211. /** @hidden */
  26212. _computedViewMatrix: Matrix;
  26213. private _doNotComputeProjectionMatrix;
  26214. private _transformMatrix;
  26215. private _frustumPlanes;
  26216. private _refreshFrustumPlanes;
  26217. private _storedFov;
  26218. private _stateStored;
  26219. /**
  26220. * Instantiates a new camera object.
  26221. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  26222. * @see http://doc.babylonjs.com/features/cameras
  26223. * @param name Defines the name of the camera in the scene
  26224. * @param position Defines the position of the camera
  26225. * @param scene Defines the scene the camera belongs too
  26226. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  26227. */
  26228. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  26229. /**
  26230. * Store current camera state (fov, position, etc..)
  26231. * @returns the camera
  26232. */
  26233. storeState(): Camera;
  26234. /**
  26235. * Restores the camera state values if it has been stored. You must call storeState() first
  26236. */
  26237. protected _restoreStateValues(): boolean;
  26238. /**
  26239. * Restored camera state. You must call storeState() first.
  26240. * @returns true if restored and false otherwise
  26241. */
  26242. restoreState(): boolean;
  26243. /**
  26244. * Gets the class name of the camera.
  26245. * @returns the class name
  26246. */
  26247. getClassName(): string;
  26248. /** @hidden */
  26249. readonly _isCamera: boolean;
  26250. /**
  26251. * Gets a string representation of the camera useful for debug purpose.
  26252. * @param fullDetails Defines that a more verboe level of logging is required
  26253. * @returns the string representation
  26254. */
  26255. toString(fullDetails?: boolean): string;
  26256. /**
  26257. * Gets the current world space position of the camera.
  26258. */
  26259. get globalPosition(): Vector3;
  26260. /**
  26261. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  26262. * @returns the active meshe list
  26263. */
  26264. getActiveMeshes(): SmartArray<AbstractMesh>;
  26265. /**
  26266. * Check wether a mesh is part of the current active mesh list of the camera
  26267. * @param mesh Defines the mesh to check
  26268. * @returns true if active, false otherwise
  26269. */
  26270. isActiveMesh(mesh: Mesh): boolean;
  26271. /**
  26272. * Is this camera ready to be used/rendered
  26273. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  26274. * @return true if the camera is ready
  26275. */
  26276. isReady(completeCheck?: boolean): boolean;
  26277. /** @hidden */
  26278. _initCache(): void;
  26279. /** @hidden */
  26280. _updateCache(ignoreParentClass?: boolean): void;
  26281. /** @hidden */
  26282. _isSynchronized(): boolean;
  26283. /** @hidden */
  26284. _isSynchronizedViewMatrix(): boolean;
  26285. /** @hidden */
  26286. _isSynchronizedProjectionMatrix(): boolean;
  26287. /**
  26288. * Attach the input controls to a specific dom element to get the input from.
  26289. * @param element Defines the element the controls should be listened from
  26290. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  26291. */
  26292. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  26293. /**
  26294. * Detach the current controls from the specified dom element.
  26295. * @param element Defines the element to stop listening the inputs from
  26296. */
  26297. detachControl(element: HTMLElement): void;
  26298. /**
  26299. * Update the camera state according to the different inputs gathered during the frame.
  26300. */
  26301. update(): void;
  26302. /** @hidden */
  26303. _checkInputs(): void;
  26304. /** @hidden */
  26305. get rigCameras(): Camera[];
  26306. /**
  26307. * Gets the post process used by the rig cameras
  26308. */
  26309. get rigPostProcess(): Nullable<PostProcess>;
  26310. /**
  26311. * Internal, gets the first post proces.
  26312. * @returns the first post process to be run on this camera.
  26313. */
  26314. _getFirstPostProcess(): Nullable<PostProcess>;
  26315. private _cascadePostProcessesToRigCams;
  26316. /**
  26317. * Attach a post process to the camera.
  26318. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26319. * @param postProcess The post process to attach to the camera
  26320. * @param insertAt The position of the post process in case several of them are in use in the scene
  26321. * @returns the position the post process has been inserted at
  26322. */
  26323. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  26324. /**
  26325. * Detach a post process to the camera.
  26326. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  26327. * @param postProcess The post process to detach from the camera
  26328. */
  26329. detachPostProcess(postProcess: PostProcess): void;
  26330. /**
  26331. * Gets the current world matrix of the camera
  26332. */
  26333. getWorldMatrix(): Matrix;
  26334. /** @hidden */
  26335. _getViewMatrix(): Matrix;
  26336. /**
  26337. * Gets the current view matrix of the camera.
  26338. * @param force forces the camera to recompute the matrix without looking at the cached state
  26339. * @returns the view matrix
  26340. */
  26341. getViewMatrix(force?: boolean): Matrix;
  26342. /**
  26343. * Freeze the projection matrix.
  26344. * It will prevent the cache check of the camera projection compute and can speed up perf
  26345. * if no parameter of the camera are meant to change
  26346. * @param projection Defines manually a projection if necessary
  26347. */
  26348. freezeProjectionMatrix(projection?: Matrix): void;
  26349. /**
  26350. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  26351. */
  26352. unfreezeProjectionMatrix(): void;
  26353. /**
  26354. * Gets the current projection matrix of the camera.
  26355. * @param force forces the camera to recompute the matrix without looking at the cached state
  26356. * @returns the projection matrix
  26357. */
  26358. getProjectionMatrix(force?: boolean): Matrix;
  26359. /**
  26360. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  26361. * @returns a Matrix
  26362. */
  26363. getTransformationMatrix(): Matrix;
  26364. private _updateFrustumPlanes;
  26365. /**
  26366. * Checks if a cullable object (mesh...) is in the camera frustum
  26367. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  26368. * @param target The object to check
  26369. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  26370. * @returns true if the object is in frustum otherwise false
  26371. */
  26372. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  26373. /**
  26374. * Checks if a cullable object (mesh...) is in the camera frustum
  26375. * Unlike isInFrustum this cheks the full bounding box
  26376. * @param target The object to check
  26377. * @returns true if the object is in frustum otherwise false
  26378. */
  26379. isCompletelyInFrustum(target: ICullable): boolean;
  26380. /**
  26381. * Gets a ray in the forward direction from the camera.
  26382. * @param length Defines the length of the ray to create
  26383. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  26384. * @param origin Defines the start point of the ray which defaults to the camera position
  26385. * @returns the forward ray
  26386. */
  26387. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  26388. /**
  26389. * Releases resources associated with this node.
  26390. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  26391. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  26392. */
  26393. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  26394. /** @hidden */
  26395. _isLeftCamera: boolean;
  26396. /**
  26397. * Gets the left camera of a rig setup in case of Rigged Camera
  26398. */
  26399. get isLeftCamera(): boolean;
  26400. /** @hidden */
  26401. _isRightCamera: boolean;
  26402. /**
  26403. * Gets the right camera of a rig setup in case of Rigged Camera
  26404. */
  26405. get isRightCamera(): boolean;
  26406. /**
  26407. * Gets the left camera of a rig setup in case of Rigged Camera
  26408. */
  26409. get leftCamera(): Nullable<FreeCamera>;
  26410. /**
  26411. * Gets the right camera of a rig setup in case of Rigged Camera
  26412. */
  26413. get rightCamera(): Nullable<FreeCamera>;
  26414. /**
  26415. * Gets the left camera target of a rig setup in case of Rigged Camera
  26416. * @returns the target position
  26417. */
  26418. getLeftTarget(): Nullable<Vector3>;
  26419. /**
  26420. * Gets the right camera target of a rig setup in case of Rigged Camera
  26421. * @returns the target position
  26422. */
  26423. getRightTarget(): Nullable<Vector3>;
  26424. /**
  26425. * @hidden
  26426. */
  26427. setCameraRigMode(mode: number, rigParams: any): void;
  26428. /** @hidden */
  26429. static _setStereoscopicRigMode(camera: Camera): void;
  26430. /** @hidden */
  26431. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  26432. /** @hidden */
  26433. static _setVRRigMode(camera: Camera, rigParams: any): void;
  26434. /** @hidden */
  26435. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  26436. /** @hidden */
  26437. _getVRProjectionMatrix(): Matrix;
  26438. protected _updateCameraRotationMatrix(): void;
  26439. protected _updateWebVRCameraRotationMatrix(): void;
  26440. /**
  26441. * This function MUST be overwritten by the different WebVR cameras available.
  26442. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26443. * @hidden
  26444. */
  26445. _getWebVRProjectionMatrix(): Matrix;
  26446. /**
  26447. * This function MUST be overwritten by the different WebVR cameras available.
  26448. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26449. * @hidden
  26450. */
  26451. _getWebVRViewMatrix(): Matrix;
  26452. /** @hidden */
  26453. setCameraRigParameter(name: string, value: any): void;
  26454. /**
  26455. * needs to be overridden by children so sub has required properties to be copied
  26456. * @hidden
  26457. */
  26458. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26459. /**
  26460. * May need to be overridden by children
  26461. * @hidden
  26462. */
  26463. _updateRigCameras(): void;
  26464. /** @hidden */
  26465. _setupInputs(): void;
  26466. /**
  26467. * Serialiaze the camera setup to a json represention
  26468. * @returns the JSON representation
  26469. */
  26470. serialize(): any;
  26471. /**
  26472. * Clones the current camera.
  26473. * @param name The cloned camera name
  26474. * @returns the cloned camera
  26475. */
  26476. clone(name: string): Camera;
  26477. /**
  26478. * Gets the direction of the camera relative to a given local axis.
  26479. * @param localAxis Defines the reference axis to provide a relative direction.
  26480. * @return the direction
  26481. */
  26482. getDirection(localAxis: Vector3): Vector3;
  26483. /**
  26484. * Returns the current camera absolute rotation
  26485. */
  26486. get absoluteRotation(): Quaternion;
  26487. /**
  26488. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26489. * @param localAxis Defines the reference axis to provide a relative direction.
  26490. * @param result Defines the vector to store the result in
  26491. */
  26492. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26493. /**
  26494. * Gets a camera constructor for a given camera type
  26495. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26496. * @param name The name of the camera the result will be able to instantiate
  26497. * @param scene The scene the result will construct the camera in
  26498. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26499. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26500. * @returns a factory method to construc the camera
  26501. */
  26502. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26503. /**
  26504. * Compute the world matrix of the camera.
  26505. * @returns the camera world matrix
  26506. */
  26507. computeWorldMatrix(): Matrix;
  26508. /**
  26509. * Parse a JSON and creates the camera from the parsed information
  26510. * @param parsedCamera The JSON to parse
  26511. * @param scene The scene to instantiate the camera in
  26512. * @returns the newly constructed camera
  26513. */
  26514. static Parse(parsedCamera: any, scene: Scene): Camera;
  26515. }
  26516. }
  26517. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26518. import { Nullable } from "babylonjs/types";
  26519. import { Scene } from "babylonjs/scene";
  26520. import { Vector4 } from "babylonjs/Maths/math.vector";
  26521. import { Mesh } from "babylonjs/Meshes/mesh";
  26522. /**
  26523. * Class containing static functions to help procedurally build meshes
  26524. */
  26525. export class DiscBuilder {
  26526. /**
  26527. * Creates a plane polygonal mesh. By default, this is a disc
  26528. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26529. * * 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
  26530. * * 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
  26531. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26532. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  26533. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26534. * @param name defines the name of the mesh
  26535. * @param options defines the options used to create the mesh
  26536. * @param scene defines the hosting scene
  26537. * @returns the plane polygonal mesh
  26538. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26539. */
  26540. static CreateDisc(name: string, options: {
  26541. radius?: number;
  26542. tessellation?: number;
  26543. arc?: number;
  26544. updatable?: boolean;
  26545. sideOrientation?: number;
  26546. frontUVs?: Vector4;
  26547. backUVs?: Vector4;
  26548. }, scene?: Nullable<Scene>): Mesh;
  26549. }
  26550. }
  26551. declare module "babylonjs/Materials/fresnelParameters" {
  26552. import { Color3 } from "babylonjs/Maths/math.color";
  26553. /**
  26554. * This represents all the required information to add a fresnel effect on a material:
  26555. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  26556. */
  26557. export class FresnelParameters {
  26558. private _isEnabled;
  26559. /**
  26560. * Define if the fresnel effect is enable or not.
  26561. */
  26562. get isEnabled(): boolean;
  26563. set isEnabled(value: boolean);
  26564. /**
  26565. * Define the color used on edges (grazing angle)
  26566. */
  26567. leftColor: Color3;
  26568. /**
  26569. * Define the color used on center
  26570. */
  26571. rightColor: Color3;
  26572. /**
  26573. * Define bias applied to computed fresnel term
  26574. */
  26575. bias: number;
  26576. /**
  26577. * Defined the power exponent applied to fresnel term
  26578. */
  26579. power: number;
  26580. /**
  26581. * Clones the current fresnel and its valuues
  26582. * @returns a clone fresnel configuration
  26583. */
  26584. clone(): FresnelParameters;
  26585. /**
  26586. * Serializes the current fresnel parameters to a JSON representation.
  26587. * @return the JSON serialization
  26588. */
  26589. serialize(): any;
  26590. /**
  26591. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  26592. * @param parsedFresnelParameters Define the JSON representation
  26593. * @returns the parsed parameters
  26594. */
  26595. static Parse(parsedFresnelParameters: any): FresnelParameters;
  26596. }
  26597. }
  26598. declare module "babylonjs/Materials/pushMaterial" {
  26599. import { Nullable } from "babylonjs/types";
  26600. import { Scene } from "babylonjs/scene";
  26601. import { Matrix } from "babylonjs/Maths/math.vector";
  26602. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26603. import { Mesh } from "babylonjs/Meshes/mesh";
  26604. import { Material } from "babylonjs/Materials/material";
  26605. import { Effect } from "babylonjs/Materials/effect";
  26606. /**
  26607. * Base class of materials working in push mode in babylon JS
  26608. * @hidden
  26609. */
  26610. export class PushMaterial extends Material {
  26611. protected _activeEffect: Effect;
  26612. protected _normalMatrix: Matrix;
  26613. /**
  26614. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  26615. * This means that the material can keep using a previous shader while a new one is being compiled.
  26616. * This is mostly used when shader parallel compilation is supported (true by default)
  26617. */
  26618. allowShaderHotSwapping: boolean;
  26619. constructor(name: string, scene: Scene);
  26620. getEffect(): Effect;
  26621. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  26622. /**
  26623. * Binds the given world matrix to the active effect
  26624. *
  26625. * @param world the matrix to bind
  26626. */
  26627. bindOnlyWorldMatrix(world: Matrix): void;
  26628. /**
  26629. * Binds the given normal matrix to the active effect
  26630. *
  26631. * @param normalMatrix the matrix to bind
  26632. */
  26633. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  26634. bind(world: Matrix, mesh?: Mesh): void;
  26635. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  26636. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  26637. }
  26638. }
  26639. declare module "babylonjs/Materials/materialFlags" {
  26640. /**
  26641. * This groups all the flags used to control the materials channel.
  26642. */
  26643. export class MaterialFlags {
  26644. private static _DiffuseTextureEnabled;
  26645. /**
  26646. * Are diffuse textures enabled in the application.
  26647. */
  26648. static get DiffuseTextureEnabled(): boolean;
  26649. static set DiffuseTextureEnabled(value: boolean);
  26650. private static _AmbientTextureEnabled;
  26651. /**
  26652. * Are ambient textures enabled in the application.
  26653. */
  26654. static get AmbientTextureEnabled(): boolean;
  26655. static set AmbientTextureEnabled(value: boolean);
  26656. private static _OpacityTextureEnabled;
  26657. /**
  26658. * Are opacity textures enabled in the application.
  26659. */
  26660. static get OpacityTextureEnabled(): boolean;
  26661. static set OpacityTextureEnabled(value: boolean);
  26662. private static _ReflectionTextureEnabled;
  26663. /**
  26664. * Are reflection textures enabled in the application.
  26665. */
  26666. static get ReflectionTextureEnabled(): boolean;
  26667. static set ReflectionTextureEnabled(value: boolean);
  26668. private static _EmissiveTextureEnabled;
  26669. /**
  26670. * Are emissive textures enabled in the application.
  26671. */
  26672. static get EmissiveTextureEnabled(): boolean;
  26673. static set EmissiveTextureEnabled(value: boolean);
  26674. private static _SpecularTextureEnabled;
  26675. /**
  26676. * Are specular textures enabled in the application.
  26677. */
  26678. static get SpecularTextureEnabled(): boolean;
  26679. static set SpecularTextureEnabled(value: boolean);
  26680. private static _BumpTextureEnabled;
  26681. /**
  26682. * Are bump textures enabled in the application.
  26683. */
  26684. static get BumpTextureEnabled(): boolean;
  26685. static set BumpTextureEnabled(value: boolean);
  26686. private static _LightmapTextureEnabled;
  26687. /**
  26688. * Are lightmap textures enabled in the application.
  26689. */
  26690. static get LightmapTextureEnabled(): boolean;
  26691. static set LightmapTextureEnabled(value: boolean);
  26692. private static _RefractionTextureEnabled;
  26693. /**
  26694. * Are refraction textures enabled in the application.
  26695. */
  26696. static get RefractionTextureEnabled(): boolean;
  26697. static set RefractionTextureEnabled(value: boolean);
  26698. private static _ColorGradingTextureEnabled;
  26699. /**
  26700. * Are color grading textures enabled in the application.
  26701. */
  26702. static get ColorGradingTextureEnabled(): boolean;
  26703. static set ColorGradingTextureEnabled(value: boolean);
  26704. private static _FresnelEnabled;
  26705. /**
  26706. * Are fresnels enabled in the application.
  26707. */
  26708. static get FresnelEnabled(): boolean;
  26709. static set FresnelEnabled(value: boolean);
  26710. private static _ClearCoatTextureEnabled;
  26711. /**
  26712. * Are clear coat textures enabled in the application.
  26713. */
  26714. static get ClearCoatTextureEnabled(): boolean;
  26715. static set ClearCoatTextureEnabled(value: boolean);
  26716. private static _ClearCoatBumpTextureEnabled;
  26717. /**
  26718. * Are clear coat bump textures enabled in the application.
  26719. */
  26720. static get ClearCoatBumpTextureEnabled(): boolean;
  26721. static set ClearCoatBumpTextureEnabled(value: boolean);
  26722. private static _ClearCoatTintTextureEnabled;
  26723. /**
  26724. * Are clear coat tint textures enabled in the application.
  26725. */
  26726. static get ClearCoatTintTextureEnabled(): boolean;
  26727. static set ClearCoatTintTextureEnabled(value: boolean);
  26728. private static _SheenTextureEnabled;
  26729. /**
  26730. * Are sheen textures enabled in the application.
  26731. */
  26732. static get SheenTextureEnabled(): boolean;
  26733. static set SheenTextureEnabled(value: boolean);
  26734. private static _AnisotropicTextureEnabled;
  26735. /**
  26736. * Are anisotropic textures enabled in the application.
  26737. */
  26738. static get AnisotropicTextureEnabled(): boolean;
  26739. static set AnisotropicTextureEnabled(value: boolean);
  26740. private static _ThicknessTextureEnabled;
  26741. /**
  26742. * Are thickness textures enabled in the application.
  26743. */
  26744. static get ThicknessTextureEnabled(): boolean;
  26745. static set ThicknessTextureEnabled(value: boolean);
  26746. }
  26747. }
  26748. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  26749. /** @hidden */
  26750. export var defaultFragmentDeclaration: {
  26751. name: string;
  26752. shader: string;
  26753. };
  26754. }
  26755. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  26756. /** @hidden */
  26757. export var defaultUboDeclaration: {
  26758. name: string;
  26759. shader: string;
  26760. };
  26761. }
  26762. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  26763. /** @hidden */
  26764. export var lightFragmentDeclaration: {
  26765. name: string;
  26766. shader: string;
  26767. };
  26768. }
  26769. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  26770. /** @hidden */
  26771. export var lightUboDeclaration: {
  26772. name: string;
  26773. shader: string;
  26774. };
  26775. }
  26776. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  26777. /** @hidden */
  26778. export var lightsFragmentFunctions: {
  26779. name: string;
  26780. shader: string;
  26781. };
  26782. }
  26783. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  26784. /** @hidden */
  26785. export var shadowsFragmentFunctions: {
  26786. name: string;
  26787. shader: string;
  26788. };
  26789. }
  26790. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  26791. /** @hidden */
  26792. export var fresnelFunction: {
  26793. name: string;
  26794. shader: string;
  26795. };
  26796. }
  26797. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  26798. /** @hidden */
  26799. export var reflectionFunction: {
  26800. name: string;
  26801. shader: string;
  26802. };
  26803. }
  26804. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  26805. /** @hidden */
  26806. export var bumpFragmentFunctions: {
  26807. name: string;
  26808. shader: string;
  26809. };
  26810. }
  26811. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  26812. /** @hidden */
  26813. export var logDepthDeclaration: {
  26814. name: string;
  26815. shader: string;
  26816. };
  26817. }
  26818. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  26819. /** @hidden */
  26820. export var bumpFragment: {
  26821. name: string;
  26822. shader: string;
  26823. };
  26824. }
  26825. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  26826. /** @hidden */
  26827. export var depthPrePass: {
  26828. name: string;
  26829. shader: string;
  26830. };
  26831. }
  26832. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  26833. /** @hidden */
  26834. export var lightFragment: {
  26835. name: string;
  26836. shader: string;
  26837. };
  26838. }
  26839. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  26840. /** @hidden */
  26841. export var logDepthFragment: {
  26842. name: string;
  26843. shader: string;
  26844. };
  26845. }
  26846. declare module "babylonjs/Shaders/default.fragment" {
  26847. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  26848. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  26849. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  26850. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  26851. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  26852. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  26853. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  26854. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  26855. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  26856. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  26857. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  26858. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  26859. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  26860. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  26861. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  26862. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  26863. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  26864. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  26865. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  26866. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  26867. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  26868. /** @hidden */
  26869. export var defaultPixelShader: {
  26870. name: string;
  26871. shader: string;
  26872. };
  26873. }
  26874. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  26875. /** @hidden */
  26876. export var defaultVertexDeclaration: {
  26877. name: string;
  26878. shader: string;
  26879. };
  26880. }
  26881. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  26882. /** @hidden */
  26883. export var bumpVertexDeclaration: {
  26884. name: string;
  26885. shader: string;
  26886. };
  26887. }
  26888. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  26889. /** @hidden */
  26890. export var bumpVertex: {
  26891. name: string;
  26892. shader: string;
  26893. };
  26894. }
  26895. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  26896. /** @hidden */
  26897. export var fogVertex: {
  26898. name: string;
  26899. shader: string;
  26900. };
  26901. }
  26902. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  26903. /** @hidden */
  26904. export var shadowsVertex: {
  26905. name: string;
  26906. shader: string;
  26907. };
  26908. }
  26909. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  26910. /** @hidden */
  26911. export var pointCloudVertex: {
  26912. name: string;
  26913. shader: string;
  26914. };
  26915. }
  26916. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  26917. /** @hidden */
  26918. export var logDepthVertex: {
  26919. name: string;
  26920. shader: string;
  26921. };
  26922. }
  26923. declare module "babylonjs/Shaders/default.vertex" {
  26924. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  26925. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  26926. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  26927. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  26928. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  26929. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  26930. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  26931. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  26932. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  26933. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  26934. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  26935. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  26936. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  26937. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  26938. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  26939. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  26940. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  26941. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  26942. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  26943. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  26944. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  26945. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  26946. /** @hidden */
  26947. export var defaultVertexShader: {
  26948. name: string;
  26949. shader: string;
  26950. };
  26951. }
  26952. declare module "babylonjs/Materials/standardMaterial" {
  26953. import { SmartArray } from "babylonjs/Misc/smartArray";
  26954. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  26955. import { Nullable } from "babylonjs/types";
  26956. import { Scene } from "babylonjs/scene";
  26957. import { Matrix } from "babylonjs/Maths/math.vector";
  26958. import { Color3 } from "babylonjs/Maths/math.color";
  26959. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26960. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26961. import { Mesh } from "babylonjs/Meshes/mesh";
  26962. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  26963. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  26964. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  26965. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  26966. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  26967. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  26968. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  26969. import "babylonjs/Shaders/default.fragment";
  26970. import "babylonjs/Shaders/default.vertex";
  26971. /** @hidden */
  26972. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  26973. MAINUV1: boolean;
  26974. MAINUV2: boolean;
  26975. DIFFUSE: boolean;
  26976. DIFFUSEDIRECTUV: number;
  26977. AMBIENT: boolean;
  26978. AMBIENTDIRECTUV: number;
  26979. OPACITY: boolean;
  26980. OPACITYDIRECTUV: number;
  26981. OPACITYRGB: boolean;
  26982. REFLECTION: boolean;
  26983. EMISSIVE: boolean;
  26984. EMISSIVEDIRECTUV: number;
  26985. SPECULAR: boolean;
  26986. SPECULARDIRECTUV: number;
  26987. BUMP: boolean;
  26988. BUMPDIRECTUV: number;
  26989. PARALLAX: boolean;
  26990. PARALLAXOCCLUSION: boolean;
  26991. SPECULAROVERALPHA: boolean;
  26992. CLIPPLANE: boolean;
  26993. CLIPPLANE2: boolean;
  26994. CLIPPLANE3: boolean;
  26995. CLIPPLANE4: boolean;
  26996. CLIPPLANE5: boolean;
  26997. CLIPPLANE6: boolean;
  26998. ALPHATEST: boolean;
  26999. DEPTHPREPASS: boolean;
  27000. ALPHAFROMDIFFUSE: boolean;
  27001. POINTSIZE: boolean;
  27002. FOG: boolean;
  27003. SPECULARTERM: boolean;
  27004. DIFFUSEFRESNEL: boolean;
  27005. OPACITYFRESNEL: boolean;
  27006. REFLECTIONFRESNEL: boolean;
  27007. REFRACTIONFRESNEL: boolean;
  27008. EMISSIVEFRESNEL: boolean;
  27009. FRESNEL: boolean;
  27010. NORMAL: boolean;
  27011. UV1: boolean;
  27012. UV2: boolean;
  27013. VERTEXCOLOR: boolean;
  27014. VERTEXALPHA: boolean;
  27015. NUM_BONE_INFLUENCERS: number;
  27016. BonesPerMesh: number;
  27017. BONETEXTURE: boolean;
  27018. INSTANCES: boolean;
  27019. GLOSSINESS: boolean;
  27020. ROUGHNESS: boolean;
  27021. EMISSIVEASILLUMINATION: boolean;
  27022. LINKEMISSIVEWITHDIFFUSE: boolean;
  27023. REFLECTIONFRESNELFROMSPECULAR: boolean;
  27024. LIGHTMAP: boolean;
  27025. LIGHTMAPDIRECTUV: number;
  27026. OBJECTSPACE_NORMALMAP: boolean;
  27027. USELIGHTMAPASSHADOWMAP: boolean;
  27028. REFLECTIONMAP_3D: boolean;
  27029. REFLECTIONMAP_SPHERICAL: boolean;
  27030. REFLECTIONMAP_PLANAR: boolean;
  27031. REFLECTIONMAP_CUBIC: boolean;
  27032. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  27033. REFLECTIONMAP_PROJECTION: boolean;
  27034. REFLECTIONMAP_SKYBOX: boolean;
  27035. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  27036. REFLECTIONMAP_EXPLICIT: boolean;
  27037. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  27038. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  27039. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  27040. INVERTCUBICMAP: boolean;
  27041. LOGARITHMICDEPTH: boolean;
  27042. REFRACTION: boolean;
  27043. REFRACTIONMAP_3D: boolean;
  27044. REFLECTIONOVERALPHA: boolean;
  27045. TWOSIDEDLIGHTING: boolean;
  27046. SHADOWFLOAT: boolean;
  27047. MORPHTARGETS: boolean;
  27048. MORPHTARGETS_NORMAL: boolean;
  27049. MORPHTARGETS_TANGENT: boolean;
  27050. MORPHTARGETS_UV: boolean;
  27051. NUM_MORPH_INFLUENCERS: number;
  27052. NONUNIFORMSCALING: boolean;
  27053. PREMULTIPLYALPHA: boolean;
  27054. IMAGEPROCESSING: boolean;
  27055. VIGNETTE: boolean;
  27056. VIGNETTEBLENDMODEMULTIPLY: boolean;
  27057. VIGNETTEBLENDMODEOPAQUE: boolean;
  27058. TONEMAPPING: boolean;
  27059. TONEMAPPING_ACES: boolean;
  27060. CONTRAST: boolean;
  27061. COLORCURVES: boolean;
  27062. COLORGRADING: boolean;
  27063. COLORGRADING3D: boolean;
  27064. SAMPLER3DGREENDEPTH: boolean;
  27065. SAMPLER3DBGRMAP: boolean;
  27066. IMAGEPROCESSINGPOSTPROCESS: boolean;
  27067. MULTIVIEW: boolean;
  27068. /**
  27069. * If the reflection texture on this material is in linear color space
  27070. * @hidden
  27071. */
  27072. IS_REFLECTION_LINEAR: boolean;
  27073. /**
  27074. * If the refraction texture on this material is in linear color space
  27075. * @hidden
  27076. */
  27077. IS_REFRACTION_LINEAR: boolean;
  27078. EXPOSURE: boolean;
  27079. constructor();
  27080. setReflectionMode(modeToEnable: string): void;
  27081. }
  27082. /**
  27083. * This is the default material used in Babylon. It is the best trade off between quality
  27084. * and performances.
  27085. * @see http://doc.babylonjs.com/babylon101/materials
  27086. */
  27087. export class StandardMaterial extends PushMaterial {
  27088. private _diffuseTexture;
  27089. /**
  27090. * The basic texture of the material as viewed under a light.
  27091. */
  27092. diffuseTexture: Nullable<BaseTexture>;
  27093. private _ambientTexture;
  27094. /**
  27095. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  27096. */
  27097. ambientTexture: Nullable<BaseTexture>;
  27098. private _opacityTexture;
  27099. /**
  27100. * Define the transparency of the material from a texture.
  27101. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  27102. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  27103. */
  27104. opacityTexture: Nullable<BaseTexture>;
  27105. private _reflectionTexture;
  27106. /**
  27107. * Define the texture used to display the reflection.
  27108. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  27109. */
  27110. reflectionTexture: Nullable<BaseTexture>;
  27111. private _emissiveTexture;
  27112. /**
  27113. * Define texture of the material as if self lit.
  27114. * This will be mixed in the final result even in the absence of light.
  27115. */
  27116. emissiveTexture: Nullable<BaseTexture>;
  27117. private _specularTexture;
  27118. /**
  27119. * Define how the color and intensity of the highlight given by the light in the material.
  27120. */
  27121. specularTexture: Nullable<BaseTexture>;
  27122. private _bumpTexture;
  27123. /**
  27124. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  27125. * 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.
  27126. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  27127. */
  27128. bumpTexture: Nullable<BaseTexture>;
  27129. private _lightmapTexture;
  27130. /**
  27131. * Complex lighting can be computationally expensive to compute at runtime.
  27132. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  27133. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  27134. */
  27135. lightmapTexture: Nullable<BaseTexture>;
  27136. private _refractionTexture;
  27137. /**
  27138. * Define the texture used to display the refraction.
  27139. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  27140. */
  27141. refractionTexture: Nullable<BaseTexture>;
  27142. /**
  27143. * The color of the material lit by the environmental background lighting.
  27144. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  27145. */
  27146. ambientColor: Color3;
  27147. /**
  27148. * The basic color of the material as viewed under a light.
  27149. */
  27150. diffuseColor: Color3;
  27151. /**
  27152. * Define how the color and intensity of the highlight given by the light in the material.
  27153. */
  27154. specularColor: Color3;
  27155. /**
  27156. * Define the color of the material as if self lit.
  27157. * This will be mixed in the final result even in the absence of light.
  27158. */
  27159. emissiveColor: Color3;
  27160. /**
  27161. * Defines how sharp are the highlights in the material.
  27162. * The bigger the value the sharper giving a more glossy feeling to the result.
  27163. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  27164. */
  27165. specularPower: number;
  27166. private _useAlphaFromDiffuseTexture;
  27167. /**
  27168. * Does the transparency come from the diffuse texture alpha channel.
  27169. */
  27170. useAlphaFromDiffuseTexture: boolean;
  27171. private _useEmissiveAsIllumination;
  27172. /**
  27173. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  27174. */
  27175. useEmissiveAsIllumination: boolean;
  27176. private _linkEmissiveWithDiffuse;
  27177. /**
  27178. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  27179. * the emissive level when the final color is close to one.
  27180. */
  27181. linkEmissiveWithDiffuse: boolean;
  27182. private _useSpecularOverAlpha;
  27183. /**
  27184. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  27185. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  27186. */
  27187. useSpecularOverAlpha: boolean;
  27188. private _useReflectionOverAlpha;
  27189. /**
  27190. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  27191. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  27192. */
  27193. useReflectionOverAlpha: boolean;
  27194. private _disableLighting;
  27195. /**
  27196. * Does lights from the scene impacts this material.
  27197. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  27198. */
  27199. disableLighting: boolean;
  27200. private _useObjectSpaceNormalMap;
  27201. /**
  27202. * Allows using an object space normal map (instead of tangent space).
  27203. */
  27204. useObjectSpaceNormalMap: boolean;
  27205. private _useParallax;
  27206. /**
  27207. * Is parallax enabled or not.
  27208. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  27209. */
  27210. useParallax: boolean;
  27211. private _useParallaxOcclusion;
  27212. /**
  27213. * Is parallax occlusion enabled or not.
  27214. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  27215. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  27216. */
  27217. useParallaxOcclusion: boolean;
  27218. /**
  27219. * 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.
  27220. */
  27221. parallaxScaleBias: number;
  27222. private _roughness;
  27223. /**
  27224. * Helps to define how blurry the reflections should appears in the material.
  27225. */
  27226. roughness: number;
  27227. /**
  27228. * In case of refraction, define the value of the index of refraction.
  27229. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  27230. */
  27231. indexOfRefraction: number;
  27232. /**
  27233. * Invert the refraction texture alongside the y axis.
  27234. * It can be useful with procedural textures or probe for instance.
  27235. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  27236. */
  27237. invertRefractionY: boolean;
  27238. /**
  27239. * Defines the alpha limits in alpha test mode.
  27240. */
  27241. alphaCutOff: number;
  27242. private _useLightmapAsShadowmap;
  27243. /**
  27244. * In case of light mapping, define whether the map contains light or shadow informations.
  27245. */
  27246. useLightmapAsShadowmap: boolean;
  27247. private _diffuseFresnelParameters;
  27248. /**
  27249. * Define the diffuse fresnel parameters of the material.
  27250. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27251. */
  27252. diffuseFresnelParameters: FresnelParameters;
  27253. private _opacityFresnelParameters;
  27254. /**
  27255. * Define the opacity fresnel parameters of the material.
  27256. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27257. */
  27258. opacityFresnelParameters: FresnelParameters;
  27259. private _reflectionFresnelParameters;
  27260. /**
  27261. * Define the reflection fresnel parameters of the material.
  27262. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27263. */
  27264. reflectionFresnelParameters: FresnelParameters;
  27265. private _refractionFresnelParameters;
  27266. /**
  27267. * Define the refraction fresnel parameters of the material.
  27268. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27269. */
  27270. refractionFresnelParameters: FresnelParameters;
  27271. private _emissiveFresnelParameters;
  27272. /**
  27273. * Define the emissive fresnel parameters of the material.
  27274. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27275. */
  27276. emissiveFresnelParameters: FresnelParameters;
  27277. private _useReflectionFresnelFromSpecular;
  27278. /**
  27279. * If true automatically deducts the fresnels values from the material specularity.
  27280. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  27281. */
  27282. useReflectionFresnelFromSpecular: boolean;
  27283. private _useGlossinessFromSpecularMapAlpha;
  27284. /**
  27285. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  27286. */
  27287. useGlossinessFromSpecularMapAlpha: boolean;
  27288. private _maxSimultaneousLights;
  27289. /**
  27290. * Defines the maximum number of lights that can be used in the material
  27291. */
  27292. maxSimultaneousLights: number;
  27293. private _invertNormalMapX;
  27294. /**
  27295. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  27296. */
  27297. invertNormalMapX: boolean;
  27298. private _invertNormalMapY;
  27299. /**
  27300. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  27301. */
  27302. invertNormalMapY: boolean;
  27303. private _twoSidedLighting;
  27304. /**
  27305. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  27306. */
  27307. twoSidedLighting: boolean;
  27308. /**
  27309. * Default configuration related to image processing available in the standard Material.
  27310. */
  27311. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  27312. /**
  27313. * Gets the image processing configuration used either in this material.
  27314. */
  27315. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  27316. /**
  27317. * Sets the Default image processing configuration used either in the this material.
  27318. *
  27319. * If sets to null, the scene one is in use.
  27320. */
  27321. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  27322. /**
  27323. * Keep track of the image processing observer to allow dispose and replace.
  27324. */
  27325. private _imageProcessingObserver;
  27326. /**
  27327. * Attaches a new image processing configuration to the Standard Material.
  27328. * @param configuration
  27329. */
  27330. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  27331. /**
  27332. * Gets wether the color curves effect is enabled.
  27333. */
  27334. get cameraColorCurvesEnabled(): boolean;
  27335. /**
  27336. * Sets wether the color curves effect is enabled.
  27337. */
  27338. set cameraColorCurvesEnabled(value: boolean);
  27339. /**
  27340. * Gets wether the color grading effect is enabled.
  27341. */
  27342. get cameraColorGradingEnabled(): boolean;
  27343. /**
  27344. * Gets wether the color grading effect is enabled.
  27345. */
  27346. set cameraColorGradingEnabled(value: boolean);
  27347. /**
  27348. * Gets wether tonemapping is enabled or not.
  27349. */
  27350. get cameraToneMappingEnabled(): boolean;
  27351. /**
  27352. * Sets wether tonemapping is enabled or not
  27353. */
  27354. set cameraToneMappingEnabled(value: boolean);
  27355. /**
  27356. * The camera exposure used on this material.
  27357. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  27358. * This corresponds to a photographic exposure.
  27359. */
  27360. get cameraExposure(): number;
  27361. /**
  27362. * The camera exposure used on this material.
  27363. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  27364. * This corresponds to a photographic exposure.
  27365. */
  27366. set cameraExposure(value: number);
  27367. /**
  27368. * Gets The camera contrast used on this material.
  27369. */
  27370. get cameraContrast(): number;
  27371. /**
  27372. * Sets The camera contrast used on this material.
  27373. */
  27374. set cameraContrast(value: number);
  27375. /**
  27376. * Gets the Color Grading 2D Lookup Texture.
  27377. */
  27378. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  27379. /**
  27380. * Sets the Color Grading 2D Lookup Texture.
  27381. */
  27382. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  27383. /**
  27384. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  27385. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  27386. * 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;
  27387. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  27388. */
  27389. get cameraColorCurves(): Nullable<ColorCurves>;
  27390. /**
  27391. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  27392. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  27393. * 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;
  27394. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  27395. */
  27396. set cameraColorCurves(value: Nullable<ColorCurves>);
  27397. /**
  27398. * Custom callback helping to override the default shader used in the material.
  27399. */
  27400. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  27401. protected _renderTargets: SmartArray<RenderTargetTexture>;
  27402. protected _worldViewProjectionMatrix: Matrix;
  27403. protected _globalAmbientColor: Color3;
  27404. protected _useLogarithmicDepth: boolean;
  27405. protected _rebuildInParallel: boolean;
  27406. /**
  27407. * Instantiates a new standard material.
  27408. * This is the default material used in Babylon. It is the best trade off between quality
  27409. * and performances.
  27410. * @see http://doc.babylonjs.com/babylon101/materials
  27411. * @param name Define the name of the material in the scene
  27412. * @param scene Define the scene the material belong to
  27413. */
  27414. constructor(name: string, scene: Scene);
  27415. /**
  27416. * Gets a boolean indicating that current material needs to register RTT
  27417. */
  27418. get hasRenderTargetTextures(): boolean;
  27419. /**
  27420. * Gets the current class name of the material e.g. "StandardMaterial"
  27421. * Mainly use in serialization.
  27422. * @returns the class name
  27423. */
  27424. getClassName(): string;
  27425. /**
  27426. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  27427. * You can try switching to logarithmic depth.
  27428. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  27429. */
  27430. get useLogarithmicDepth(): boolean;
  27431. set useLogarithmicDepth(value: boolean);
  27432. /**
  27433. * Specifies if the material will require alpha blending
  27434. * @returns a boolean specifying if alpha blending is needed
  27435. */
  27436. needAlphaBlending(): boolean;
  27437. /**
  27438. * Specifies if this material should be rendered in alpha test mode
  27439. * @returns a boolean specifying if an alpha test is needed.
  27440. */
  27441. needAlphaTesting(): boolean;
  27442. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  27443. /**
  27444. * Get the texture used for alpha test purpose.
  27445. * @returns the diffuse texture in case of the standard material.
  27446. */
  27447. getAlphaTestTexture(): Nullable<BaseTexture>;
  27448. /**
  27449. * Get if the submesh is ready to be used and all its information available.
  27450. * Child classes can use it to update shaders
  27451. * @param mesh defines the mesh to check
  27452. * @param subMesh defines which submesh to check
  27453. * @param useInstances specifies that instances should be used
  27454. * @returns a boolean indicating that the submesh is ready or not
  27455. */
  27456. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  27457. /**
  27458. * Builds the material UBO layouts.
  27459. * Used internally during the effect preparation.
  27460. */
  27461. buildUniformLayout(): void;
  27462. /**
  27463. * Unbinds the material from the mesh
  27464. */
  27465. unbind(): void;
  27466. /**
  27467. * Binds the submesh to this material by preparing the effect and shader to draw
  27468. * @param world defines the world transformation matrix
  27469. * @param mesh defines the mesh containing the submesh
  27470. * @param subMesh defines the submesh to bind the material to
  27471. */
  27472. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  27473. /**
  27474. * Get the list of animatables in the material.
  27475. * @returns the list of animatables object used in the material
  27476. */
  27477. getAnimatables(): IAnimatable[];
  27478. /**
  27479. * Gets the active textures from the material
  27480. * @returns an array of textures
  27481. */
  27482. getActiveTextures(): BaseTexture[];
  27483. /**
  27484. * Specifies if the material uses a texture
  27485. * @param texture defines the texture to check against the material
  27486. * @returns a boolean specifying if the material uses the texture
  27487. */
  27488. hasTexture(texture: BaseTexture): boolean;
  27489. /**
  27490. * Disposes the material
  27491. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  27492. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  27493. */
  27494. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  27495. /**
  27496. * Makes a duplicate of the material, and gives it a new name
  27497. * @param name defines the new name for the duplicated material
  27498. * @returns the cloned material
  27499. */
  27500. clone(name: string): StandardMaterial;
  27501. /**
  27502. * Serializes this material in a JSON representation
  27503. * @returns the serialized material object
  27504. */
  27505. serialize(): any;
  27506. /**
  27507. * Creates a standard material from parsed material data
  27508. * @param source defines the JSON representation of the material
  27509. * @param scene defines the hosting scene
  27510. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  27511. * @returns a new standard material
  27512. */
  27513. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  27514. /**
  27515. * Are diffuse textures enabled in the application.
  27516. */
  27517. static get DiffuseTextureEnabled(): boolean;
  27518. static set DiffuseTextureEnabled(value: boolean);
  27519. /**
  27520. * Are ambient textures enabled in the application.
  27521. */
  27522. static get AmbientTextureEnabled(): boolean;
  27523. static set AmbientTextureEnabled(value: boolean);
  27524. /**
  27525. * Are opacity textures enabled in the application.
  27526. */
  27527. static get OpacityTextureEnabled(): boolean;
  27528. static set OpacityTextureEnabled(value: boolean);
  27529. /**
  27530. * Are reflection textures enabled in the application.
  27531. */
  27532. static get ReflectionTextureEnabled(): boolean;
  27533. static set ReflectionTextureEnabled(value: boolean);
  27534. /**
  27535. * Are emissive textures enabled in the application.
  27536. */
  27537. static get EmissiveTextureEnabled(): boolean;
  27538. static set EmissiveTextureEnabled(value: boolean);
  27539. /**
  27540. * Are specular textures enabled in the application.
  27541. */
  27542. static get SpecularTextureEnabled(): boolean;
  27543. static set SpecularTextureEnabled(value: boolean);
  27544. /**
  27545. * Are bump textures enabled in the application.
  27546. */
  27547. static get BumpTextureEnabled(): boolean;
  27548. static set BumpTextureEnabled(value: boolean);
  27549. /**
  27550. * Are lightmap textures enabled in the application.
  27551. */
  27552. static get LightmapTextureEnabled(): boolean;
  27553. static set LightmapTextureEnabled(value: boolean);
  27554. /**
  27555. * Are refraction textures enabled in the application.
  27556. */
  27557. static get RefractionTextureEnabled(): boolean;
  27558. static set RefractionTextureEnabled(value: boolean);
  27559. /**
  27560. * Are color grading textures enabled in the application.
  27561. */
  27562. static get ColorGradingTextureEnabled(): boolean;
  27563. static set ColorGradingTextureEnabled(value: boolean);
  27564. /**
  27565. * Are fresnels enabled in the application.
  27566. */
  27567. static get FresnelEnabled(): boolean;
  27568. static set FresnelEnabled(value: boolean);
  27569. }
  27570. }
  27571. declare module "babylonjs/Particles/solidParticleSystem" {
  27572. import { Nullable } from "babylonjs/types";
  27573. import { Vector3 } from "babylonjs/Maths/math.vector";
  27574. import { Mesh } from "babylonjs/Meshes/mesh";
  27575. import { Scene, IDisposable } from "babylonjs/scene";
  27576. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  27577. import { Material } from "babylonjs/Materials/material";
  27578. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  27579. /**
  27580. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  27581. *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.
  27582. * The SPS is also a particle system. It provides some methods to manage the particles.
  27583. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  27584. *
  27585. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  27586. */
  27587. export class SolidParticleSystem implements IDisposable {
  27588. /**
  27589. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  27590. * Example : var p = SPS.particles[i];
  27591. */
  27592. particles: SolidParticle[];
  27593. /**
  27594. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  27595. */
  27596. nbParticles: number;
  27597. /**
  27598. * If the particles must ever face the camera (default false). Useful for planar particles.
  27599. */
  27600. billboard: boolean;
  27601. /**
  27602. * Recompute normals when adding a shape
  27603. */
  27604. recomputeNormals: boolean;
  27605. /**
  27606. * This a counter ofr your own usage. It's not set by any SPS functions.
  27607. */
  27608. counter: number;
  27609. /**
  27610. * The SPS name. This name is also given to the underlying mesh.
  27611. */
  27612. name: string;
  27613. /**
  27614. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  27615. */
  27616. mesh: Mesh;
  27617. /**
  27618. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  27619. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  27620. */
  27621. vars: any;
  27622. /**
  27623. * This array is populated when the SPS is set as 'pickable'.
  27624. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  27625. * Each element of this array is an object `{idx: int, faceId: int}`.
  27626. * `idx` is the picked particle index in the `SPS.particles` array
  27627. * `faceId` is the picked face index counted within this particle.
  27628. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  27629. */
  27630. pickedParticles: {
  27631. idx: number;
  27632. faceId: number;
  27633. }[];
  27634. /**
  27635. * This array is populated when `enableDepthSort` is set to true.
  27636. * Each element of this array is an instance of the class DepthSortedParticle.
  27637. */
  27638. depthSortedParticles: DepthSortedParticle[];
  27639. /**
  27640. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  27641. * @hidden
  27642. */
  27643. _bSphereOnly: boolean;
  27644. /**
  27645. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  27646. * @hidden
  27647. */
  27648. _bSphereRadiusFactor: number;
  27649. private _scene;
  27650. private _positions;
  27651. private _indices;
  27652. private _normals;
  27653. private _colors;
  27654. private _uvs;
  27655. private _indices32;
  27656. private _positions32;
  27657. private _normals32;
  27658. private _fixedNormal32;
  27659. private _colors32;
  27660. private _uvs32;
  27661. private _index;
  27662. private _updatable;
  27663. private _pickable;
  27664. private _isVisibilityBoxLocked;
  27665. private _alwaysVisible;
  27666. private _depthSort;
  27667. private _expandable;
  27668. private _shapeCounter;
  27669. private _copy;
  27670. private _color;
  27671. private _computeParticleColor;
  27672. private _computeParticleTexture;
  27673. private _computeParticleRotation;
  27674. private _computeParticleVertex;
  27675. private _computeBoundingBox;
  27676. private _depthSortParticles;
  27677. private _camera;
  27678. private _mustUnrotateFixedNormals;
  27679. private _particlesIntersect;
  27680. private _needs32Bits;
  27681. private _isNotBuilt;
  27682. private _lastParticleId;
  27683. private _idxOfId;
  27684. private _multimaterialEnabled;
  27685. private _useModelMaterial;
  27686. private _indicesByMaterial;
  27687. private _materialIndexes;
  27688. private _depthSortFunction;
  27689. private _materialSortFunction;
  27690. private _materials;
  27691. private _multimaterial;
  27692. private _materialIndexesById;
  27693. private _defaultMaterial;
  27694. private _autoUpdateSubMeshes;
  27695. /**
  27696. * Creates a SPS (Solid Particle System) object.
  27697. * @param name (String) is the SPS name, this will be the underlying mesh name.
  27698. * @param scene (Scene) is the scene in which the SPS is added.
  27699. * @param options defines the options of the sps e.g.
  27700. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  27701. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  27702. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  27703. * * useModelMaterial (optional boolean, defaut false) : if the model materials must be used to create the SPS multimaterial. This enables the multimaterial supports of the SPS.
  27704. * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.
  27705. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  27706. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  27707. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  27708. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  27709. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  27710. */
  27711. constructor(name: string, scene: Scene, options?: {
  27712. updatable?: boolean;
  27713. isPickable?: boolean;
  27714. enableDepthSort?: boolean;
  27715. particleIntersection?: boolean;
  27716. boundingSphereOnly?: boolean;
  27717. bSphereRadiusFactor?: number;
  27718. expandable?: boolean;
  27719. useModelMaterial?: boolean;
  27720. enableMultiMaterial?: boolean;
  27721. });
  27722. /**
  27723. * Builds the SPS underlying mesh. Returns a standard Mesh.
  27724. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  27725. * @returns the created mesh
  27726. */
  27727. buildMesh(): Mesh;
  27728. /**
  27729. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  27730. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  27731. * Thus the particles generated from `digest()` have their property `position` set yet.
  27732. * @param mesh ( Mesh ) is the mesh to be digested
  27733. * @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
  27734. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  27735. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  27736. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  27737. * @returns the current SPS
  27738. */
  27739. digest(mesh: Mesh, options?: {
  27740. facetNb?: number;
  27741. number?: number;
  27742. delta?: number;
  27743. storage?: [];
  27744. }): SolidParticleSystem;
  27745. /**
  27746. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  27747. * @hidden
  27748. */
  27749. private _unrotateFixedNormals;
  27750. /**
  27751. * Resets the temporary working copy particle
  27752. * @hidden
  27753. */
  27754. private _resetCopy;
  27755. /**
  27756. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  27757. * @param p the current index in the positions array to be updated
  27758. * @param ind the current index in the indices array
  27759. * @param shape a Vector3 array, the shape geometry
  27760. * @param positions the positions array to be updated
  27761. * @param meshInd the shape indices array
  27762. * @param indices the indices array to be updated
  27763. * @param meshUV the shape uv array
  27764. * @param uvs the uv array to be updated
  27765. * @param meshCol the shape color array
  27766. * @param colors the color array to be updated
  27767. * @param meshNor the shape normals array
  27768. * @param normals the normals array to be updated
  27769. * @param idx the particle index
  27770. * @param idxInShape the particle index in its shape
  27771. * @param options the addShape() method passed options
  27772. * @model the particle model
  27773. * @hidden
  27774. */
  27775. private _meshBuilder;
  27776. /**
  27777. * Returns a shape Vector3 array from positions float array
  27778. * @param positions float array
  27779. * @returns a vector3 array
  27780. * @hidden
  27781. */
  27782. private _posToShape;
  27783. /**
  27784. * Returns a shapeUV array from a float uvs (array deep copy)
  27785. * @param uvs as a float array
  27786. * @returns a shapeUV array
  27787. * @hidden
  27788. */
  27789. private _uvsToShapeUV;
  27790. /**
  27791. * Adds a new particle object in the particles array
  27792. * @param idx particle index in particles array
  27793. * @param id particle id
  27794. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  27795. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  27796. * @param model particle ModelShape object
  27797. * @param shapeId model shape identifier
  27798. * @param idxInShape index of the particle in the current model
  27799. * @param bInfo model bounding info object
  27800. * @param storage target storage array, if any
  27801. * @hidden
  27802. */
  27803. private _addParticle;
  27804. /**
  27805. * Adds some particles to the SPS from the model shape. Returns the shape id.
  27806. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  27807. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  27808. * @param nb (positive integer) the number of particles to be created from this model
  27809. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  27810. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  27811. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  27812. * @returns the number of shapes in the system
  27813. */
  27814. addShape(mesh: Mesh, nb: number, options?: {
  27815. positionFunction?: any;
  27816. vertexFunction?: any;
  27817. storage?: [];
  27818. }): number;
  27819. /**
  27820. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  27821. * @hidden
  27822. */
  27823. private _rebuildParticle;
  27824. /**
  27825. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  27826. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  27827. * @returns the SPS.
  27828. */
  27829. rebuildMesh(reset?: boolean): SolidParticleSystem;
  27830. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  27831. * Returns an array with the removed particles.
  27832. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  27833. * The SPS can't be empty so at least one particle needs to remain in place.
  27834. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  27835. * @param start index of the first particle to remove
  27836. * @param end index of the last particle to remove (included)
  27837. * @returns an array populated with the removed particles
  27838. */
  27839. removeParticles(start: number, end: number): SolidParticle[];
  27840. /**
  27841. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  27842. * @param solidParticleArray an array populated with Solid Particles objects
  27843. * @returns the SPS
  27844. */
  27845. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  27846. /**
  27847. * Creates a new particle and modifies the SPS mesh geometry :
  27848. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  27849. * - calls _addParticle() to populate the particle array
  27850. * factorized code from addShape() and insertParticlesFromArray()
  27851. * @param idx particle index in the particles array
  27852. * @param i particle index in its shape
  27853. * @param modelShape particle ModelShape object
  27854. * @param shape shape vertex array
  27855. * @param meshInd shape indices array
  27856. * @param meshUV shape uv array
  27857. * @param meshCol shape color array
  27858. * @param meshNor shape normals array
  27859. * @param bbInfo shape bounding info
  27860. * @param storage target particle storage
  27861. * @options addShape() passed options
  27862. * @hidden
  27863. */
  27864. private _insertNewParticle;
  27865. /**
  27866. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  27867. * This method calls `updateParticle()` for each particle of the SPS.
  27868. * For an animated SPS, it is usually called within the render loop.
  27869. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  27870. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  27871. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  27872. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  27873. * @returns the SPS.
  27874. */
  27875. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  27876. /**
  27877. * Disposes the SPS.
  27878. */
  27879. dispose(): void;
  27880. /**
  27881. * Returns a SolidParticle object from its identifier : particle.id
  27882. * @param id (integer) the particle Id
  27883. * @returns the searched particle or null if not found in the SPS.
  27884. */
  27885. getParticleById(id: number): Nullable<SolidParticle>;
  27886. /**
  27887. * Returns a new array populated with the particles having the passed shapeId.
  27888. * @param shapeId (integer) the shape identifier
  27889. * @returns a new solid particle array
  27890. */
  27891. getParticlesByShapeId(shapeId: number): SolidParticle[];
  27892. /**
  27893. * Populates the passed array "ref" with the particles having the passed shapeId.
  27894. * @param shapeId the shape identifier
  27895. * @returns the SPS
  27896. * @param ref
  27897. */
  27898. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  27899. /**
  27900. * Computes the required SubMeshes according the materials assigned to the particles.
  27901. * @returns the solid particle system.
  27902. * Does nothing if called before the SPS mesh is built.
  27903. */
  27904. computeSubMeshes(): SolidParticleSystem;
  27905. /**
  27906. * Sorts the solid particles by material when MultiMaterial is enabled.
  27907. * Updates the indices32 array.
  27908. * Updates the indicesByMaterial array.
  27909. * Updates the mesh indices array.
  27910. * @returns the SPS
  27911. * @hidden
  27912. */
  27913. private _sortParticlesByMaterial;
  27914. /**
  27915. * Sets the material indexes by id materialIndexesById[id] = materialIndex
  27916. * @hidden
  27917. */
  27918. private _setMaterialIndexesById;
  27919. /**
  27920. * Returns an array with unique values of Materials from the passed array
  27921. * @param array the material array to be checked and filtered
  27922. * @hidden
  27923. */
  27924. private _filterUniqueMaterialId;
  27925. /**
  27926. * Sets a new Standard Material as _defaultMaterial if not already set.
  27927. * @hidden
  27928. */
  27929. private _setDefaultMaterial;
  27930. /**
  27931. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  27932. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27933. * @returns the SPS.
  27934. */
  27935. refreshVisibleSize(): SolidParticleSystem;
  27936. /**
  27937. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  27938. * @param size the size (float) of the visibility box
  27939. * note : this doesn't lock the SPS mesh bounding box.
  27940. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27941. */
  27942. setVisibilityBox(size: number): void;
  27943. /**
  27944. * Gets whether the SPS as always visible or not
  27945. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27946. */
  27947. get isAlwaysVisible(): boolean;
  27948. /**
  27949. * Sets the SPS as always visible or not
  27950. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27951. */
  27952. set isAlwaysVisible(val: boolean);
  27953. /**
  27954. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  27955. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27956. */
  27957. set isVisibilityBoxLocked(val: boolean);
  27958. /**
  27959. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  27960. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  27961. */
  27962. get isVisibilityBoxLocked(): boolean;
  27963. /**
  27964. * Tells to `setParticles()` to compute the particle rotations or not.
  27965. * Default value : true. The SPS is faster when it's set to false.
  27966. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  27967. */
  27968. set computeParticleRotation(val: boolean);
  27969. /**
  27970. * Tells to `setParticles()` to compute the particle colors or not.
  27971. * Default value : true. The SPS is faster when it's set to false.
  27972. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  27973. */
  27974. set computeParticleColor(val: boolean);
  27975. set computeParticleTexture(val: boolean);
  27976. /**
  27977. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  27978. * Default value : false. The SPS is faster when it's set to false.
  27979. * Note : the particle custom vertex positions aren't stored values.
  27980. */
  27981. set computeParticleVertex(val: boolean);
  27982. /**
  27983. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  27984. */
  27985. set computeBoundingBox(val: boolean);
  27986. /**
  27987. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  27988. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  27989. * Default : `true`
  27990. */
  27991. set depthSortParticles(val: boolean);
  27992. /**
  27993. * Gets if `setParticles()` computes the particle rotations or not.
  27994. * Default value : true. The SPS is faster when it's set to false.
  27995. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  27996. */
  27997. get computeParticleRotation(): boolean;
  27998. /**
  27999. * Gets if `setParticles()` computes the particle colors or not.
  28000. * Default value : true. The SPS is faster when it's set to false.
  28001. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  28002. */
  28003. get computeParticleColor(): boolean;
  28004. /**
  28005. * Gets if `setParticles()` computes the particle textures or not.
  28006. * Default value : true. The SPS is faster when it's set to false.
  28007. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  28008. */
  28009. get computeParticleTexture(): boolean;
  28010. /**
  28011. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  28012. * Default value : false. The SPS is faster when it's set to false.
  28013. * Note : the particle custom vertex positions aren't stored values.
  28014. */
  28015. get computeParticleVertex(): boolean;
  28016. /**
  28017. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  28018. */
  28019. get computeBoundingBox(): boolean;
  28020. /**
  28021. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  28022. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  28023. * Default : `true`
  28024. */
  28025. get depthSortParticles(): boolean;
  28026. /**
  28027. * Gets if the SPS is created as expandable at construction time.
  28028. * Default : `false`
  28029. */
  28030. get expandable(): boolean;
  28031. /**
  28032. * Gets if the SPS supports the Multi Materials
  28033. */
  28034. get multimaterialEnabled(): boolean;
  28035. /**
  28036. * Gets if the SPS uses the model materials for its own multimaterial.
  28037. */
  28038. get useModelMaterial(): boolean;
  28039. /**
  28040. * The SPS used material array.
  28041. */
  28042. get materials(): Material[];
  28043. /**
  28044. * Sets the SPS MultiMaterial from the passed materials.
  28045. * Note : the passed array is internally copied and not used then by reference.
  28046. * @param materials an array of material objects. This array indexes are the materialIndex values of the particles.
  28047. */
  28048. setMultiMaterial(materials: Material[]): void;
  28049. /**
  28050. * The SPS computed multimaterial object
  28051. */
  28052. get multimaterial(): MultiMaterial;
  28053. set multimaterial(mm: MultiMaterial);
  28054. /**
  28055. * If the subMeshes must be updated on the next call to setParticles()
  28056. */
  28057. get autoUpdateSubMeshes(): boolean;
  28058. set autoUpdateSubMeshes(val: boolean);
  28059. /**
  28060. * This function does nothing. It may be overwritten to set all the particle first values.
  28061. * The SPS doesn't call this function, you may have to call it by your own.
  28062. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  28063. */
  28064. initParticles(): void;
  28065. /**
  28066. * This function does nothing. It may be overwritten to recycle a particle.
  28067. * The SPS doesn't call this function, you may have to call it by your own.
  28068. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  28069. * @param particle The particle to recycle
  28070. * @returns the recycled particle
  28071. */
  28072. recycleParticle(particle: SolidParticle): SolidParticle;
  28073. /**
  28074. * Updates a particle : this function should be overwritten by the user.
  28075. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  28076. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  28077. * @example : just set a particle position or velocity and recycle conditions
  28078. * @param particle The particle to update
  28079. * @returns the updated particle
  28080. */
  28081. updateParticle(particle: SolidParticle): SolidParticle;
  28082. /**
  28083. * Updates a vertex of a particle : it can be overwritten by the user.
  28084. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  28085. * @param particle the current particle
  28086. * @param vertex the current index of the current particle
  28087. * @param pt the index of the current vertex in the particle shape
  28088. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  28089. * @example : just set a vertex particle position
  28090. * @returns the updated vertex
  28091. */
  28092. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  28093. /**
  28094. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  28095. * This does nothing and may be overwritten by the user.
  28096. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  28097. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  28098. * @param update the boolean update value actually passed to setParticles()
  28099. */
  28100. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  28101. /**
  28102. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  28103. * This will be passed three parameters.
  28104. * This does nothing and may be overwritten by the user.
  28105. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  28106. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  28107. * @param update the boolean update value actually passed to setParticles()
  28108. */
  28109. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  28110. }
  28111. }
  28112. declare module "babylonjs/Particles/solidParticle" {
  28113. import { Nullable } from "babylonjs/types";
  28114. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  28115. import { Color4 } from "babylonjs/Maths/math.color";
  28116. import { Mesh } from "babylonjs/Meshes/mesh";
  28117. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  28118. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  28119. import { Plane } from "babylonjs/Maths/math.plane";
  28120. import { Material } from "babylonjs/Materials/material";
  28121. /**
  28122. * Represents one particle of a solid particle system.
  28123. */
  28124. export class SolidParticle {
  28125. /**
  28126. * particle global index
  28127. */
  28128. idx: number;
  28129. /**
  28130. * particle identifier
  28131. */
  28132. id: number;
  28133. /**
  28134. * The color of the particle
  28135. */
  28136. color: Nullable<Color4>;
  28137. /**
  28138. * The world space position of the particle.
  28139. */
  28140. position: Vector3;
  28141. /**
  28142. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  28143. */
  28144. rotation: Vector3;
  28145. /**
  28146. * The world space rotation quaternion of the particle.
  28147. */
  28148. rotationQuaternion: Nullable<Quaternion>;
  28149. /**
  28150. * The scaling of the particle.
  28151. */
  28152. scaling: Vector3;
  28153. /**
  28154. * The uvs of the particle.
  28155. */
  28156. uvs: Vector4;
  28157. /**
  28158. * The current speed of the particle.
  28159. */
  28160. velocity: Vector3;
  28161. /**
  28162. * The pivot point in the particle local space.
  28163. */
  28164. pivot: Vector3;
  28165. /**
  28166. * Must the particle be translated from its pivot point in its local space ?
  28167. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  28168. * Default : false
  28169. */
  28170. translateFromPivot: boolean;
  28171. /**
  28172. * Is the particle active or not ?
  28173. */
  28174. alive: boolean;
  28175. /**
  28176. * Is the particle visible or not ?
  28177. */
  28178. isVisible: boolean;
  28179. /**
  28180. * Index of this particle in the global "positions" array (Internal use)
  28181. * @hidden
  28182. */
  28183. _pos: number;
  28184. /**
  28185. * @hidden Index of this particle in the global "indices" array (Internal use)
  28186. */
  28187. _ind: number;
  28188. /**
  28189. * @hidden ModelShape of this particle (Internal use)
  28190. */
  28191. _model: ModelShape;
  28192. /**
  28193. * ModelShape id of this particle
  28194. */
  28195. shapeId: number;
  28196. /**
  28197. * Index of the particle in its shape id
  28198. */
  28199. idxInShape: number;
  28200. /**
  28201. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  28202. */
  28203. _modelBoundingInfo: BoundingInfo;
  28204. /**
  28205. * @hidden Particle BoundingInfo object (Internal use)
  28206. */
  28207. _boundingInfo: BoundingInfo;
  28208. /**
  28209. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  28210. */
  28211. _sps: SolidParticleSystem;
  28212. /**
  28213. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  28214. */
  28215. _stillInvisible: boolean;
  28216. /**
  28217. * @hidden Last computed particle rotation matrix
  28218. */
  28219. _rotationMatrix: number[];
  28220. /**
  28221. * Parent particle Id, if any.
  28222. * Default null.
  28223. */
  28224. parentId: Nullable<number>;
  28225. /**
  28226. * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
  28227. */
  28228. materialIndex: Nullable<number>;
  28229. /**
  28230. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  28231. * The possible values are :
  28232. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  28233. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  28234. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  28235. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  28236. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  28237. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  28238. * */
  28239. cullingStrategy: number;
  28240. /**
  28241. * @hidden Internal global position in the SPS.
  28242. */
  28243. _globalPosition: Vector3;
  28244. /**
  28245. * Creates a Solid Particle object.
  28246. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  28247. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  28248. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  28249. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  28250. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  28251. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  28252. * @param shapeId (integer) is the model shape identifier in the SPS.
  28253. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  28254. * @param sps defines the sps it is associated to
  28255. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  28256. * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
  28257. */
  28258. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>, materialIndex?: Nullable<number>);
  28259. /**
  28260. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  28261. * @param target the particle target
  28262. * @returns the current particle
  28263. */
  28264. copyToRef(target: SolidParticle): SolidParticle;
  28265. /**
  28266. * Legacy support, changed scale to scaling
  28267. */
  28268. get scale(): Vector3;
  28269. /**
  28270. * Legacy support, changed scale to scaling
  28271. */
  28272. set scale(scale: Vector3);
  28273. /**
  28274. * Legacy support, changed quaternion to rotationQuaternion
  28275. */
  28276. get quaternion(): Nullable<Quaternion>;
  28277. /**
  28278. * Legacy support, changed quaternion to rotationQuaternion
  28279. */
  28280. set quaternion(q: Nullable<Quaternion>);
  28281. /**
  28282. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  28283. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  28284. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  28285. * @returns true if it intersects
  28286. */
  28287. intersectsMesh(target: Mesh | SolidParticle): boolean;
  28288. /**
  28289. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  28290. * A particle is in the frustum if its bounding box intersects the frustum
  28291. * @param frustumPlanes defines the frustum to test
  28292. * @returns true if the particle is in the frustum planes
  28293. */
  28294. isInFrustum(frustumPlanes: Plane[]): boolean;
  28295. /**
  28296. * get the rotation matrix of the particle
  28297. * @hidden
  28298. */
  28299. getRotationMatrix(m: Matrix): void;
  28300. }
  28301. /**
  28302. * Represents the shape of the model used by one particle of a solid particle system.
  28303. * SPS internal tool, don't use it manually.
  28304. */
  28305. export class ModelShape {
  28306. /**
  28307. * The shape id
  28308. * @hidden
  28309. */
  28310. shapeID: number;
  28311. /**
  28312. * flat array of model positions (internal use)
  28313. * @hidden
  28314. */
  28315. _shape: Vector3[];
  28316. /**
  28317. * flat array of model UVs (internal use)
  28318. * @hidden
  28319. */
  28320. _shapeUV: number[];
  28321. /**
  28322. * color array of the model
  28323. * @hidden
  28324. */
  28325. _shapeColors: number[];
  28326. /**
  28327. * indices array of the model
  28328. * @hidden
  28329. */
  28330. _indices: number[];
  28331. /**
  28332. * normals array of the model
  28333. * @hidden
  28334. */
  28335. _normals: number[];
  28336. /**
  28337. * length of the shape in the model indices array (internal use)
  28338. * @hidden
  28339. */
  28340. _indicesLength: number;
  28341. /**
  28342. * Custom position function (internal use)
  28343. * @hidden
  28344. */
  28345. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  28346. /**
  28347. * Custom vertex function (internal use)
  28348. * @hidden
  28349. */
  28350. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  28351. /**
  28352. * Model material (internal use)
  28353. * @hidden
  28354. */
  28355. _material: Nullable<Material>;
  28356. /**
  28357. * 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.
  28358. * SPS internal tool, don't use it manually.
  28359. * @hidden
  28360. */
  28361. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>, material: Nullable<Material>);
  28362. }
  28363. /**
  28364. * Represents a Depth Sorted Particle in the solid particle system.
  28365. * @hidden
  28366. */
  28367. export class DepthSortedParticle {
  28368. /**
  28369. * Index of the particle in the "indices" array
  28370. */
  28371. ind: number;
  28372. /**
  28373. * Length of the particle shape in the "indices" array
  28374. */
  28375. indicesLength: number;
  28376. /**
  28377. * Squared distance from the particle to the camera
  28378. */
  28379. sqDistance: number;
  28380. /**
  28381. * Material index when used with MultiMaterials
  28382. */
  28383. materialIndex: number;
  28384. /**
  28385. * Creates a new sorted particle
  28386. * @param materialIndex
  28387. */
  28388. constructor(ind: number, indLength: number, materialIndex: number);
  28389. }
  28390. }
  28391. declare module "babylonjs/Collisions/meshCollisionData" {
  28392. import { Collider } from "babylonjs/Collisions/collider";
  28393. import { Vector3 } from "babylonjs/Maths/math.vector";
  28394. import { Nullable } from "babylonjs/types";
  28395. import { Observer } from "babylonjs/Misc/observable";
  28396. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  28397. /**
  28398. * @hidden
  28399. */
  28400. export class _MeshCollisionData {
  28401. _checkCollisions: boolean;
  28402. _collisionMask: number;
  28403. _collisionGroup: number;
  28404. _collider: Nullable<Collider>;
  28405. _oldPositionForCollisions: Vector3;
  28406. _diffPositionForCollisions: Vector3;
  28407. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  28408. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  28409. }
  28410. }
  28411. declare module "babylonjs/Meshes/abstractMesh" {
  28412. import { Observable } from "babylonjs/Misc/observable";
  28413. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  28414. import { Camera } from "babylonjs/Cameras/camera";
  28415. import { Scene, IDisposable } from "babylonjs/scene";
  28416. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  28417. import { Node } from "babylonjs/node";
  28418. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  28419. import { TransformNode } from "babylonjs/Meshes/transformNode";
  28420. import { SubMesh } from "babylonjs/Meshes/subMesh";
  28421. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  28422. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  28423. import { Material } from "babylonjs/Materials/material";
  28424. import { Light } from "babylonjs/Lights/light";
  28425. import { Skeleton } from "babylonjs/Bones/skeleton";
  28426. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  28427. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  28428. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  28429. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  28430. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28431. import { Plane } from "babylonjs/Maths/math.plane";
  28432. import { Ray } from "babylonjs/Culling/ray";
  28433. import { Collider } from "babylonjs/Collisions/collider";
  28434. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  28435. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  28436. /** @hidden */
  28437. class _FacetDataStorage {
  28438. facetPositions: Vector3[];
  28439. facetNormals: Vector3[];
  28440. facetPartitioning: number[][];
  28441. facetNb: number;
  28442. partitioningSubdivisions: number;
  28443. partitioningBBoxRatio: number;
  28444. facetDataEnabled: boolean;
  28445. facetParameters: any;
  28446. bbSize: Vector3;
  28447. subDiv: {
  28448. max: number;
  28449. X: number;
  28450. Y: number;
  28451. Z: number;
  28452. };
  28453. facetDepthSort: boolean;
  28454. facetDepthSortEnabled: boolean;
  28455. depthSortedIndices: IndicesArray;
  28456. depthSortedFacets: {
  28457. ind: number;
  28458. sqDistance: number;
  28459. }[];
  28460. facetDepthSortFunction: (f1: {
  28461. ind: number;
  28462. sqDistance: number;
  28463. }, f2: {
  28464. ind: number;
  28465. sqDistance: number;
  28466. }) => number;
  28467. facetDepthSortFrom: Vector3;
  28468. facetDepthSortOrigin: Vector3;
  28469. invertedMatrix: Matrix;
  28470. }
  28471. /**
  28472. * @hidden
  28473. **/
  28474. class _InternalAbstractMeshDataInfo {
  28475. _hasVertexAlpha: boolean;
  28476. _useVertexColors: boolean;
  28477. _numBoneInfluencers: number;
  28478. _applyFog: boolean;
  28479. _receiveShadows: boolean;
  28480. _facetData: _FacetDataStorage;
  28481. _visibility: number;
  28482. _skeleton: Nullable<Skeleton>;
  28483. _layerMask: number;
  28484. _computeBonesUsingShaders: boolean;
  28485. _isActive: boolean;
  28486. _onlyForInstances: boolean;
  28487. _isActiveIntermediate: boolean;
  28488. _onlyForInstancesIntermediate: boolean;
  28489. _actAsRegularMesh: boolean;
  28490. }
  28491. /**
  28492. * Class used to store all common mesh properties
  28493. */
  28494. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  28495. /** No occlusion */
  28496. static OCCLUSION_TYPE_NONE: number;
  28497. /** Occlusion set to optimisitic */
  28498. static OCCLUSION_TYPE_OPTIMISTIC: number;
  28499. /** Occlusion set to strict */
  28500. static OCCLUSION_TYPE_STRICT: number;
  28501. /** Use an accurante occlusion algorithm */
  28502. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  28503. /** Use a conservative occlusion algorithm */
  28504. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  28505. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  28506. * Test order :
  28507. * Is the bounding sphere outside the frustum ?
  28508. * If not, are the bounding box vertices outside the frustum ?
  28509. * It not, then the cullable object is in the frustum.
  28510. */
  28511. static readonly CULLINGSTRATEGY_STANDARD: number;
  28512. /** Culling strategy : Bounding Sphere Only.
  28513. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  28514. * It's also less accurate than the standard because some not visible objects can still be selected.
  28515. * Test : is the bounding sphere outside the frustum ?
  28516. * If not, then the cullable object is in the frustum.
  28517. */
  28518. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  28519. /** Culling strategy : Optimistic Inclusion.
  28520. * This in an inclusion test first, then the standard exclusion test.
  28521. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  28522. * 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.
  28523. * Anyway, it's as accurate as the standard strategy.
  28524. * Test :
  28525. * Is the cullable object bounding sphere center in the frustum ?
  28526. * If not, apply the default culling strategy.
  28527. */
  28528. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  28529. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  28530. * This in an inclusion test first, then the bounding sphere only exclusion test.
  28531. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  28532. * 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.
  28533. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  28534. * Test :
  28535. * Is the cullable object bounding sphere center in the frustum ?
  28536. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  28537. */
  28538. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  28539. /**
  28540. * No billboard
  28541. */
  28542. static get BILLBOARDMODE_NONE(): number;
  28543. /** Billboard on X axis */
  28544. static get BILLBOARDMODE_X(): number;
  28545. /** Billboard on Y axis */
  28546. static get BILLBOARDMODE_Y(): number;
  28547. /** Billboard on Z axis */
  28548. static get BILLBOARDMODE_Z(): number;
  28549. /** Billboard on all axes */
  28550. static get BILLBOARDMODE_ALL(): number;
  28551. /** Billboard on using position instead of orientation */
  28552. static get BILLBOARDMODE_USE_POSITION(): number;
  28553. /** @hidden */
  28554. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  28555. /**
  28556. * The culling strategy to use to check whether the mesh must be rendered or not.
  28557. * This value can be changed at any time and will be used on the next render mesh selection.
  28558. * The possible values are :
  28559. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  28560. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  28561. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  28562. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  28563. * Please read each static variable documentation to get details about the culling process.
  28564. * */
  28565. cullingStrategy: number;
  28566. /**
  28567. * Gets the number of facets in the mesh
  28568. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  28569. */
  28570. get facetNb(): number;
  28571. /**
  28572. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  28573. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  28574. */
  28575. get partitioningSubdivisions(): number;
  28576. set partitioningSubdivisions(nb: number);
  28577. /**
  28578. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  28579. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  28580. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  28581. */
  28582. get partitioningBBoxRatio(): number;
  28583. set partitioningBBoxRatio(ratio: number);
  28584. /**
  28585. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  28586. * Works only for updatable meshes.
  28587. * Doesn't work with multi-materials
  28588. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  28589. */
  28590. get mustDepthSortFacets(): boolean;
  28591. set mustDepthSortFacets(sort: boolean);
  28592. /**
  28593. * The location (Vector3) where the facet depth sort must be computed from.
  28594. * By default, the active camera position.
  28595. * Used only when facet depth sort is enabled
  28596. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  28597. */
  28598. get facetDepthSortFrom(): Vector3;
  28599. set facetDepthSortFrom(location: Vector3);
  28600. /**
  28601. * gets a boolean indicating if facetData is enabled
  28602. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  28603. */
  28604. get isFacetDataEnabled(): boolean;
  28605. /** @hidden */
  28606. _updateNonUniformScalingState(value: boolean): boolean;
  28607. /**
  28608. * An event triggered when this mesh collides with another one
  28609. */
  28610. onCollideObservable: Observable<AbstractMesh>;
  28611. /** Set a function to call when this mesh collides with another one */
  28612. set onCollide(callback: () => void);
  28613. /**
  28614. * An event triggered when the collision's position changes
  28615. */
  28616. onCollisionPositionChangeObservable: Observable<Vector3>;
  28617. /** Set a function to call when the collision's position changes */
  28618. set onCollisionPositionChange(callback: () => void);
  28619. /**
  28620. * An event triggered when material is changed
  28621. */
  28622. onMaterialChangedObservable: Observable<AbstractMesh>;
  28623. /**
  28624. * Gets or sets the orientation for POV movement & rotation
  28625. */
  28626. definedFacingForward: boolean;
  28627. /** @hidden */
  28628. _occlusionQuery: Nullable<WebGLQuery>;
  28629. /** @hidden */
  28630. _renderingGroup: Nullable<RenderingGroup>;
  28631. /**
  28632. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  28633. */
  28634. get visibility(): number;
  28635. /**
  28636. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  28637. */
  28638. set visibility(value: number);
  28639. /** Gets or sets the alpha index used to sort transparent meshes
  28640. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  28641. */
  28642. alphaIndex: number;
  28643. /**
  28644. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  28645. */
  28646. isVisible: boolean;
  28647. /**
  28648. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  28649. */
  28650. isPickable: boolean;
  28651. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  28652. showSubMeshesBoundingBox: boolean;
  28653. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  28654. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  28655. */
  28656. isBlocker: boolean;
  28657. /**
  28658. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  28659. */
  28660. enablePointerMoveEvents: boolean;
  28661. /**
  28662. * Specifies the rendering group id for this mesh (0 by default)
  28663. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  28664. */
  28665. renderingGroupId: number;
  28666. private _material;
  28667. /** Gets or sets current material */
  28668. get material(): Nullable<Material>;
  28669. set material(value: Nullable<Material>);
  28670. /**
  28671. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  28672. * @see http://doc.babylonjs.com/babylon101/shadows
  28673. */
  28674. get receiveShadows(): boolean;
  28675. set receiveShadows(value: boolean);
  28676. /** Defines color to use when rendering outline */
  28677. outlineColor: Color3;
  28678. /** Define width to use when rendering outline */
  28679. outlineWidth: number;
  28680. /** Defines color to use when rendering overlay */
  28681. overlayColor: Color3;
  28682. /** Defines alpha to use when rendering overlay */
  28683. overlayAlpha: number;
  28684. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  28685. get hasVertexAlpha(): boolean;
  28686. set hasVertexAlpha(value: boolean);
  28687. /** 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) */
  28688. get useVertexColors(): boolean;
  28689. set useVertexColors(value: boolean);
  28690. /**
  28691. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  28692. */
  28693. get computeBonesUsingShaders(): boolean;
  28694. set computeBonesUsingShaders(value: boolean);
  28695. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  28696. get numBoneInfluencers(): number;
  28697. set numBoneInfluencers(value: number);
  28698. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  28699. get applyFog(): boolean;
  28700. set applyFog(value: boolean);
  28701. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  28702. useOctreeForRenderingSelection: boolean;
  28703. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  28704. useOctreeForPicking: boolean;
  28705. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  28706. useOctreeForCollisions: boolean;
  28707. /**
  28708. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  28709. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  28710. */
  28711. get layerMask(): number;
  28712. set layerMask(value: number);
  28713. /**
  28714. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  28715. */
  28716. alwaysSelectAsActiveMesh: boolean;
  28717. /**
  28718. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  28719. */
  28720. doNotSyncBoundingInfo: boolean;
  28721. /**
  28722. * Gets or sets the current action manager
  28723. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  28724. */
  28725. actionManager: Nullable<AbstractActionManager>;
  28726. private _meshCollisionData;
  28727. /**
  28728. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  28729. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  28730. */
  28731. ellipsoid: Vector3;
  28732. /**
  28733. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  28734. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  28735. */
  28736. ellipsoidOffset: Vector3;
  28737. /**
  28738. * Gets or sets a collision mask used to mask collisions (default is -1).
  28739. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  28740. */
  28741. get collisionMask(): number;
  28742. set collisionMask(mask: number);
  28743. /**
  28744. * Gets or sets the current collision group mask (-1 by default).
  28745. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  28746. */
  28747. get collisionGroup(): number;
  28748. set collisionGroup(mask: number);
  28749. /**
  28750. * Defines edge width used when edgesRenderer is enabled
  28751. * @see https://www.babylonjs-playground.com/#10OJSG#13
  28752. */
  28753. edgesWidth: number;
  28754. /**
  28755. * Defines edge color used when edgesRenderer is enabled
  28756. * @see https://www.babylonjs-playground.com/#10OJSG#13
  28757. */
  28758. edgesColor: Color4;
  28759. /** @hidden */
  28760. _edgesRenderer: Nullable<IEdgesRenderer>;
  28761. /** @hidden */
  28762. _masterMesh: Nullable<AbstractMesh>;
  28763. /** @hidden */
  28764. _boundingInfo: Nullable<BoundingInfo>;
  28765. /** @hidden */
  28766. _renderId: number;
  28767. /**
  28768. * Gets or sets the list of subMeshes
  28769. * @see http://doc.babylonjs.com/how_to/multi_materials
  28770. */
  28771. subMeshes: SubMesh[];
  28772. /** @hidden */
  28773. _intersectionsInProgress: AbstractMesh[];
  28774. /** @hidden */
  28775. _unIndexed: boolean;
  28776. /** @hidden */
  28777. _lightSources: Light[];
  28778. /** Gets the list of lights affecting that mesh */
  28779. get lightSources(): Light[];
  28780. /** @hidden */
  28781. get _positions(): Nullable<Vector3[]>;
  28782. /** @hidden */
  28783. _waitingData: {
  28784. lods: Nullable<any>;
  28785. actions: Nullable<any>;
  28786. freezeWorldMatrix: Nullable<boolean>;
  28787. };
  28788. /** @hidden */
  28789. _bonesTransformMatrices: Nullable<Float32Array>;
  28790. /** @hidden */
  28791. _transformMatrixTexture: Nullable<RawTexture>;
  28792. /**
  28793. * Gets or sets a skeleton to apply skining transformations
  28794. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  28795. */
  28796. set skeleton(value: Nullable<Skeleton>);
  28797. get skeleton(): Nullable<Skeleton>;
  28798. /**
  28799. * An event triggered when the mesh is rebuilt.
  28800. */
  28801. onRebuildObservable: Observable<AbstractMesh>;
  28802. /**
  28803. * Creates a new AbstractMesh
  28804. * @param name defines the name of the mesh
  28805. * @param scene defines the hosting scene
  28806. */
  28807. constructor(name: string, scene?: Nullable<Scene>);
  28808. /**
  28809. * Returns the string "AbstractMesh"
  28810. * @returns "AbstractMesh"
  28811. */
  28812. getClassName(): string;
  28813. /**
  28814. * Gets a string representation of the current mesh
  28815. * @param fullDetails defines a boolean indicating if full details must be included
  28816. * @returns a string representation of the current mesh
  28817. */
  28818. toString(fullDetails?: boolean): string;
  28819. /**
  28820. * @hidden
  28821. */
  28822. protected _getEffectiveParent(): Nullable<Node>;
  28823. /** @hidden */
  28824. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28825. /** @hidden */
  28826. _rebuild(): void;
  28827. /** @hidden */
  28828. _resyncLightSources(): void;
  28829. /** @hidden */
  28830. _resyncLightSource(light: Light): void;
  28831. /** @hidden */
  28832. _unBindEffect(): void;
  28833. /** @hidden */
  28834. _removeLightSource(light: Light, dispose: boolean): void;
  28835. private _markSubMeshesAsDirty;
  28836. /** @hidden */
  28837. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  28838. /** @hidden */
  28839. _markSubMeshesAsAttributesDirty(): void;
  28840. /** @hidden */
  28841. _markSubMeshesAsMiscDirty(): void;
  28842. /**
  28843. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  28844. */
  28845. get scaling(): Vector3;
  28846. set scaling(newScaling: Vector3);
  28847. /**
  28848. * Returns true if the mesh is blocked. Implemented by child classes
  28849. */
  28850. get isBlocked(): boolean;
  28851. /**
  28852. * Returns the mesh itself by default. Implemented by child classes
  28853. * @param camera defines the camera to use to pick the right LOD level
  28854. * @returns the currentAbstractMesh
  28855. */
  28856. getLOD(camera: Camera): Nullable<AbstractMesh>;
  28857. /**
  28858. * Returns 0 by default. Implemented by child classes
  28859. * @returns an integer
  28860. */
  28861. getTotalVertices(): number;
  28862. /**
  28863. * Returns a positive integer : the total number of indices in this mesh geometry.
  28864. * @returns the numner of indices or zero if the mesh has no geometry.
  28865. */
  28866. getTotalIndices(): number;
  28867. /**
  28868. * Returns null by default. Implemented by child classes
  28869. * @returns null
  28870. */
  28871. getIndices(): Nullable<IndicesArray>;
  28872. /**
  28873. * Returns the array of the requested vertex data kind. Implemented by child classes
  28874. * @param kind defines the vertex data kind to use
  28875. * @returns null
  28876. */
  28877. getVerticesData(kind: string): Nullable<FloatArray>;
  28878. /**
  28879. * Sets the vertex data of the mesh geometry for the requested `kind`.
  28880. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  28881. * Note that a new underlying VertexBuffer object is created each call.
  28882. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  28883. * @param kind defines vertex data kind:
  28884. * * VertexBuffer.PositionKind
  28885. * * VertexBuffer.UVKind
  28886. * * VertexBuffer.UV2Kind
  28887. * * VertexBuffer.UV3Kind
  28888. * * VertexBuffer.UV4Kind
  28889. * * VertexBuffer.UV5Kind
  28890. * * VertexBuffer.UV6Kind
  28891. * * VertexBuffer.ColorKind
  28892. * * VertexBuffer.MatricesIndicesKind
  28893. * * VertexBuffer.MatricesIndicesExtraKind
  28894. * * VertexBuffer.MatricesWeightsKind
  28895. * * VertexBuffer.MatricesWeightsExtraKind
  28896. * @param data defines the data source
  28897. * @param updatable defines if the data must be flagged as updatable (or static)
  28898. * @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
  28899. * @returns the current mesh
  28900. */
  28901. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  28902. /**
  28903. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  28904. * If the mesh has no geometry, it is simply returned as it is.
  28905. * @param kind defines vertex data kind:
  28906. * * VertexBuffer.PositionKind
  28907. * * VertexBuffer.UVKind
  28908. * * VertexBuffer.UV2Kind
  28909. * * VertexBuffer.UV3Kind
  28910. * * VertexBuffer.UV4Kind
  28911. * * VertexBuffer.UV5Kind
  28912. * * VertexBuffer.UV6Kind
  28913. * * VertexBuffer.ColorKind
  28914. * * VertexBuffer.MatricesIndicesKind
  28915. * * VertexBuffer.MatricesIndicesExtraKind
  28916. * * VertexBuffer.MatricesWeightsKind
  28917. * * VertexBuffer.MatricesWeightsExtraKind
  28918. * @param data defines the data source
  28919. * @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
  28920. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  28921. * @returns the current mesh
  28922. */
  28923. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  28924. /**
  28925. * Sets the mesh indices,
  28926. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  28927. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  28928. * @param totalVertices Defines the total number of vertices
  28929. * @returns the current mesh
  28930. */
  28931. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  28932. /**
  28933. * Gets a boolean indicating if specific vertex data is present
  28934. * @param kind defines the vertex data kind to use
  28935. * @returns true is data kind is present
  28936. */
  28937. isVerticesDataPresent(kind: string): boolean;
  28938. /**
  28939. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  28940. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  28941. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  28942. * @returns a BoundingInfo
  28943. */
  28944. getBoundingInfo(): BoundingInfo;
  28945. /**
  28946. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  28947. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  28948. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  28949. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  28950. * @returns the current mesh
  28951. */
  28952. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  28953. /**
  28954. * Overwrite the current bounding info
  28955. * @param boundingInfo defines the new bounding info
  28956. * @returns the current mesh
  28957. */
  28958. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  28959. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  28960. get useBones(): boolean;
  28961. /** @hidden */
  28962. _preActivate(): void;
  28963. /** @hidden */
  28964. _preActivateForIntermediateRendering(renderId: number): void;
  28965. /** @hidden */
  28966. _activate(renderId: number, intermediateRendering: boolean): boolean;
  28967. /** @hidden */
  28968. _postActivate(): void;
  28969. /** @hidden */
  28970. _freeze(): void;
  28971. /** @hidden */
  28972. _unFreeze(): void;
  28973. /**
  28974. * Gets the current world matrix
  28975. * @returns a Matrix
  28976. */
  28977. getWorldMatrix(): Matrix;
  28978. /** @hidden */
  28979. _getWorldMatrixDeterminant(): number;
  28980. /**
  28981. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  28982. */
  28983. get isAnInstance(): boolean;
  28984. /**
  28985. * Gets a boolean indicating if this mesh has instances
  28986. */
  28987. get hasInstances(): boolean;
  28988. /**
  28989. * Perform relative position change from the point of view of behind the front of the mesh.
  28990. * This is performed taking into account the meshes current rotation, so you do not have to care.
  28991. * Supports definition of mesh facing forward or backward
  28992. * @param amountRight defines the distance on the right axis
  28993. * @param amountUp defines the distance on the up axis
  28994. * @param amountForward defines the distance on the forward axis
  28995. * @returns the current mesh
  28996. */
  28997. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  28998. /**
  28999. * Calculate relative position change from the point of view of behind the front of the mesh.
  29000. * This is performed taking into account the meshes current rotation, so you do not have to care.
  29001. * Supports definition of mesh facing forward or backward
  29002. * @param amountRight defines the distance on the right axis
  29003. * @param amountUp defines the distance on the up axis
  29004. * @param amountForward defines the distance on the forward axis
  29005. * @returns the new displacement vector
  29006. */
  29007. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  29008. /**
  29009. * Perform relative rotation change from the point of view of behind the front of the mesh.
  29010. * Supports definition of mesh facing forward or backward
  29011. * @param flipBack defines the flip
  29012. * @param twirlClockwise defines the twirl
  29013. * @param tiltRight defines the tilt
  29014. * @returns the current mesh
  29015. */
  29016. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  29017. /**
  29018. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  29019. * Supports definition of mesh facing forward or backward.
  29020. * @param flipBack defines the flip
  29021. * @param twirlClockwise defines the twirl
  29022. * @param tiltRight defines the tilt
  29023. * @returns the new rotation vector
  29024. */
  29025. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  29026. /**
  29027. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  29028. * This means the mesh underlying bounding box and sphere are recomputed.
  29029. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  29030. * @returns the current mesh
  29031. */
  29032. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  29033. /** @hidden */
  29034. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  29035. /** @hidden */
  29036. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  29037. /** @hidden */
  29038. _updateBoundingInfo(): AbstractMesh;
  29039. /** @hidden */
  29040. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  29041. /** @hidden */
  29042. protected _afterComputeWorldMatrix(): void;
  29043. /** @hidden */
  29044. get _effectiveMesh(): AbstractMesh;
  29045. /**
  29046. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  29047. * A mesh is in the frustum if its bounding box intersects the frustum
  29048. * @param frustumPlanes defines the frustum to test
  29049. * @returns true if the mesh is in the frustum planes
  29050. */
  29051. isInFrustum(frustumPlanes: Plane[]): boolean;
  29052. /**
  29053. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  29054. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  29055. * @param frustumPlanes defines the frustum to test
  29056. * @returns true if the mesh is completely in the frustum planes
  29057. */
  29058. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  29059. /**
  29060. * True if the mesh intersects another mesh or a SolidParticle object
  29061. * @param mesh defines a target mesh or SolidParticle to test
  29062. * @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)
  29063. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  29064. * @returns true if there is an intersection
  29065. */
  29066. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  29067. /**
  29068. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  29069. * @param point defines the point to test
  29070. * @returns true if there is an intersection
  29071. */
  29072. intersectsPoint(point: Vector3): boolean;
  29073. /**
  29074. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  29075. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  29076. */
  29077. get checkCollisions(): boolean;
  29078. set checkCollisions(collisionEnabled: boolean);
  29079. /**
  29080. * Gets Collider object used to compute collisions (not physics)
  29081. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  29082. */
  29083. get collider(): Nullable<Collider>;
  29084. /**
  29085. * Move the mesh using collision engine
  29086. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  29087. * @param displacement defines the requested displacement vector
  29088. * @returns the current mesh
  29089. */
  29090. moveWithCollisions(displacement: Vector3): AbstractMesh;
  29091. private _onCollisionPositionChange;
  29092. /** @hidden */
  29093. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  29094. /** @hidden */
  29095. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  29096. /** @hidden */
  29097. _checkCollision(collider: Collider): AbstractMesh;
  29098. /** @hidden */
  29099. _generatePointsArray(): boolean;
  29100. /**
  29101. * Checks if the passed Ray intersects with the mesh
  29102. * @param ray defines the ray to use
  29103. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  29104. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  29105. * @returns the picking info
  29106. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  29107. */
  29108. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  29109. /**
  29110. * Clones the current mesh
  29111. * @param name defines the mesh name
  29112. * @param newParent defines the new mesh parent
  29113. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  29114. * @returns the new mesh
  29115. */
  29116. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  29117. /**
  29118. * Disposes all the submeshes of the current meshnp
  29119. * @returns the current mesh
  29120. */
  29121. releaseSubMeshes(): AbstractMesh;
  29122. /**
  29123. * Releases resources associated with this abstract mesh.
  29124. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  29125. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  29126. */
  29127. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  29128. /**
  29129. * Adds the passed mesh as a child to the current mesh
  29130. * @param mesh defines the child mesh
  29131. * @returns the current mesh
  29132. */
  29133. addChild(mesh: AbstractMesh): AbstractMesh;
  29134. /**
  29135. * Removes the passed mesh from the current mesh children list
  29136. * @param mesh defines the child mesh
  29137. * @returns the current mesh
  29138. */
  29139. removeChild(mesh: AbstractMesh): AbstractMesh;
  29140. /** @hidden */
  29141. private _initFacetData;
  29142. /**
  29143. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  29144. * This method can be called within the render loop.
  29145. * 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
  29146. * @returns the current mesh
  29147. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29148. */
  29149. updateFacetData(): AbstractMesh;
  29150. /**
  29151. * Returns the facetLocalNormals array.
  29152. * The normals are expressed in the mesh local spac
  29153. * @returns an array of Vector3
  29154. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29155. */
  29156. getFacetLocalNormals(): Vector3[];
  29157. /**
  29158. * Returns the facetLocalPositions array.
  29159. * The facet positions are expressed in the mesh local space
  29160. * @returns an array of Vector3
  29161. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29162. */
  29163. getFacetLocalPositions(): Vector3[];
  29164. /**
  29165. * Returns the facetLocalPartioning array
  29166. * @returns an array of array of numbers
  29167. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29168. */
  29169. getFacetLocalPartitioning(): number[][];
  29170. /**
  29171. * Returns the i-th facet position in the world system.
  29172. * This method allocates a new Vector3 per call
  29173. * @param i defines the facet index
  29174. * @returns a new Vector3
  29175. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29176. */
  29177. getFacetPosition(i: number): Vector3;
  29178. /**
  29179. * Sets the reference Vector3 with the i-th facet position in the world system
  29180. * @param i defines the facet index
  29181. * @param ref defines the target vector
  29182. * @returns the current mesh
  29183. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29184. */
  29185. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  29186. /**
  29187. * Returns the i-th facet normal in the world system.
  29188. * This method allocates a new Vector3 per call
  29189. * @param i defines the facet index
  29190. * @returns a new Vector3
  29191. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29192. */
  29193. getFacetNormal(i: number): Vector3;
  29194. /**
  29195. * Sets the reference Vector3 with the i-th facet normal in the world system
  29196. * @param i defines the facet index
  29197. * @param ref defines the target vector
  29198. * @returns the current mesh
  29199. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29200. */
  29201. getFacetNormalToRef(i: number, ref: Vector3): this;
  29202. /**
  29203. * 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)
  29204. * @param x defines x coordinate
  29205. * @param y defines y coordinate
  29206. * @param z defines z coordinate
  29207. * @returns the array of facet indexes
  29208. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29209. */
  29210. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  29211. /**
  29212. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  29213. * @param projected sets as the (x,y,z) world projection on the facet
  29214. * @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
  29215. * @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
  29216. * @param x defines x coordinate
  29217. * @param y defines y coordinate
  29218. * @param z defines z coordinate
  29219. * @returns the face index if found (or null instead)
  29220. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29221. */
  29222. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  29223. /**
  29224. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  29225. * @param projected sets as the (x,y,z) local projection on the facet
  29226. * @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
  29227. * @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
  29228. * @param x defines x coordinate
  29229. * @param y defines y coordinate
  29230. * @param z defines z coordinate
  29231. * @returns the face index if found (or null instead)
  29232. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29233. */
  29234. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  29235. /**
  29236. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  29237. * @returns the parameters
  29238. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29239. */
  29240. getFacetDataParameters(): any;
  29241. /**
  29242. * Disables the feature FacetData and frees the related memory
  29243. * @returns the current mesh
  29244. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  29245. */
  29246. disableFacetData(): AbstractMesh;
  29247. /**
  29248. * Updates the AbstractMesh indices array
  29249. * @param indices defines the data source
  29250. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  29251. * @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)
  29252. * @returns the current mesh
  29253. */
  29254. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  29255. /**
  29256. * Creates new normals data for the mesh
  29257. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  29258. * @returns the current mesh
  29259. */
  29260. createNormals(updatable: boolean): AbstractMesh;
  29261. /**
  29262. * Align the mesh with a normal
  29263. * @param normal defines the normal to use
  29264. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  29265. * @returns the current mesh
  29266. */
  29267. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  29268. /** @hidden */
  29269. _checkOcclusionQuery(): boolean;
  29270. /**
  29271. * Disables the mesh edge rendering mode
  29272. * @returns the currentAbstractMesh
  29273. */
  29274. disableEdgesRendering(): AbstractMesh;
  29275. /**
  29276. * Enables the edge rendering mode on the mesh.
  29277. * This mode makes the mesh edges visible
  29278. * @param epsilon defines the maximal distance between two angles to detect a face
  29279. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  29280. * @returns the currentAbstractMesh
  29281. * @see https://www.babylonjs-playground.com/#19O9TU#0
  29282. */
  29283. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  29284. }
  29285. }
  29286. declare module "babylonjs/Actions/actionEvent" {
  29287. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  29288. import { Nullable } from "babylonjs/types";
  29289. import { Sprite } from "babylonjs/Sprites/sprite";
  29290. import { Scene } from "babylonjs/scene";
  29291. import { Vector2 } from "babylonjs/Maths/math.vector";
  29292. /**
  29293. * Interface used to define ActionEvent
  29294. */
  29295. export interface IActionEvent {
  29296. /** The mesh or sprite that triggered the action */
  29297. source: any;
  29298. /** The X mouse cursor position at the time of the event */
  29299. pointerX: number;
  29300. /** The Y mouse cursor position at the time of the event */
  29301. pointerY: number;
  29302. /** The mesh that is currently pointed at (can be null) */
  29303. meshUnderPointer: Nullable<AbstractMesh>;
  29304. /** the original (browser) event that triggered the ActionEvent */
  29305. sourceEvent?: any;
  29306. /** additional data for the event */
  29307. additionalData?: any;
  29308. }
  29309. /**
  29310. * ActionEvent is the event being sent when an action is triggered.
  29311. */
  29312. export class ActionEvent implements IActionEvent {
  29313. /** The mesh or sprite that triggered the action */
  29314. source: any;
  29315. /** The X mouse cursor position at the time of the event */
  29316. pointerX: number;
  29317. /** The Y mouse cursor position at the time of the event */
  29318. pointerY: number;
  29319. /** The mesh that is currently pointed at (can be null) */
  29320. meshUnderPointer: Nullable<AbstractMesh>;
  29321. /** the original (browser) event that triggered the ActionEvent */
  29322. sourceEvent?: any;
  29323. /** additional data for the event */
  29324. additionalData?: any;
  29325. /**
  29326. * Creates a new ActionEvent
  29327. * @param source The mesh or sprite that triggered the action
  29328. * @param pointerX The X mouse cursor position at the time of the event
  29329. * @param pointerY The Y mouse cursor position at the time of the event
  29330. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  29331. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  29332. * @param additionalData additional data for the event
  29333. */
  29334. constructor(
  29335. /** The mesh or sprite that triggered the action */
  29336. source: any,
  29337. /** The X mouse cursor position at the time of the event */
  29338. pointerX: number,
  29339. /** The Y mouse cursor position at the time of the event */
  29340. pointerY: number,
  29341. /** The mesh that is currently pointed at (can be null) */
  29342. meshUnderPointer: Nullable<AbstractMesh>,
  29343. /** the original (browser) event that triggered the ActionEvent */
  29344. sourceEvent?: any,
  29345. /** additional data for the event */
  29346. additionalData?: any);
  29347. /**
  29348. * Helper function to auto-create an ActionEvent from a source mesh.
  29349. * @param source The source mesh that triggered the event
  29350. * @param evt The original (browser) event
  29351. * @param additionalData additional data for the event
  29352. * @returns the new ActionEvent
  29353. */
  29354. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  29355. /**
  29356. * Helper function to auto-create an ActionEvent from a source sprite
  29357. * @param source The source sprite that triggered the event
  29358. * @param scene Scene associated with the sprite
  29359. * @param evt The original (browser) event
  29360. * @param additionalData additional data for the event
  29361. * @returns the new ActionEvent
  29362. */
  29363. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  29364. /**
  29365. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  29366. * @param scene the scene where the event occurred
  29367. * @param evt The original (browser) event
  29368. * @returns the new ActionEvent
  29369. */
  29370. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  29371. /**
  29372. * Helper function to auto-create an ActionEvent from a primitive
  29373. * @param prim defines the target primitive
  29374. * @param pointerPos defines the pointer position
  29375. * @param evt The original (browser) event
  29376. * @param additionalData additional data for the event
  29377. * @returns the new ActionEvent
  29378. */
  29379. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  29380. }
  29381. }
  29382. declare module "babylonjs/Actions/abstractActionManager" {
  29383. import { IDisposable } from "babylonjs/scene";
  29384. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  29385. import { IAction } from "babylonjs/Actions/action";
  29386. import { Nullable } from "babylonjs/types";
  29387. /**
  29388. * Abstract class used to decouple action Manager from scene and meshes.
  29389. * Do not instantiate.
  29390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  29391. */
  29392. export abstract class AbstractActionManager implements IDisposable {
  29393. /** Gets the list of active triggers */
  29394. static Triggers: {
  29395. [key: string]: number;
  29396. };
  29397. /** Gets the cursor to use when hovering items */
  29398. hoverCursor: string;
  29399. /** Gets the list of actions */
  29400. actions: IAction[];
  29401. /**
  29402. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  29403. */
  29404. isRecursive: boolean;
  29405. /**
  29406. * Releases all associated resources
  29407. */
  29408. abstract dispose(): void;
  29409. /**
  29410. * Does this action manager has pointer triggers
  29411. */
  29412. abstract get hasPointerTriggers(): boolean;
  29413. /**
  29414. * Does this action manager has pick triggers
  29415. */
  29416. abstract get hasPickTriggers(): boolean;
  29417. /**
  29418. * Process a specific trigger
  29419. * @param trigger defines the trigger to process
  29420. * @param evt defines the event details to be processed
  29421. */
  29422. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  29423. /**
  29424. * Does this action manager handles actions of any of the given triggers
  29425. * @param triggers defines the triggers to be tested
  29426. * @return a boolean indicating whether one (or more) of the triggers is handled
  29427. */
  29428. abstract hasSpecificTriggers(triggers: number[]): boolean;
  29429. /**
  29430. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  29431. * speed.
  29432. * @param triggerA defines the trigger to be tested
  29433. * @param triggerB defines the trigger to be tested
  29434. * @return a boolean indicating whether one (or more) of the triggers is handled
  29435. */
  29436. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  29437. /**
  29438. * Does this action manager handles actions of a given trigger
  29439. * @param trigger defines the trigger to be tested
  29440. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  29441. * @return whether the trigger is handled
  29442. */
  29443. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  29444. /**
  29445. * Serialize this manager to a JSON object
  29446. * @param name defines the property name to store this manager
  29447. * @returns a JSON representation of this manager
  29448. */
  29449. abstract serialize(name: string): any;
  29450. /**
  29451. * Registers an action to this action manager
  29452. * @param action defines the action to be registered
  29453. * @return the action amended (prepared) after registration
  29454. */
  29455. abstract registerAction(action: IAction): Nullable<IAction>;
  29456. /**
  29457. * Unregisters an action to this action manager
  29458. * @param action defines the action to be unregistered
  29459. * @return a boolean indicating whether the action has been unregistered
  29460. */
  29461. abstract unregisterAction(action: IAction): Boolean;
  29462. /**
  29463. * Does exist one action manager with at least one trigger
  29464. **/
  29465. static get HasTriggers(): boolean;
  29466. /**
  29467. * Does exist one action manager with at least one pick trigger
  29468. **/
  29469. static get HasPickTriggers(): boolean;
  29470. /**
  29471. * Does exist one action manager that handles actions of a given trigger
  29472. * @param trigger defines the trigger to be tested
  29473. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  29474. **/
  29475. static HasSpecificTrigger(trigger: number): boolean;
  29476. }
  29477. }
  29478. declare module "babylonjs/node" {
  29479. import { Scene } from "babylonjs/scene";
  29480. import { Nullable } from "babylonjs/types";
  29481. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  29482. import { Engine } from "babylonjs/Engines/engine";
  29483. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  29484. import { Observable } from "babylonjs/Misc/observable";
  29485. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  29486. import { IInspectable } from "babylonjs/Misc/iInspectable";
  29487. import { Animatable } from "babylonjs/Animations/animatable";
  29488. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  29489. import { Animation } from "babylonjs/Animations/animation";
  29490. import { AnimationRange } from "babylonjs/Animations/animationRange";
  29491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  29492. /**
  29493. * Defines how a node can be built from a string name.
  29494. */
  29495. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  29496. /**
  29497. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  29498. */
  29499. export class Node implements IBehaviorAware<Node> {
  29500. /** @hidden */
  29501. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  29502. private static _NodeConstructors;
  29503. /**
  29504. * Add a new node constructor
  29505. * @param type defines the type name of the node to construct
  29506. * @param constructorFunc defines the constructor function
  29507. */
  29508. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  29509. /**
  29510. * Returns a node constructor based on type name
  29511. * @param type defines the type name
  29512. * @param name defines the new node name
  29513. * @param scene defines the hosting scene
  29514. * @param options defines optional options to transmit to constructors
  29515. * @returns the new constructor or null
  29516. */
  29517. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  29518. /**
  29519. * Gets or sets the name of the node
  29520. */
  29521. name: string;
  29522. /**
  29523. * Gets or sets the id of the node
  29524. */
  29525. id: string;
  29526. /**
  29527. * Gets or sets the unique id of the node
  29528. */
  29529. uniqueId: number;
  29530. /**
  29531. * Gets or sets a string used to store user defined state for the node
  29532. */
  29533. state: string;
  29534. /**
  29535. * Gets or sets an object used to store user defined information for the node
  29536. */
  29537. metadata: any;
  29538. /**
  29539. * For internal use only. Please do not use.
  29540. */
  29541. reservedDataStore: any;
  29542. /**
  29543. * List of inspectable custom properties (used by the Inspector)
  29544. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  29545. */
  29546. inspectableCustomProperties: IInspectable[];
  29547. private _doNotSerialize;
  29548. /**
  29549. * Gets or sets a boolean used to define if the node must be serialized
  29550. */
  29551. get doNotSerialize(): boolean;
  29552. set doNotSerialize(value: boolean);
  29553. /** @hidden */
  29554. _isDisposed: boolean;
  29555. /**
  29556. * Gets a list of Animations associated with the node
  29557. */
  29558. animations: import("babylonjs/Animations/animation").Animation[];
  29559. protected _ranges: {
  29560. [name: string]: Nullable<AnimationRange>;
  29561. };
  29562. /**
  29563. * Callback raised when the node is ready to be used
  29564. */
  29565. onReady: Nullable<(node: Node) => void>;
  29566. private _isEnabled;
  29567. private _isParentEnabled;
  29568. private _isReady;
  29569. /** @hidden */
  29570. _currentRenderId: number;
  29571. private _parentUpdateId;
  29572. /** @hidden */
  29573. _childUpdateId: number;
  29574. /** @hidden */
  29575. _waitingParentId: Nullable<string>;
  29576. /** @hidden */
  29577. _scene: Scene;
  29578. /** @hidden */
  29579. _cache: any;
  29580. private _parentNode;
  29581. private _children;
  29582. /** @hidden */
  29583. _worldMatrix: Matrix;
  29584. /** @hidden */
  29585. _worldMatrixDeterminant: number;
  29586. /** @hidden */
  29587. _worldMatrixDeterminantIsDirty: boolean;
  29588. /** @hidden */
  29589. private _sceneRootNodesIndex;
  29590. /**
  29591. * Gets a boolean indicating if the node has been disposed
  29592. * @returns true if the node was disposed
  29593. */
  29594. isDisposed(): boolean;
  29595. /**
  29596. * Gets or sets the parent of the node (without keeping the current position in the scene)
  29597. * @see https://doc.babylonjs.com/how_to/parenting
  29598. */
  29599. set parent(parent: Nullable<Node>);
  29600. get parent(): Nullable<Node>;
  29601. /** @hidden */
  29602. _addToSceneRootNodes(): void;
  29603. /** @hidden */
  29604. _removeFromSceneRootNodes(): void;
  29605. private _animationPropertiesOverride;
  29606. /**
  29607. * Gets or sets the animation properties override
  29608. */
  29609. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  29610. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  29611. /**
  29612. * Gets a string idenfifying the name of the class
  29613. * @returns "Node" string
  29614. */
  29615. getClassName(): string;
  29616. /** @hidden */
  29617. readonly _isNode: boolean;
  29618. /**
  29619. * An event triggered when the mesh is disposed
  29620. */
  29621. onDisposeObservable: Observable<Node>;
  29622. private _onDisposeObserver;
  29623. /**
  29624. * Sets a callback that will be raised when the node will be disposed
  29625. */
  29626. set onDispose(callback: () => void);
  29627. /**
  29628. * Creates a new Node
  29629. * @param name the name and id to be given to this node
  29630. * @param scene the scene this node will be added to
  29631. */
  29632. constructor(name: string, scene?: Nullable<Scene>);
  29633. /**
  29634. * Gets the scene of the node
  29635. * @returns a scene
  29636. */
  29637. getScene(): Scene;
  29638. /**
  29639. * Gets the engine of the node
  29640. * @returns a Engine
  29641. */
  29642. getEngine(): Engine;
  29643. private _behaviors;
  29644. /**
  29645. * Attach a behavior to the node
  29646. * @see http://doc.babylonjs.com/features/behaviour
  29647. * @param behavior defines the behavior to attach
  29648. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  29649. * @returns the current Node
  29650. */
  29651. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  29652. /**
  29653. * Remove an attached behavior
  29654. * @see http://doc.babylonjs.com/features/behaviour
  29655. * @param behavior defines the behavior to attach
  29656. * @returns the current Node
  29657. */
  29658. removeBehavior(behavior: Behavior<Node>): Node;
  29659. /**
  29660. * Gets the list of attached behaviors
  29661. * @see http://doc.babylonjs.com/features/behaviour
  29662. */
  29663. get behaviors(): Behavior<Node>[];
  29664. /**
  29665. * Gets an attached behavior by name
  29666. * @param name defines the name of the behavior to look for
  29667. * @see http://doc.babylonjs.com/features/behaviour
  29668. * @returns null if behavior was not found else the requested behavior
  29669. */
  29670. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  29671. /**
  29672. * Returns the latest update of the World matrix
  29673. * @returns a Matrix
  29674. */
  29675. getWorldMatrix(): Matrix;
  29676. /** @hidden */
  29677. _getWorldMatrixDeterminant(): number;
  29678. /**
  29679. * Returns directly the latest state of the mesh World matrix.
  29680. * A Matrix is returned.
  29681. */
  29682. get worldMatrixFromCache(): Matrix;
  29683. /** @hidden */
  29684. _initCache(): void;
  29685. /** @hidden */
  29686. updateCache(force?: boolean): void;
  29687. /** @hidden */
  29688. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  29689. /** @hidden */
  29690. _updateCache(ignoreParentClass?: boolean): void;
  29691. /** @hidden */
  29692. _isSynchronized(): boolean;
  29693. /** @hidden */
  29694. _markSyncedWithParent(): void;
  29695. /** @hidden */
  29696. isSynchronizedWithParent(): boolean;
  29697. /** @hidden */
  29698. isSynchronized(): boolean;
  29699. /**
  29700. * Is this node ready to be used/rendered
  29701. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  29702. * @return true if the node is ready
  29703. */
  29704. isReady(completeCheck?: boolean): boolean;
  29705. /**
  29706. * Is this node enabled?
  29707. * 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
  29708. * @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
  29709. * @return whether this node (and its parent) is enabled
  29710. */
  29711. isEnabled(checkAncestors?: boolean): boolean;
  29712. /** @hidden */
  29713. protected _syncParentEnabledState(): void;
  29714. /**
  29715. * Set the enabled state of this node
  29716. * @param value defines the new enabled state
  29717. */
  29718. setEnabled(value: boolean): void;
  29719. /**
  29720. * Is this node a descendant of the given node?
  29721. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  29722. * @param ancestor defines the parent node to inspect
  29723. * @returns a boolean indicating if this node is a descendant of the given node
  29724. */
  29725. isDescendantOf(ancestor: Node): boolean;
  29726. /** @hidden */
  29727. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  29728. /**
  29729. * Will return all nodes that have this node as ascendant
  29730. * @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
  29731. * @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
  29732. * @return all children nodes of all types
  29733. */
  29734. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  29735. /**
  29736. * Get all child-meshes of this node
  29737. * @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)
  29738. * @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
  29739. * @returns an array of AbstractMesh
  29740. */
  29741. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  29742. /**
  29743. * Get all direct children of this node
  29744. * @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
  29745. * @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)
  29746. * @returns an array of Node
  29747. */
  29748. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  29749. /** @hidden */
  29750. _setReady(state: boolean): void;
  29751. /**
  29752. * Get an animation by name
  29753. * @param name defines the name of the animation to look for
  29754. * @returns null if not found else the requested animation
  29755. */
  29756. getAnimationByName(name: string): Nullable<Animation>;
  29757. /**
  29758. * Creates an animation range for this node
  29759. * @param name defines the name of the range
  29760. * @param from defines the starting key
  29761. * @param to defines the end key
  29762. */
  29763. createAnimationRange(name: string, from: number, to: number): void;
  29764. /**
  29765. * Delete a specific animation range
  29766. * @param name defines the name of the range to delete
  29767. * @param deleteFrames defines if animation frames from the range must be deleted as well
  29768. */
  29769. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  29770. /**
  29771. * Get an animation range by name
  29772. * @param name defines the name of the animation range to look for
  29773. * @returns null if not found else the requested animation range
  29774. */
  29775. getAnimationRange(name: string): Nullable<AnimationRange>;
  29776. /**
  29777. * Gets the list of all animation ranges defined on this node
  29778. * @returns an array
  29779. */
  29780. getAnimationRanges(): Nullable<AnimationRange>[];
  29781. /**
  29782. * Will start the animation sequence
  29783. * @param name defines the range frames for animation sequence
  29784. * @param loop defines if the animation should loop (false by default)
  29785. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  29786. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  29787. * @returns the object created for this animation. If range does not exist, it will return null
  29788. */
  29789. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  29790. /**
  29791. * Serialize animation ranges into a JSON compatible object
  29792. * @returns serialization object
  29793. */
  29794. serializeAnimationRanges(): any;
  29795. /**
  29796. * Computes the world matrix of the node
  29797. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  29798. * @returns the world matrix
  29799. */
  29800. computeWorldMatrix(force?: boolean): Matrix;
  29801. /**
  29802. * Releases resources associated with this node.
  29803. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  29804. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  29805. */
  29806. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  29807. /**
  29808. * Parse animation range data from a serialization object and store them into a given node
  29809. * @param node defines where to store the animation ranges
  29810. * @param parsedNode defines the serialization object to read data from
  29811. * @param scene defines the hosting scene
  29812. */
  29813. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  29814. /**
  29815. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  29816. * @param includeDescendants Include bounding info from descendants as well (true by default)
  29817. * @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
  29818. * @returns the new bounding vectors
  29819. */
  29820. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  29821. min: Vector3;
  29822. max: Vector3;
  29823. };
  29824. }
  29825. }
  29826. declare module "babylonjs/Animations/animation" {
  29827. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  29828. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  29829. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  29830. import { Nullable } from "babylonjs/types";
  29831. import { Scene } from "babylonjs/scene";
  29832. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  29833. import { AnimationRange } from "babylonjs/Animations/animationRange";
  29834. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  29835. import { Node } from "babylonjs/node";
  29836. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  29837. import { Size } from "babylonjs/Maths/math.size";
  29838. import { Animatable } from "babylonjs/Animations/animatable";
  29839. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  29840. /**
  29841. * @hidden
  29842. */
  29843. export class _IAnimationState {
  29844. key: number;
  29845. repeatCount: number;
  29846. workValue?: any;
  29847. loopMode?: number;
  29848. offsetValue?: any;
  29849. highLimitValue?: any;
  29850. }
  29851. /**
  29852. * Class used to store any kind of animation
  29853. */
  29854. export class Animation {
  29855. /**Name of the animation */
  29856. name: string;
  29857. /**Property to animate */
  29858. targetProperty: string;
  29859. /**The frames per second of the animation */
  29860. framePerSecond: number;
  29861. /**The data type of the animation */
  29862. dataType: number;
  29863. /**The loop mode of the animation */
  29864. loopMode?: number | undefined;
  29865. /**Specifies if blending should be enabled */
  29866. enableBlending?: boolean | undefined;
  29867. /**
  29868. * Use matrix interpolation instead of using direct key value when animating matrices
  29869. */
  29870. static AllowMatricesInterpolation: boolean;
  29871. /**
  29872. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  29873. */
  29874. static AllowMatrixDecomposeForInterpolation: boolean;
  29875. /**
  29876. * Stores the key frames of the animation
  29877. */
  29878. private _keys;
  29879. /**
  29880. * Stores the easing function of the animation
  29881. */
  29882. private _easingFunction;
  29883. /**
  29884. * @hidden Internal use only
  29885. */
  29886. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  29887. /**
  29888. * The set of event that will be linked to this animation
  29889. */
  29890. private _events;
  29891. /**
  29892. * Stores an array of target property paths
  29893. */
  29894. targetPropertyPath: string[];
  29895. /**
  29896. * Stores the blending speed of the animation
  29897. */
  29898. blendingSpeed: number;
  29899. /**
  29900. * Stores the animation ranges for the animation
  29901. */
  29902. private _ranges;
  29903. /**
  29904. * @hidden Internal use
  29905. */
  29906. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  29907. /**
  29908. * Sets up an animation
  29909. * @param property The property to animate
  29910. * @param animationType The animation type to apply
  29911. * @param framePerSecond The frames per second of the animation
  29912. * @param easingFunction The easing function used in the animation
  29913. * @returns The created animation
  29914. */
  29915. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  29916. /**
  29917. * Create and start an animation on a node
  29918. * @param name defines the name of the global animation that will be run on all nodes
  29919. * @param node defines the root node where the animation will take place
  29920. * @param targetProperty defines property to animate
  29921. * @param framePerSecond defines the number of frame per second yo use
  29922. * @param totalFrame defines the number of frames in total
  29923. * @param from defines the initial value
  29924. * @param to defines the final value
  29925. * @param loopMode defines which loop mode you want to use (off by default)
  29926. * @param easingFunction defines the easing function to use (linear by default)
  29927. * @param onAnimationEnd defines the callback to call when animation end
  29928. * @returns the animatable created for this animation
  29929. */
  29930. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  29931. /**
  29932. * Create and start an animation on a node and its descendants
  29933. * @param name defines the name of the global animation that will be run on all nodes
  29934. * @param node defines the root node where the animation will take place
  29935. * @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
  29936. * @param targetProperty defines property to animate
  29937. * @param framePerSecond defines the number of frame per second to use
  29938. * @param totalFrame defines the number of frames in total
  29939. * @param from defines the initial value
  29940. * @param to defines the final value
  29941. * @param loopMode defines which loop mode you want to use (off by default)
  29942. * @param easingFunction defines the easing function to use (linear by default)
  29943. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  29944. * @returns the list of animatables created for all nodes
  29945. * @example https://www.babylonjs-playground.com/#MH0VLI
  29946. */
  29947. 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[]>;
  29948. /**
  29949. * Creates a new animation, merges it with the existing animations and starts it
  29950. * @param name Name of the animation
  29951. * @param node Node which contains the scene that begins the animations
  29952. * @param targetProperty Specifies which property to animate
  29953. * @param framePerSecond The frames per second of the animation
  29954. * @param totalFrame The total number of frames
  29955. * @param from The frame at the beginning of the animation
  29956. * @param to The frame at the end of the animation
  29957. * @param loopMode Specifies the loop mode of the animation
  29958. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  29959. * @param onAnimationEnd Callback to run once the animation is complete
  29960. * @returns Nullable animation
  29961. */
  29962. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  29963. /**
  29964. * Transition property of an host to the target Value
  29965. * @param property The property to transition
  29966. * @param targetValue The target Value of the property
  29967. * @param host The object where the property to animate belongs
  29968. * @param scene Scene used to run the animation
  29969. * @param frameRate Framerate (in frame/s) to use
  29970. * @param transition The transition type we want to use
  29971. * @param duration The duration of the animation, in milliseconds
  29972. * @param onAnimationEnd Callback trigger at the end of the animation
  29973. * @returns Nullable animation
  29974. */
  29975. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  29976. /**
  29977. * Return the array of runtime animations currently using this animation
  29978. */
  29979. get runtimeAnimations(): RuntimeAnimation[];
  29980. /**
  29981. * Specifies if any of the runtime animations are currently running
  29982. */
  29983. get hasRunningRuntimeAnimations(): boolean;
  29984. /**
  29985. * Initializes the animation
  29986. * @param name Name of the animation
  29987. * @param targetProperty Property to animate
  29988. * @param framePerSecond The frames per second of the animation
  29989. * @param dataType The data type of the animation
  29990. * @param loopMode The loop mode of the animation
  29991. * @param enableBlending Specifies if blending should be enabled
  29992. */
  29993. constructor(
  29994. /**Name of the animation */
  29995. name: string,
  29996. /**Property to animate */
  29997. targetProperty: string,
  29998. /**The frames per second of the animation */
  29999. framePerSecond: number,
  30000. /**The data type of the animation */
  30001. dataType: number,
  30002. /**The loop mode of the animation */
  30003. loopMode?: number | undefined,
  30004. /**Specifies if blending should be enabled */
  30005. enableBlending?: boolean | undefined);
  30006. /**
  30007. * Converts the animation to a string
  30008. * @param fullDetails support for multiple levels of logging within scene loading
  30009. * @returns String form of the animation
  30010. */
  30011. toString(fullDetails?: boolean): string;
  30012. /**
  30013. * Add an event to this animation
  30014. * @param event Event to add
  30015. */
  30016. addEvent(event: AnimationEvent): void;
  30017. /**
  30018. * Remove all events found at the given frame
  30019. * @param frame The frame to remove events from
  30020. */
  30021. removeEvents(frame: number): void;
  30022. /**
  30023. * Retrieves all the events from the animation
  30024. * @returns Events from the animation
  30025. */
  30026. getEvents(): AnimationEvent[];
  30027. /**
  30028. * Creates an animation range
  30029. * @param name Name of the animation range
  30030. * @param from Starting frame of the animation range
  30031. * @param to Ending frame of the animation
  30032. */
  30033. createRange(name: string, from: number, to: number): void;
  30034. /**
  30035. * Deletes an animation range by name
  30036. * @param name Name of the animation range to delete
  30037. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  30038. */
  30039. deleteRange(name: string, deleteFrames?: boolean): void;
  30040. /**
  30041. * Gets the animation range by name, or null if not defined
  30042. * @param name Name of the animation range
  30043. * @returns Nullable animation range
  30044. */
  30045. getRange(name: string): Nullable<AnimationRange>;
  30046. /**
  30047. * Gets the key frames from the animation
  30048. * @returns The key frames of the animation
  30049. */
  30050. getKeys(): Array<IAnimationKey>;
  30051. /**
  30052. * Gets the highest frame rate of the animation
  30053. * @returns Highest frame rate of the animation
  30054. */
  30055. getHighestFrame(): number;
  30056. /**
  30057. * Gets the easing function of the animation
  30058. * @returns Easing function of the animation
  30059. */
  30060. getEasingFunction(): IEasingFunction;
  30061. /**
  30062. * Sets the easing function of the animation
  30063. * @param easingFunction A custom mathematical formula for animation
  30064. */
  30065. setEasingFunction(easingFunction: EasingFunction): void;
  30066. /**
  30067. * Interpolates a scalar linearly
  30068. * @param startValue Start value of the animation curve
  30069. * @param endValue End value of the animation curve
  30070. * @param gradient Scalar amount to interpolate
  30071. * @returns Interpolated scalar value
  30072. */
  30073. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  30074. /**
  30075. * Interpolates a scalar cubically
  30076. * @param startValue Start value of the animation curve
  30077. * @param outTangent End tangent of the animation
  30078. * @param endValue End value of the animation curve
  30079. * @param inTangent Start tangent of the animation curve
  30080. * @param gradient Scalar amount to interpolate
  30081. * @returns Interpolated scalar value
  30082. */
  30083. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  30084. /**
  30085. * Interpolates a quaternion using a spherical linear interpolation
  30086. * @param startValue Start value of the animation curve
  30087. * @param endValue End value of the animation curve
  30088. * @param gradient Scalar amount to interpolate
  30089. * @returns Interpolated quaternion value
  30090. */
  30091. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  30092. /**
  30093. * Interpolates a quaternion cubically
  30094. * @param startValue Start value of the animation curve
  30095. * @param outTangent End tangent of the animation curve
  30096. * @param endValue End value of the animation curve
  30097. * @param inTangent Start tangent of the animation curve
  30098. * @param gradient Scalar amount to interpolate
  30099. * @returns Interpolated quaternion value
  30100. */
  30101. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  30102. /**
  30103. * Interpolates a Vector3 linearl
  30104. * @param startValue Start value of the animation curve
  30105. * @param endValue End value of the animation curve
  30106. * @param gradient Scalar amount to interpolate
  30107. * @returns Interpolated scalar value
  30108. */
  30109. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  30110. /**
  30111. * Interpolates a Vector3 cubically
  30112. * @param startValue Start value of the animation curve
  30113. * @param outTangent End tangent of the animation
  30114. * @param endValue End value of the animation curve
  30115. * @param inTangent Start tangent of the animation curve
  30116. * @param gradient Scalar amount to interpolate
  30117. * @returns InterpolatedVector3 value
  30118. */
  30119. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  30120. /**
  30121. * Interpolates a Vector2 linearly
  30122. * @param startValue Start value of the animation curve
  30123. * @param endValue End value of the animation curve
  30124. * @param gradient Scalar amount to interpolate
  30125. * @returns Interpolated Vector2 value
  30126. */
  30127. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  30128. /**
  30129. * Interpolates a Vector2 cubically
  30130. * @param startValue Start value of the animation curve
  30131. * @param outTangent End tangent of the animation
  30132. * @param endValue End value of the animation curve
  30133. * @param inTangent Start tangent of the animation curve
  30134. * @param gradient Scalar amount to interpolate
  30135. * @returns Interpolated Vector2 value
  30136. */
  30137. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  30138. /**
  30139. * Interpolates a size linearly
  30140. * @param startValue Start value of the animation curve
  30141. * @param endValue End value of the animation curve
  30142. * @param gradient Scalar amount to interpolate
  30143. * @returns Interpolated Size value
  30144. */
  30145. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  30146. /**
  30147. * Interpolates a Color3 linearly
  30148. * @param startValue Start value of the animation curve
  30149. * @param endValue End value of the animation curve
  30150. * @param gradient Scalar amount to interpolate
  30151. * @returns Interpolated Color3 value
  30152. */
  30153. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  30154. /**
  30155. * Interpolates a Color4 linearly
  30156. * @param startValue Start value of the animation curve
  30157. * @param endValue End value of the animation curve
  30158. * @param gradient Scalar amount to interpolate
  30159. * @returns Interpolated Color3 value
  30160. */
  30161. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  30162. /**
  30163. * @hidden Internal use only
  30164. */
  30165. _getKeyValue(value: any): any;
  30166. /**
  30167. * @hidden Internal use only
  30168. */
  30169. _interpolate(currentFrame: number, state: _IAnimationState): any;
  30170. /**
  30171. * Defines the function to use to interpolate matrices
  30172. * @param startValue defines the start matrix
  30173. * @param endValue defines the end matrix
  30174. * @param gradient defines the gradient between both matrices
  30175. * @param result defines an optional target matrix where to store the interpolation
  30176. * @returns the interpolated matrix
  30177. */
  30178. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  30179. /**
  30180. * Makes a copy of the animation
  30181. * @returns Cloned animation
  30182. */
  30183. clone(): Animation;
  30184. /**
  30185. * Sets the key frames of the animation
  30186. * @param values The animation key frames to set
  30187. */
  30188. setKeys(values: Array<IAnimationKey>): void;
  30189. /**
  30190. * Serializes the animation to an object
  30191. * @returns Serialized object
  30192. */
  30193. serialize(): any;
  30194. /**
  30195. * Float animation type
  30196. */
  30197. static readonly ANIMATIONTYPE_FLOAT: number;
  30198. /**
  30199. * Vector3 animation type
  30200. */
  30201. static readonly ANIMATIONTYPE_VECTOR3: number;
  30202. /**
  30203. * Quaternion animation type
  30204. */
  30205. static readonly ANIMATIONTYPE_QUATERNION: number;
  30206. /**
  30207. * Matrix animation type
  30208. */
  30209. static readonly ANIMATIONTYPE_MATRIX: number;
  30210. /**
  30211. * Color3 animation type
  30212. */
  30213. static readonly ANIMATIONTYPE_COLOR3: number;
  30214. /**
  30215. * Color3 animation type
  30216. */
  30217. static readonly ANIMATIONTYPE_COLOR4: number;
  30218. /**
  30219. * Vector2 animation type
  30220. */
  30221. static readonly ANIMATIONTYPE_VECTOR2: number;
  30222. /**
  30223. * Size animation type
  30224. */
  30225. static readonly ANIMATIONTYPE_SIZE: number;
  30226. /**
  30227. * Relative Loop Mode
  30228. */
  30229. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  30230. /**
  30231. * Cycle Loop Mode
  30232. */
  30233. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  30234. /**
  30235. * Constant Loop Mode
  30236. */
  30237. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  30238. /** @hidden */
  30239. static _UniversalLerp(left: any, right: any, amount: number): any;
  30240. /**
  30241. * Parses an animation object and creates an animation
  30242. * @param parsedAnimation Parsed animation object
  30243. * @returns Animation object
  30244. */
  30245. static Parse(parsedAnimation: any): Animation;
  30246. /**
  30247. * Appends the serialized animations from the source animations
  30248. * @param source Source containing the animations
  30249. * @param destination Target to store the animations
  30250. */
  30251. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  30252. }
  30253. }
  30254. declare module "babylonjs/Animations/animatable.interface" {
  30255. import { Nullable } from "babylonjs/types";
  30256. import { Animation } from "babylonjs/Animations/animation";
  30257. /**
  30258. * Interface containing an array of animations
  30259. */
  30260. export interface IAnimatable {
  30261. /**
  30262. * Array of animations
  30263. */
  30264. animations: Nullable<Array<Animation>>;
  30265. }
  30266. }
  30267. declare module "babylonjs/Misc/decorators" {
  30268. import { Nullable } from "babylonjs/types";
  30269. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  30270. import { Scene } from "babylonjs/scene";
  30271. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  30272. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30273. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30274. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30275. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30276. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30277. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30278. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30279. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30280. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30281. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30282. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30283. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30284. /**
  30285. * Decorator used to define property that can be serialized as reference to a camera
  30286. * @param sourceName defines the name of the property to decorate
  30287. */
  30288. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  30289. /**
  30290. * Class used to help serialization objects
  30291. */
  30292. export class SerializationHelper {
  30293. /** @hidden */
  30294. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  30295. /** @hidden */
  30296. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  30297. /** @hidden */
  30298. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  30299. /** @hidden */
  30300. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  30301. /**
  30302. * Appends the serialized animations from the source animations
  30303. * @param source Source containing the animations
  30304. * @param destination Target to store the animations
  30305. */
  30306. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  30307. /**
  30308. * Static function used to serialized a specific entity
  30309. * @param entity defines the entity to serialize
  30310. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  30311. * @returns a JSON compatible object representing the serialization of the entity
  30312. */
  30313. static Serialize<T>(entity: T, serializationObject?: any): any;
  30314. /**
  30315. * Creates a new entity from a serialization data object
  30316. * @param creationFunction defines a function used to instanciated the new entity
  30317. * @param source defines the source serialization data
  30318. * @param scene defines the hosting scene
  30319. * @param rootUrl defines the root url for resources
  30320. * @returns a new entity
  30321. */
  30322. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  30323. /**
  30324. * Clones an object
  30325. * @param creationFunction defines the function used to instanciate the new object
  30326. * @param source defines the source object
  30327. * @returns the cloned object
  30328. */
  30329. static Clone<T>(creationFunction: () => T, source: T): T;
  30330. /**
  30331. * Instanciates a new object based on a source one (some data will be shared between both object)
  30332. * @param creationFunction defines the function used to instanciate the new object
  30333. * @param source defines the source object
  30334. * @returns the new object
  30335. */
  30336. static Instanciate<T>(creationFunction: () => T, source: T): T;
  30337. }
  30338. }
  30339. declare module "babylonjs/Misc/guid" {
  30340. /**
  30341. * Class used to manipulate GUIDs
  30342. */
  30343. export class GUID {
  30344. /**
  30345. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  30346. * Be aware Math.random() could cause collisions, but:
  30347. * "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"
  30348. * @returns a pseudo random id
  30349. */
  30350. static RandomId(): string;
  30351. }
  30352. }
  30353. declare module "babylonjs/Materials/Textures/baseTexture" {
  30354. import { Observable } from "babylonjs/Misc/observable";
  30355. import { Nullable } from "babylonjs/types";
  30356. import { Scene } from "babylonjs/scene";
  30357. import { Matrix } from "babylonjs/Maths/math.vector";
  30358. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30359. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  30360. import { ISize } from "babylonjs/Maths/math.size";
  30361. import "babylonjs/Misc/fileTools";
  30362. /**
  30363. * Base class of all the textures in babylon.
  30364. * It groups all the common properties the materials, post process, lights... might need
  30365. * in order to make a correct use of the texture.
  30366. */
  30367. export class BaseTexture implements IAnimatable {
  30368. /**
  30369. * Default anisotropic filtering level for the application.
  30370. * It is set to 4 as a good tradeoff between perf and quality.
  30371. */
  30372. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  30373. /**
  30374. * Gets or sets the unique id of the texture
  30375. */
  30376. uniqueId: number;
  30377. /**
  30378. * Define the name of the texture.
  30379. */
  30380. name: string;
  30381. /**
  30382. * Gets or sets an object used to store user defined information.
  30383. */
  30384. metadata: any;
  30385. /**
  30386. * For internal use only. Please do not use.
  30387. */
  30388. reservedDataStore: any;
  30389. private _hasAlpha;
  30390. /**
  30391. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  30392. */
  30393. set hasAlpha(value: boolean);
  30394. get hasAlpha(): boolean;
  30395. /**
  30396. * Defines if the alpha value should be determined via the rgb values.
  30397. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  30398. */
  30399. getAlphaFromRGB: boolean;
  30400. /**
  30401. * Intensity or strength of the texture.
  30402. * It is commonly used by materials to fine tune the intensity of the texture
  30403. */
  30404. level: number;
  30405. /**
  30406. * Define the UV chanel to use starting from 0 and defaulting to 0.
  30407. * This is part of the texture as textures usually maps to one uv set.
  30408. */
  30409. coordinatesIndex: number;
  30410. private _coordinatesMode;
  30411. /**
  30412. * How a texture is mapped.
  30413. *
  30414. * | Value | Type | Description |
  30415. * | ----- | ----------------------------------- | ----------- |
  30416. * | 0 | EXPLICIT_MODE | |
  30417. * | 1 | SPHERICAL_MODE | |
  30418. * | 2 | PLANAR_MODE | |
  30419. * | 3 | CUBIC_MODE | |
  30420. * | 4 | PROJECTION_MODE | |
  30421. * | 5 | SKYBOX_MODE | |
  30422. * | 6 | INVCUBIC_MODE | |
  30423. * | 7 | EQUIRECTANGULAR_MODE | |
  30424. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  30425. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  30426. */
  30427. set coordinatesMode(value: number);
  30428. get coordinatesMode(): number;
  30429. /**
  30430. * | Value | Type | Description |
  30431. * | ----- | ------------------ | ----------- |
  30432. * | 0 | CLAMP_ADDRESSMODE | |
  30433. * | 1 | WRAP_ADDRESSMODE | |
  30434. * | 2 | MIRROR_ADDRESSMODE | |
  30435. */
  30436. wrapU: number;
  30437. /**
  30438. * | Value | Type | Description |
  30439. * | ----- | ------------------ | ----------- |
  30440. * | 0 | CLAMP_ADDRESSMODE | |
  30441. * | 1 | WRAP_ADDRESSMODE | |
  30442. * | 2 | MIRROR_ADDRESSMODE | |
  30443. */
  30444. wrapV: number;
  30445. /**
  30446. * | Value | Type | Description |
  30447. * | ----- | ------------------ | ----------- |
  30448. * | 0 | CLAMP_ADDRESSMODE | |
  30449. * | 1 | WRAP_ADDRESSMODE | |
  30450. * | 2 | MIRROR_ADDRESSMODE | |
  30451. */
  30452. wrapR: number;
  30453. /**
  30454. * With compliant hardware and browser (supporting anisotropic filtering)
  30455. * this defines the level of anisotropic filtering in the texture.
  30456. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  30457. */
  30458. anisotropicFilteringLevel: number;
  30459. /**
  30460. * Define if the texture is a cube texture or if false a 2d texture.
  30461. */
  30462. get isCube(): boolean;
  30463. set isCube(value: boolean);
  30464. /**
  30465. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  30466. */
  30467. get is3D(): boolean;
  30468. set is3D(value: boolean);
  30469. /**
  30470. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  30471. */
  30472. get is2DArray(): boolean;
  30473. set is2DArray(value: boolean);
  30474. /**
  30475. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  30476. * HDR texture are usually stored in linear space.
  30477. * This only impacts the PBR and Background materials
  30478. */
  30479. gammaSpace: boolean;
  30480. /**
  30481. * Gets or sets whether or not the texture contains RGBD data.
  30482. */
  30483. get isRGBD(): boolean;
  30484. set isRGBD(value: boolean);
  30485. /**
  30486. * Is Z inverted in the texture (useful in a cube texture).
  30487. */
  30488. invertZ: boolean;
  30489. /**
  30490. * Are mip maps generated for this texture or not.
  30491. */
  30492. get noMipmap(): boolean;
  30493. /**
  30494. * @hidden
  30495. */
  30496. lodLevelInAlpha: boolean;
  30497. /**
  30498. * With prefiltered texture, defined the offset used during the prefiltering steps.
  30499. */
  30500. get lodGenerationOffset(): number;
  30501. set lodGenerationOffset(value: number);
  30502. /**
  30503. * With prefiltered texture, defined the scale used during the prefiltering steps.
  30504. */
  30505. get lodGenerationScale(): number;
  30506. set lodGenerationScale(value: number);
  30507. /**
  30508. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  30509. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  30510. * average roughness values.
  30511. */
  30512. get linearSpecularLOD(): boolean;
  30513. set linearSpecularLOD(value: boolean);
  30514. /**
  30515. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  30516. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  30517. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  30518. */
  30519. get irradianceTexture(): Nullable<BaseTexture>;
  30520. set irradianceTexture(value: Nullable<BaseTexture>);
  30521. /**
  30522. * Define if the texture is a render target.
  30523. */
  30524. isRenderTarget: boolean;
  30525. /**
  30526. * Define the unique id of the texture in the scene.
  30527. */
  30528. get uid(): string;
  30529. /**
  30530. * Return a string representation of the texture.
  30531. * @returns the texture as a string
  30532. */
  30533. toString(): string;
  30534. /**
  30535. * Get the class name of the texture.
  30536. * @returns "BaseTexture"
  30537. */
  30538. getClassName(): string;
  30539. /**
  30540. * Define the list of animation attached to the texture.
  30541. */
  30542. animations: import("babylonjs/Animations/animation").Animation[];
  30543. /**
  30544. * An event triggered when the texture is disposed.
  30545. */
  30546. onDisposeObservable: Observable<BaseTexture>;
  30547. private _onDisposeObserver;
  30548. /**
  30549. * Callback triggered when the texture has been disposed.
  30550. * Kept for back compatibility, you can use the onDisposeObservable instead.
  30551. */
  30552. set onDispose(callback: () => void);
  30553. /**
  30554. * Define the current state of the loading sequence when in delayed load mode.
  30555. */
  30556. delayLoadState: number;
  30557. private _scene;
  30558. /** @hidden */
  30559. _texture: Nullable<InternalTexture>;
  30560. private _uid;
  30561. /**
  30562. * Define if the texture is preventinga material to render or not.
  30563. * If not and the texture is not ready, the engine will use a default black texture instead.
  30564. */
  30565. get isBlocking(): boolean;
  30566. /**
  30567. * Instantiates a new BaseTexture.
  30568. * Base class of all the textures in babylon.
  30569. * It groups all the common properties the materials, post process, lights... might need
  30570. * in order to make a correct use of the texture.
  30571. * @param scene Define the scene the texture blongs to
  30572. */
  30573. constructor(scene: Nullable<Scene>);
  30574. /**
  30575. * Get the scene the texture belongs to.
  30576. * @returns the scene or null if undefined
  30577. */
  30578. getScene(): Nullable<Scene>;
  30579. /**
  30580. * Get the texture transform matrix used to offset tile the texture for istance.
  30581. * @returns the transformation matrix
  30582. */
  30583. getTextureMatrix(): Matrix;
  30584. /**
  30585. * Get the texture reflection matrix used to rotate/transform the reflection.
  30586. * @returns the reflection matrix
  30587. */
  30588. getReflectionTextureMatrix(): Matrix;
  30589. /**
  30590. * Get the underlying lower level texture from Babylon.
  30591. * @returns the insternal texture
  30592. */
  30593. getInternalTexture(): Nullable<InternalTexture>;
  30594. /**
  30595. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  30596. * @returns true if ready or not blocking
  30597. */
  30598. isReadyOrNotBlocking(): boolean;
  30599. /**
  30600. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  30601. * @returns true if fully ready
  30602. */
  30603. isReady(): boolean;
  30604. private _cachedSize;
  30605. /**
  30606. * Get the size of the texture.
  30607. * @returns the texture size.
  30608. */
  30609. getSize(): ISize;
  30610. /**
  30611. * Get the base size of the texture.
  30612. * It can be different from the size if the texture has been resized for POT for instance
  30613. * @returns the base size
  30614. */
  30615. getBaseSize(): ISize;
  30616. /**
  30617. * Update the sampling mode of the texture.
  30618. * Default is Trilinear mode.
  30619. *
  30620. * | Value | Type | Description |
  30621. * | ----- | ------------------ | ----------- |
  30622. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  30623. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  30624. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  30625. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  30626. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  30627. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  30628. * | 7 | NEAREST_LINEAR | |
  30629. * | 8 | NEAREST_NEAREST | |
  30630. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  30631. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  30632. * | 11 | LINEAR_LINEAR | |
  30633. * | 12 | LINEAR_NEAREST | |
  30634. *
  30635. * > _mag_: magnification filter (close to the viewer)
  30636. * > _min_: minification filter (far from the viewer)
  30637. * > _mip_: filter used between mip map levels
  30638. *@param samplingMode Define the new sampling mode of the texture
  30639. */
  30640. updateSamplingMode(samplingMode: number): void;
  30641. /**
  30642. * Scales the texture if is `canRescale()`
  30643. * @param ratio the resize factor we want to use to rescale
  30644. */
  30645. scale(ratio: number): void;
  30646. /**
  30647. * Get if the texture can rescale.
  30648. */
  30649. get canRescale(): boolean;
  30650. /** @hidden */
  30651. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  30652. /** @hidden */
  30653. _rebuild(): void;
  30654. /**
  30655. * Triggers the load sequence in delayed load mode.
  30656. */
  30657. delayLoad(): void;
  30658. /**
  30659. * Clones the texture.
  30660. * @returns the cloned texture
  30661. */
  30662. clone(): Nullable<BaseTexture>;
  30663. /**
  30664. * Get the texture underlying type (INT, FLOAT...)
  30665. */
  30666. get textureType(): number;
  30667. /**
  30668. * Get the texture underlying format (RGB, RGBA...)
  30669. */
  30670. get textureFormat(): number;
  30671. /**
  30672. * Indicates that textures need to be re-calculated for all materials
  30673. */
  30674. protected _markAllSubMeshesAsTexturesDirty(): void;
  30675. /**
  30676. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  30677. * This will returns an RGBA array buffer containing either in values (0-255) or
  30678. * float values (0-1) depending of the underlying buffer type.
  30679. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  30680. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  30681. * @param buffer defines a user defined buffer to fill with data (can be null)
  30682. * @returns The Array buffer containing the pixels data.
  30683. */
  30684. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  30685. /**
  30686. * Release and destroy the underlying lower level texture aka internalTexture.
  30687. */
  30688. releaseInternalTexture(): void;
  30689. /** @hidden */
  30690. get _lodTextureHigh(): Nullable<BaseTexture>;
  30691. /** @hidden */
  30692. get _lodTextureMid(): Nullable<BaseTexture>;
  30693. /** @hidden */
  30694. get _lodTextureLow(): Nullable<BaseTexture>;
  30695. /**
  30696. * Dispose the texture and release its associated resources.
  30697. */
  30698. dispose(): void;
  30699. /**
  30700. * Serialize the texture into a JSON representation that can be parsed later on.
  30701. * @returns the JSON representation of the texture
  30702. */
  30703. serialize(): any;
  30704. /**
  30705. * Helper function to be called back once a list of texture contains only ready textures.
  30706. * @param textures Define the list of textures to wait for
  30707. * @param callback Define the callback triggered once the entire list will be ready
  30708. */
  30709. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  30710. }
  30711. }
  30712. declare module "babylonjs/Materials/effect" {
  30713. import { Observable } from "babylonjs/Misc/observable";
  30714. import { Nullable } from "babylonjs/types";
  30715. import { IDisposable } from "babylonjs/scene";
  30716. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30717. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30718. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  30719. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  30720. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30721. import { Engine } from "babylonjs/Engines/engine";
  30722. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30723. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30724. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  30725. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  30726. /**
  30727. * Options to be used when creating an effect.
  30728. */
  30729. export interface IEffectCreationOptions {
  30730. /**
  30731. * Atrributes that will be used in the shader.
  30732. */
  30733. attributes: string[];
  30734. /**
  30735. * Uniform varible names that will be set in the shader.
  30736. */
  30737. uniformsNames: string[];
  30738. /**
  30739. * Uniform buffer variable names that will be set in the shader.
  30740. */
  30741. uniformBuffersNames: string[];
  30742. /**
  30743. * Sampler texture variable names that will be set in the shader.
  30744. */
  30745. samplers: string[];
  30746. /**
  30747. * Define statements that will be set in the shader.
  30748. */
  30749. defines: any;
  30750. /**
  30751. * Possible fallbacks for this effect to improve performance when needed.
  30752. */
  30753. fallbacks: Nullable<IEffectFallbacks>;
  30754. /**
  30755. * Callback that will be called when the shader is compiled.
  30756. */
  30757. onCompiled: Nullable<(effect: Effect) => void>;
  30758. /**
  30759. * Callback that will be called if an error occurs during shader compilation.
  30760. */
  30761. onError: Nullable<(effect: Effect, errors: string) => void>;
  30762. /**
  30763. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  30764. */
  30765. indexParameters?: any;
  30766. /**
  30767. * Max number of lights that can be used in the shader.
  30768. */
  30769. maxSimultaneousLights?: number;
  30770. /**
  30771. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  30772. */
  30773. transformFeedbackVaryings?: Nullable<string[]>;
  30774. }
  30775. /**
  30776. * Effect containing vertex and fragment shader that can be executed on an object.
  30777. */
  30778. export class Effect implements IDisposable {
  30779. /**
  30780. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30781. */
  30782. static ShadersRepository: string;
  30783. /**
  30784. * Name of the effect.
  30785. */
  30786. name: any;
  30787. /**
  30788. * String container all the define statements that should be set on the shader.
  30789. */
  30790. defines: string;
  30791. /**
  30792. * Callback that will be called when the shader is compiled.
  30793. */
  30794. onCompiled: Nullable<(effect: Effect) => void>;
  30795. /**
  30796. * Callback that will be called if an error occurs during shader compilation.
  30797. */
  30798. onError: Nullable<(effect: Effect, errors: string) => void>;
  30799. /**
  30800. * Callback that will be called when effect is bound.
  30801. */
  30802. onBind: Nullable<(effect: Effect) => void>;
  30803. /**
  30804. * Unique ID of the effect.
  30805. */
  30806. uniqueId: number;
  30807. /**
  30808. * Observable that will be called when the shader is compiled.
  30809. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  30810. */
  30811. onCompileObservable: Observable<Effect>;
  30812. /**
  30813. * Observable that will be called if an error occurs during shader compilation.
  30814. */
  30815. onErrorObservable: Observable<Effect>;
  30816. /** @hidden */
  30817. _onBindObservable: Nullable<Observable<Effect>>;
  30818. /**
  30819. * @hidden
  30820. * Specifies if the effect was previously ready
  30821. */
  30822. _wasPreviouslyReady: boolean;
  30823. /**
  30824. * Observable that will be called when effect is bound.
  30825. */
  30826. get onBindObservable(): Observable<Effect>;
  30827. /** @hidden */
  30828. _bonesComputationForcedToCPU: boolean;
  30829. private static _uniqueIdSeed;
  30830. private _engine;
  30831. private _uniformBuffersNames;
  30832. private _uniformsNames;
  30833. private _samplerList;
  30834. private _samplers;
  30835. private _isReady;
  30836. private _compilationError;
  30837. private _allFallbacksProcessed;
  30838. private _attributesNames;
  30839. private _attributes;
  30840. private _attributeLocationByName;
  30841. private _uniforms;
  30842. /**
  30843. * Key for the effect.
  30844. * @hidden
  30845. */
  30846. _key: string;
  30847. private _indexParameters;
  30848. private _fallbacks;
  30849. private _vertexSourceCode;
  30850. private _fragmentSourceCode;
  30851. private _vertexSourceCodeOverride;
  30852. private _fragmentSourceCodeOverride;
  30853. private _transformFeedbackVaryings;
  30854. /**
  30855. * Compiled shader to webGL program.
  30856. * @hidden
  30857. */
  30858. _pipelineContext: Nullable<IPipelineContext>;
  30859. private _valueCache;
  30860. private static _baseCache;
  30861. /**
  30862. * Instantiates an effect.
  30863. * An effect can be used to create/manage/execute vertex and fragment shaders.
  30864. * @param baseName Name of the effect.
  30865. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  30866. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  30867. * @param samplers List of sampler variables that will be passed to the shader.
  30868. * @param engine Engine to be used to render the effect
  30869. * @param defines Define statements to be added to the shader.
  30870. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  30871. * @param onCompiled Callback that will be called when the shader is compiled.
  30872. * @param onError Callback that will be called if an error occurs during shader compilation.
  30873. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  30874. */
  30875. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  30876. private _useFinalCode;
  30877. /**
  30878. * Unique key for this effect
  30879. */
  30880. get key(): string;
  30881. /**
  30882. * If the effect has been compiled and prepared.
  30883. * @returns if the effect is compiled and prepared.
  30884. */
  30885. isReady(): boolean;
  30886. private _isReadyInternal;
  30887. /**
  30888. * The engine the effect was initialized with.
  30889. * @returns the engine.
  30890. */
  30891. getEngine(): Engine;
  30892. /**
  30893. * The pipeline context for this effect
  30894. * @returns the associated pipeline context
  30895. */
  30896. getPipelineContext(): Nullable<IPipelineContext>;
  30897. /**
  30898. * The set of names of attribute variables for the shader.
  30899. * @returns An array of attribute names.
  30900. */
  30901. getAttributesNames(): string[];
  30902. /**
  30903. * Returns the attribute at the given index.
  30904. * @param index The index of the attribute.
  30905. * @returns The location of the attribute.
  30906. */
  30907. getAttributeLocation(index: number): number;
  30908. /**
  30909. * Returns the attribute based on the name of the variable.
  30910. * @param name of the attribute to look up.
  30911. * @returns the attribute location.
  30912. */
  30913. getAttributeLocationByName(name: string): number;
  30914. /**
  30915. * The number of attributes.
  30916. * @returns the numnber of attributes.
  30917. */
  30918. getAttributesCount(): number;
  30919. /**
  30920. * Gets the index of a uniform variable.
  30921. * @param uniformName of the uniform to look up.
  30922. * @returns the index.
  30923. */
  30924. getUniformIndex(uniformName: string): number;
  30925. /**
  30926. * Returns the attribute based on the name of the variable.
  30927. * @param uniformName of the uniform to look up.
  30928. * @returns the location of the uniform.
  30929. */
  30930. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  30931. /**
  30932. * Returns an array of sampler variable names
  30933. * @returns The array of sampler variable neames.
  30934. */
  30935. getSamplers(): string[];
  30936. /**
  30937. * The error from the last compilation.
  30938. * @returns the error string.
  30939. */
  30940. getCompilationError(): string;
  30941. /**
  30942. * Gets a boolean indicating that all fallbacks were used during compilation
  30943. * @returns true if all fallbacks were used
  30944. */
  30945. allFallbacksProcessed(): boolean;
  30946. /**
  30947. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  30948. * @param func The callback to be used.
  30949. */
  30950. executeWhenCompiled(func: (effect: Effect) => void): void;
  30951. private _checkIsReady;
  30952. private _loadShader;
  30953. /**
  30954. * Recompiles the webGL program
  30955. * @param vertexSourceCode The source code for the vertex shader.
  30956. * @param fragmentSourceCode The source code for the fragment shader.
  30957. * @param onCompiled Callback called when completed.
  30958. * @param onError Callback called on error.
  30959. * @hidden
  30960. */
  30961. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  30962. /**
  30963. * Prepares the effect
  30964. * @hidden
  30965. */
  30966. _prepareEffect(): void;
  30967. private _processCompilationErrors;
  30968. /**
  30969. * Checks if the effect is supported. (Must be called after compilation)
  30970. */
  30971. get isSupported(): boolean;
  30972. /**
  30973. * Binds a texture to the engine to be used as output of the shader.
  30974. * @param channel Name of the output variable.
  30975. * @param texture Texture to bind.
  30976. * @hidden
  30977. */
  30978. _bindTexture(channel: string, texture: Nullable<InternalTexture>): void;
  30979. /**
  30980. * Sets a texture on the engine to be used in the shader.
  30981. * @param channel Name of the sampler variable.
  30982. * @param texture Texture to set.
  30983. */
  30984. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  30985. /**
  30986. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  30987. * @param channel Name of the sampler variable.
  30988. * @param texture Texture to set.
  30989. */
  30990. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  30991. /**
  30992. * Sets an array of textures on the engine to be used in the shader.
  30993. * @param channel Name of the variable.
  30994. * @param textures Textures to set.
  30995. */
  30996. setTextureArray(channel: string, textures: BaseTexture[]): void;
  30997. /**
  30998. * 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)
  30999. * @param channel Name of the sampler variable.
  31000. * @param postProcess Post process to get the input texture from.
  31001. */
  31002. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  31003. /**
  31004. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  31005. * 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)
  31006. * @param channel Name of the sampler variable.
  31007. * @param postProcess Post process to get the output texture from.
  31008. */
  31009. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  31010. /** @hidden */
  31011. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  31012. /** @hidden */
  31013. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  31014. /** @hidden */
  31015. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  31016. /** @hidden */
  31017. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  31018. /**
  31019. * Binds a buffer to a uniform.
  31020. * @param buffer Buffer to bind.
  31021. * @param name Name of the uniform variable to bind to.
  31022. */
  31023. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  31024. /**
  31025. * Binds block to a uniform.
  31026. * @param blockName Name of the block to bind.
  31027. * @param index Index to bind.
  31028. */
  31029. bindUniformBlock(blockName: string, index: number): void;
  31030. /**
  31031. * Sets an interger value on a uniform variable.
  31032. * @param uniformName Name of the variable.
  31033. * @param value Value to be set.
  31034. * @returns this effect.
  31035. */
  31036. setInt(uniformName: string, value: number): Effect;
  31037. /**
  31038. * Sets an int array on a uniform variable.
  31039. * @param uniformName Name of the variable.
  31040. * @param array array to be set.
  31041. * @returns this effect.
  31042. */
  31043. setIntArray(uniformName: string, array: Int32Array): Effect;
  31044. /**
  31045. * 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)
  31046. * @param uniformName Name of the variable.
  31047. * @param array array to be set.
  31048. * @returns this effect.
  31049. */
  31050. setIntArray2(uniformName: string, array: Int32Array): Effect;
  31051. /**
  31052. * 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)
  31053. * @param uniformName Name of the variable.
  31054. * @param array array to be set.
  31055. * @returns this effect.
  31056. */
  31057. setIntArray3(uniformName: string, array: Int32Array): Effect;
  31058. /**
  31059. * 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)
  31060. * @param uniformName Name of the variable.
  31061. * @param array array to be set.
  31062. * @returns this effect.
  31063. */
  31064. setIntArray4(uniformName: string, array: Int32Array): Effect;
  31065. /**
  31066. * Sets an float array on a uniform variable.
  31067. * @param uniformName Name of the variable.
  31068. * @param array array to be set.
  31069. * @returns this effect.
  31070. */
  31071. setFloatArray(uniformName: string, array: Float32Array): Effect;
  31072. /**
  31073. * 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)
  31074. * @param uniformName Name of the variable.
  31075. * @param array array to be set.
  31076. * @returns this effect.
  31077. */
  31078. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  31079. /**
  31080. * 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)
  31081. * @param uniformName Name of the variable.
  31082. * @param array array to be set.
  31083. * @returns this effect.
  31084. */
  31085. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  31086. /**
  31087. * 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)
  31088. * @param uniformName Name of the variable.
  31089. * @param array array to be set.
  31090. * @returns this effect.
  31091. */
  31092. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  31093. /**
  31094. * Sets an array on a uniform variable.
  31095. * @param uniformName Name of the variable.
  31096. * @param array array to be set.
  31097. * @returns this effect.
  31098. */
  31099. setArray(uniformName: string, array: number[]): Effect;
  31100. /**
  31101. * 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)
  31102. * @param uniformName Name of the variable.
  31103. * @param array array to be set.
  31104. * @returns this effect.
  31105. */
  31106. setArray2(uniformName: string, array: number[]): Effect;
  31107. /**
  31108. * 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)
  31109. * @param uniformName Name of the variable.
  31110. * @param array array to be set.
  31111. * @returns this effect.
  31112. */
  31113. setArray3(uniformName: string, array: number[]): Effect;
  31114. /**
  31115. * 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)
  31116. * @param uniformName Name of the variable.
  31117. * @param array array to be set.
  31118. * @returns this effect.
  31119. */
  31120. setArray4(uniformName: string, array: number[]): Effect;
  31121. /**
  31122. * Sets matrices on a uniform variable.
  31123. * @param uniformName Name of the variable.
  31124. * @param matrices matrices to be set.
  31125. * @returns this effect.
  31126. */
  31127. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  31128. /**
  31129. * Sets matrix on a uniform variable.
  31130. * @param uniformName Name of the variable.
  31131. * @param matrix matrix to be set.
  31132. * @returns this effect.
  31133. */
  31134. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  31135. /**
  31136. * 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)
  31137. * @param uniformName Name of the variable.
  31138. * @param matrix matrix to be set.
  31139. * @returns this effect.
  31140. */
  31141. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  31142. /**
  31143. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  31144. * @param uniformName Name of the variable.
  31145. * @param matrix matrix to be set.
  31146. * @returns this effect.
  31147. */
  31148. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  31149. /**
  31150. * Sets a float on a uniform variable.
  31151. * @param uniformName Name of the variable.
  31152. * @param value value to be set.
  31153. * @returns this effect.
  31154. */
  31155. setFloat(uniformName: string, value: number): Effect;
  31156. /**
  31157. * Sets a boolean on a uniform variable.
  31158. * @param uniformName Name of the variable.
  31159. * @param bool value to be set.
  31160. * @returns this effect.
  31161. */
  31162. setBool(uniformName: string, bool: boolean): Effect;
  31163. /**
  31164. * Sets a Vector2 on a uniform variable.
  31165. * @param uniformName Name of the variable.
  31166. * @param vector2 vector2 to be set.
  31167. * @returns this effect.
  31168. */
  31169. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  31170. /**
  31171. * Sets a float2 on a uniform variable.
  31172. * @param uniformName Name of the variable.
  31173. * @param x First float in float2.
  31174. * @param y Second float in float2.
  31175. * @returns this effect.
  31176. */
  31177. setFloat2(uniformName: string, x: number, y: number): Effect;
  31178. /**
  31179. * Sets a Vector3 on a uniform variable.
  31180. * @param uniformName Name of the variable.
  31181. * @param vector3 Value to be set.
  31182. * @returns this effect.
  31183. */
  31184. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  31185. /**
  31186. * Sets a float3 on a uniform variable.
  31187. * @param uniformName Name of the variable.
  31188. * @param x First float in float3.
  31189. * @param y Second float in float3.
  31190. * @param z Third float in float3.
  31191. * @returns this effect.
  31192. */
  31193. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  31194. /**
  31195. * Sets a Vector4 on a uniform variable.
  31196. * @param uniformName Name of the variable.
  31197. * @param vector4 Value to be set.
  31198. * @returns this effect.
  31199. */
  31200. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  31201. /**
  31202. * Sets a float4 on a uniform variable.
  31203. * @param uniformName Name of the variable.
  31204. * @param x First float in float4.
  31205. * @param y Second float in float4.
  31206. * @param z Third float in float4.
  31207. * @param w Fourth float in float4.
  31208. * @returns this effect.
  31209. */
  31210. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  31211. /**
  31212. * Sets a Color3 on a uniform variable.
  31213. * @param uniformName Name of the variable.
  31214. * @param color3 Value to be set.
  31215. * @returns this effect.
  31216. */
  31217. setColor3(uniformName: string, color3: IColor3Like): Effect;
  31218. /**
  31219. * Sets a Color4 on a uniform variable.
  31220. * @param uniformName Name of the variable.
  31221. * @param color3 Value to be set.
  31222. * @param alpha Alpha value to be set.
  31223. * @returns this effect.
  31224. */
  31225. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  31226. /**
  31227. * Sets a Color4 on a uniform variable
  31228. * @param uniformName defines the name of the variable
  31229. * @param color4 defines the value to be set
  31230. * @returns this effect.
  31231. */
  31232. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  31233. /** Release all associated resources */
  31234. dispose(): void;
  31235. /**
  31236. * This function will add a new shader to the shader store
  31237. * @param name the name of the shader
  31238. * @param pixelShader optional pixel shader content
  31239. * @param vertexShader optional vertex shader content
  31240. */
  31241. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  31242. /**
  31243. * Store of each shader (The can be looked up using effect.key)
  31244. */
  31245. static ShadersStore: {
  31246. [key: string]: string;
  31247. };
  31248. /**
  31249. * Store of each included file for a shader (The can be looked up using effect.key)
  31250. */
  31251. static IncludesShadersStore: {
  31252. [key: string]: string;
  31253. };
  31254. /**
  31255. * Resets the cache of effects.
  31256. */
  31257. static ResetCache(): void;
  31258. }
  31259. }
  31260. declare module "babylonjs/Engines/engineCapabilities" {
  31261. /**
  31262. * Interface used to describe the capabilities of the engine relatively to the current browser
  31263. */
  31264. export interface EngineCapabilities {
  31265. /** Maximum textures units per fragment shader */
  31266. maxTexturesImageUnits: number;
  31267. /** Maximum texture units per vertex shader */
  31268. maxVertexTextureImageUnits: number;
  31269. /** Maximum textures units in the entire pipeline */
  31270. maxCombinedTexturesImageUnits: number;
  31271. /** Maximum texture size */
  31272. maxTextureSize: number;
  31273. /** Maximum texture samples */
  31274. maxSamples?: number;
  31275. /** Maximum cube texture size */
  31276. maxCubemapTextureSize: number;
  31277. /** Maximum render texture size */
  31278. maxRenderTextureSize: number;
  31279. /** Maximum number of vertex attributes */
  31280. maxVertexAttribs: number;
  31281. /** Maximum number of varyings */
  31282. maxVaryingVectors: number;
  31283. /** Maximum number of uniforms per vertex shader */
  31284. maxVertexUniformVectors: number;
  31285. /** Maximum number of uniforms per fragment shader */
  31286. maxFragmentUniformVectors: number;
  31287. /** Defines if standard derivates (dx/dy) are supported */
  31288. standardDerivatives: boolean;
  31289. /** Defines if s3tc texture compression is supported */
  31290. s3tc?: WEBGL_compressed_texture_s3tc;
  31291. /** Defines if pvrtc texture compression is supported */
  31292. pvrtc: any;
  31293. /** Defines if etc1 texture compression is supported */
  31294. etc1: any;
  31295. /** Defines if etc2 texture compression is supported */
  31296. etc2: any;
  31297. /** Defines if astc texture compression is supported */
  31298. astc: any;
  31299. /** Defines if float textures are supported */
  31300. textureFloat: boolean;
  31301. /** Defines if vertex array objects are supported */
  31302. vertexArrayObject: boolean;
  31303. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  31304. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  31305. /** Gets the maximum level of anisotropy supported */
  31306. maxAnisotropy: number;
  31307. /** Defines if instancing is supported */
  31308. instancedArrays: boolean;
  31309. /** Defines if 32 bits indices are supported */
  31310. uintIndices: boolean;
  31311. /** Defines if high precision shaders are supported */
  31312. highPrecisionShaderSupported: boolean;
  31313. /** Defines if depth reading in the fragment shader is supported */
  31314. fragmentDepthSupported: boolean;
  31315. /** Defines if float texture linear filtering is supported*/
  31316. textureFloatLinearFiltering: boolean;
  31317. /** Defines if rendering to float textures is supported */
  31318. textureFloatRender: boolean;
  31319. /** Defines if half float textures are supported*/
  31320. textureHalfFloat: boolean;
  31321. /** Defines if half float texture linear filtering is supported*/
  31322. textureHalfFloatLinearFiltering: boolean;
  31323. /** Defines if rendering to half float textures is supported */
  31324. textureHalfFloatRender: boolean;
  31325. /** Defines if textureLOD shader command is supported */
  31326. textureLOD: boolean;
  31327. /** Defines if draw buffers extension is supported */
  31328. drawBuffersExtension: boolean;
  31329. /** Defines if depth textures are supported */
  31330. depthTextureExtension: boolean;
  31331. /** Defines if float color buffer are supported */
  31332. colorBufferFloat: boolean;
  31333. /** Gets disjoint timer query extension (null if not supported) */
  31334. timerQuery?: EXT_disjoint_timer_query;
  31335. /** Defines if timestamp can be used with timer query */
  31336. canUseTimestampForTimerQuery: boolean;
  31337. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  31338. multiview?: any;
  31339. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  31340. oculusMultiview?: any;
  31341. /** Function used to let the system compiles shaders in background */
  31342. parallelShaderCompile?: {
  31343. COMPLETION_STATUS_KHR: number;
  31344. };
  31345. /** Max number of texture samples for MSAA */
  31346. maxMSAASamples: number;
  31347. /** Defines if the blend min max extension is supported */
  31348. blendMinMax: boolean;
  31349. }
  31350. }
  31351. declare module "babylonjs/States/depthCullingState" {
  31352. import { Nullable } from "babylonjs/types";
  31353. /**
  31354. * @hidden
  31355. **/
  31356. export class DepthCullingState {
  31357. private _isDepthTestDirty;
  31358. private _isDepthMaskDirty;
  31359. private _isDepthFuncDirty;
  31360. private _isCullFaceDirty;
  31361. private _isCullDirty;
  31362. private _isZOffsetDirty;
  31363. private _isFrontFaceDirty;
  31364. private _depthTest;
  31365. private _depthMask;
  31366. private _depthFunc;
  31367. private _cull;
  31368. private _cullFace;
  31369. private _zOffset;
  31370. private _frontFace;
  31371. /**
  31372. * Initializes the state.
  31373. */
  31374. constructor();
  31375. get isDirty(): boolean;
  31376. get zOffset(): number;
  31377. set zOffset(value: number);
  31378. get cullFace(): Nullable<number>;
  31379. set cullFace(value: Nullable<number>);
  31380. get cull(): Nullable<boolean>;
  31381. set cull(value: Nullable<boolean>);
  31382. get depthFunc(): Nullable<number>;
  31383. set depthFunc(value: Nullable<number>);
  31384. get depthMask(): boolean;
  31385. set depthMask(value: boolean);
  31386. get depthTest(): boolean;
  31387. set depthTest(value: boolean);
  31388. get frontFace(): Nullable<number>;
  31389. set frontFace(value: Nullable<number>);
  31390. reset(): void;
  31391. apply(gl: WebGLRenderingContext): void;
  31392. }
  31393. }
  31394. declare module "babylonjs/States/stencilState" {
  31395. /**
  31396. * @hidden
  31397. **/
  31398. export class StencilState {
  31399. /** 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 */
  31400. static readonly ALWAYS: number;
  31401. /** Passed to stencilOperation to specify that stencil value must be kept */
  31402. static readonly KEEP: number;
  31403. /** Passed to stencilOperation to specify that stencil value must be replaced */
  31404. static readonly REPLACE: number;
  31405. private _isStencilTestDirty;
  31406. private _isStencilMaskDirty;
  31407. private _isStencilFuncDirty;
  31408. private _isStencilOpDirty;
  31409. private _stencilTest;
  31410. private _stencilMask;
  31411. private _stencilFunc;
  31412. private _stencilFuncRef;
  31413. private _stencilFuncMask;
  31414. private _stencilOpStencilFail;
  31415. private _stencilOpDepthFail;
  31416. private _stencilOpStencilDepthPass;
  31417. get isDirty(): boolean;
  31418. get stencilFunc(): number;
  31419. set stencilFunc(value: number);
  31420. get stencilFuncRef(): number;
  31421. set stencilFuncRef(value: number);
  31422. get stencilFuncMask(): number;
  31423. set stencilFuncMask(value: number);
  31424. get stencilOpStencilFail(): number;
  31425. set stencilOpStencilFail(value: number);
  31426. get stencilOpDepthFail(): number;
  31427. set stencilOpDepthFail(value: number);
  31428. get stencilOpStencilDepthPass(): number;
  31429. set stencilOpStencilDepthPass(value: number);
  31430. get stencilMask(): number;
  31431. set stencilMask(value: number);
  31432. get stencilTest(): boolean;
  31433. set stencilTest(value: boolean);
  31434. constructor();
  31435. reset(): void;
  31436. apply(gl: WebGLRenderingContext): void;
  31437. }
  31438. }
  31439. declare module "babylonjs/States/alphaCullingState" {
  31440. /**
  31441. * @hidden
  31442. **/
  31443. export class AlphaState {
  31444. private _isAlphaBlendDirty;
  31445. private _isBlendFunctionParametersDirty;
  31446. private _isBlendEquationParametersDirty;
  31447. private _isBlendConstantsDirty;
  31448. private _alphaBlend;
  31449. private _blendFunctionParameters;
  31450. private _blendEquationParameters;
  31451. private _blendConstants;
  31452. /**
  31453. * Initializes the state.
  31454. */
  31455. constructor();
  31456. get isDirty(): boolean;
  31457. get alphaBlend(): boolean;
  31458. set alphaBlend(value: boolean);
  31459. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  31460. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  31461. setAlphaEquationParameters(rgb: number, alpha: number): void;
  31462. reset(): void;
  31463. apply(gl: WebGLRenderingContext): void;
  31464. }
  31465. }
  31466. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  31467. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  31468. /** @hidden */
  31469. export class WebGL2ShaderProcessor implements IShaderProcessor {
  31470. attributeProcessor(attribute: string): string;
  31471. varyingProcessor(varying: string, isFragment: boolean): string;
  31472. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  31473. }
  31474. }
  31475. declare module "babylonjs/Engines/instancingAttributeInfo" {
  31476. /**
  31477. * Interface for attribute information associated with buffer instanciation
  31478. */
  31479. export interface InstancingAttributeInfo {
  31480. /**
  31481. * Name of the GLSL attribute
  31482. * if attribute index is not specified, this is used to retrieve the index from the effect
  31483. */
  31484. attributeName: string;
  31485. /**
  31486. * Index/offset of the attribute in the vertex shader
  31487. * if not specified, this will be computes from the name.
  31488. */
  31489. index?: number;
  31490. /**
  31491. * size of the attribute, 1, 2, 3 or 4
  31492. */
  31493. attributeSize: number;
  31494. /**
  31495. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  31496. */
  31497. offset: number;
  31498. /**
  31499. * Modifies the rate at which generic vertex attributes advance when rendering multiple instances
  31500. * default to 1
  31501. */
  31502. divisor?: number;
  31503. /**
  31504. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  31505. * default is FLOAT
  31506. */
  31507. attributeType?: number;
  31508. /**
  31509. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  31510. */
  31511. normalized?: boolean;
  31512. }
  31513. }
  31514. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  31515. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31516. import { Nullable } from "babylonjs/types";
  31517. module "babylonjs/Engines/thinEngine" {
  31518. interface ThinEngine {
  31519. /**
  31520. * Update a video texture
  31521. * @param texture defines the texture to update
  31522. * @param video defines the video element to use
  31523. * @param invertY defines if data must be stored with Y axis inverted
  31524. */
  31525. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  31526. }
  31527. }
  31528. }
  31529. declare module "babylonjs/Materials/Textures/videoTexture" {
  31530. import { Observable } from "babylonjs/Misc/observable";
  31531. import { Nullable } from "babylonjs/types";
  31532. import { Scene } from "babylonjs/scene";
  31533. import { Texture } from "babylonjs/Materials/Textures/texture";
  31534. import "babylonjs/Engines/Extensions/engine.videoTexture";
  31535. /**
  31536. * Settings for finer control over video usage
  31537. */
  31538. export interface VideoTextureSettings {
  31539. /**
  31540. * Applies `autoplay` to video, if specified
  31541. */
  31542. autoPlay?: boolean;
  31543. /**
  31544. * Applies `loop` to video, if specified
  31545. */
  31546. loop?: boolean;
  31547. /**
  31548. * Automatically updates internal texture from video at every frame in the render loop
  31549. */
  31550. autoUpdateTexture: boolean;
  31551. /**
  31552. * Image src displayed during the video loading or until the user interacts with the video.
  31553. */
  31554. poster?: string;
  31555. }
  31556. /**
  31557. * If you want to display a video in your scene, this is the special texture for that.
  31558. * This special texture works similar to other textures, with the exception of a few parameters.
  31559. * @see https://doc.babylonjs.com/how_to/video_texture
  31560. */
  31561. export class VideoTexture extends Texture {
  31562. /**
  31563. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  31564. */
  31565. readonly autoUpdateTexture: boolean;
  31566. /**
  31567. * The video instance used by the texture internally
  31568. */
  31569. readonly video: HTMLVideoElement;
  31570. private _onUserActionRequestedObservable;
  31571. /**
  31572. * Event triggerd when a dom action is required by the user to play the video.
  31573. * This happens due to recent changes in browser policies preventing video to auto start.
  31574. */
  31575. get onUserActionRequestedObservable(): Observable<Texture>;
  31576. private _generateMipMaps;
  31577. private _engine;
  31578. private _stillImageCaptured;
  31579. private _displayingPosterTexture;
  31580. private _settings;
  31581. private _createInternalTextureOnEvent;
  31582. private _frameId;
  31583. private _currentSrc;
  31584. /**
  31585. * Creates a video texture.
  31586. * If you want to display a video in your scene, this is the special texture for that.
  31587. * This special texture works similar to other textures, with the exception of a few parameters.
  31588. * @see https://doc.babylonjs.com/how_to/video_texture
  31589. * @param name optional name, will detect from video source, if not defined
  31590. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  31591. * @param scene is obviously the current scene.
  31592. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  31593. * @param invertY is false by default but can be used to invert video on Y axis
  31594. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  31595. * @param settings allows finer control over video usage
  31596. */
  31597. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  31598. private _getName;
  31599. private _getVideo;
  31600. private _createInternalTexture;
  31601. private reset;
  31602. /**
  31603. * @hidden Internal method to initiate `update`.
  31604. */
  31605. _rebuild(): void;
  31606. /**
  31607. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  31608. */
  31609. update(): void;
  31610. /**
  31611. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  31612. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  31613. */
  31614. updateTexture(isVisible: boolean): void;
  31615. protected _updateInternalTexture: () => void;
  31616. /**
  31617. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  31618. * @param url New url.
  31619. */
  31620. updateURL(url: string): void;
  31621. /**
  31622. * Clones the texture.
  31623. * @returns the cloned texture
  31624. */
  31625. clone(): VideoTexture;
  31626. /**
  31627. * Dispose the texture and release its associated resources.
  31628. */
  31629. dispose(): void;
  31630. /**
  31631. * Creates a video texture straight from a stream.
  31632. * @param scene Define the scene the texture should be created in
  31633. * @param stream Define the stream the texture should be created from
  31634. * @returns The created video texture as a promise
  31635. */
  31636. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  31637. /**
  31638. * Creates a video texture straight from your WebCam video feed.
  31639. * @param scene Define the scene the texture should be created in
  31640. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  31641. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  31642. * @returns The created video texture as a promise
  31643. */
  31644. static CreateFromWebCamAsync(scene: Scene, constraints: {
  31645. minWidth: number;
  31646. maxWidth: number;
  31647. minHeight: number;
  31648. maxHeight: number;
  31649. deviceId: string;
  31650. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  31651. /**
  31652. * Creates a video texture straight from your WebCam video feed.
  31653. * @param scene Define the scene the texture should be created in
  31654. * @param onReady Define a callback to triggered once the texture will be ready
  31655. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  31656. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  31657. */
  31658. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  31659. minWidth: number;
  31660. maxWidth: number;
  31661. minHeight: number;
  31662. maxHeight: number;
  31663. deviceId: string;
  31664. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  31665. }
  31666. }
  31667. declare module "babylonjs/Engines/thinEngine" {
  31668. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  31669. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  31670. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  31671. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  31672. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  31673. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  31674. import { Observable } from "babylonjs/Misc/observable";
  31675. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  31676. import { StencilState } from "babylonjs/States/stencilState";
  31677. import { AlphaState } from "babylonjs/States/alphaCullingState";
  31678. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  31679. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  31680. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  31681. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  31682. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  31683. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  31684. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  31685. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  31686. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31687. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  31688. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  31689. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  31690. import { WebRequest } from "babylonjs/Misc/webRequest";
  31691. import { LoadFileError } from "babylonjs/Misc/fileTools";
  31692. /**
  31693. * Defines the interface used by objects working like Scene
  31694. * @hidden
  31695. */
  31696. interface ISceneLike {
  31697. _addPendingData(data: any): void;
  31698. _removePendingData(data: any): void;
  31699. offlineProvider: IOfflineProvider;
  31700. }
  31701. /** Interface defining initialization parameters for Engine class */
  31702. export interface EngineOptions extends WebGLContextAttributes {
  31703. /**
  31704. * Defines if the engine should no exceed a specified device ratio
  31705. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  31706. */
  31707. limitDeviceRatio?: number;
  31708. /**
  31709. * Defines if webvr should be enabled automatically
  31710. * @see http://doc.babylonjs.com/how_to/webvr_camera
  31711. */
  31712. autoEnableWebVR?: boolean;
  31713. /**
  31714. * Defines if webgl2 should be turned off even if supported
  31715. * @see http://doc.babylonjs.com/features/webgl2
  31716. */
  31717. disableWebGL2Support?: boolean;
  31718. /**
  31719. * Defines if webaudio should be initialized as well
  31720. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31721. */
  31722. audioEngine?: boolean;
  31723. /**
  31724. * Defines if animations should run using a deterministic lock step
  31725. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  31726. */
  31727. deterministicLockstep?: boolean;
  31728. /** Defines the maximum steps to use with deterministic lock step mode */
  31729. lockstepMaxSteps?: number;
  31730. /** Defines the seconds between each deterministic lock step */
  31731. timeStep?: number;
  31732. /**
  31733. * Defines that engine should ignore context lost events
  31734. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  31735. */
  31736. doNotHandleContextLost?: boolean;
  31737. /**
  31738. * Defines that engine should ignore modifying touch action attribute and style
  31739. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  31740. */
  31741. doNotHandleTouchAction?: boolean;
  31742. /**
  31743. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  31744. */
  31745. useHighPrecisionFloats?: boolean;
  31746. }
  31747. /**
  31748. * The base engine class (root of all engines)
  31749. */
  31750. export class ThinEngine {
  31751. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  31752. static ExceptionList: ({
  31753. key: string;
  31754. capture: string;
  31755. captureConstraint: number;
  31756. targets: string[];
  31757. } | {
  31758. key: string;
  31759. capture: null;
  31760. captureConstraint: null;
  31761. targets: string[];
  31762. })[];
  31763. /** @hidden */
  31764. static _TextureLoaders: IInternalTextureLoader[];
  31765. /**
  31766. * Returns the current npm package of the sdk
  31767. */
  31768. static get NpmPackage(): string;
  31769. /**
  31770. * Returns the current version of the framework
  31771. */
  31772. static get Version(): string;
  31773. /**
  31774. * Returns a string describing the current engine
  31775. */
  31776. get description(): string;
  31777. /**
  31778. * Gets or sets the epsilon value used by collision engine
  31779. */
  31780. static CollisionsEpsilon: number;
  31781. /**
  31782. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  31783. */
  31784. static get ShadersRepository(): string;
  31785. static set ShadersRepository(value: string);
  31786. /**
  31787. * Gets or sets the textures that the engine should not attempt to load as compressed
  31788. */
  31789. protected _excludedCompressedTextures: string[];
  31790. /**
  31791. * Filters the compressed texture formats to only include
  31792. * files that are not included in the skippable list
  31793. *
  31794. * @param url the current extension
  31795. * @param textureFormatInUse the current compressed texture format
  31796. * @returns "format" string
  31797. */
  31798. excludedCompressedTextureFormats(url: Nullable<string>, textureFormatInUse: Nullable<string>): Nullable<string>;
  31799. /** @hidden */
  31800. _shaderProcessor: IShaderProcessor;
  31801. /**
  31802. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  31803. */
  31804. forcePOTTextures: boolean;
  31805. /**
  31806. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  31807. */
  31808. isFullscreen: boolean;
  31809. /**
  31810. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  31811. */
  31812. cullBackFaces: boolean;
  31813. /**
  31814. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  31815. */
  31816. renderEvenInBackground: boolean;
  31817. /**
  31818. * Gets or sets a boolean indicating that cache can be kept between frames
  31819. */
  31820. preventCacheWipeBetweenFrames: boolean;
  31821. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  31822. validateShaderPrograms: boolean;
  31823. /**
  31824. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  31825. * This can provide greater z depth for distant objects.
  31826. */
  31827. useReverseDepthBuffer: boolean;
  31828. /**
  31829. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  31830. */
  31831. disableUniformBuffers: boolean;
  31832. /** @hidden */
  31833. _uniformBuffers: UniformBuffer[];
  31834. /**
  31835. * Gets a boolean indicating that the engine supports uniform buffers
  31836. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  31837. */
  31838. get supportsUniformBuffers(): boolean;
  31839. /** @hidden */
  31840. _gl: WebGLRenderingContext;
  31841. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  31842. protected _windowIsBackground: boolean;
  31843. protected _webGLVersion: number;
  31844. protected _creationOptions: EngineOptions;
  31845. protected _highPrecisionShadersAllowed: boolean;
  31846. /** @hidden */
  31847. get _shouldUseHighPrecisionShader(): boolean;
  31848. /**
  31849. * Gets a boolean indicating that only power of 2 textures are supported
  31850. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  31851. */
  31852. get needPOTTextures(): boolean;
  31853. /** @hidden */
  31854. _badOS: boolean;
  31855. /** @hidden */
  31856. _badDesktopOS: boolean;
  31857. private _hardwareScalingLevel;
  31858. /** @hidden */
  31859. _caps: EngineCapabilities;
  31860. private _isStencilEnable;
  31861. private _glVersion;
  31862. private _glRenderer;
  31863. private _glVendor;
  31864. /** @hidden */
  31865. _videoTextureSupported: boolean;
  31866. protected _renderingQueueLaunched: boolean;
  31867. protected _activeRenderLoops: (() => void)[];
  31868. /**
  31869. * Observable signaled when a context lost event is raised
  31870. */
  31871. onContextLostObservable: Observable<ThinEngine>;
  31872. /**
  31873. * Observable signaled when a context restored event is raised
  31874. */
  31875. onContextRestoredObservable: Observable<ThinEngine>;
  31876. private _onContextLost;
  31877. private _onContextRestored;
  31878. protected _contextWasLost: boolean;
  31879. /** @hidden */
  31880. _doNotHandleContextLost: boolean;
  31881. /**
  31882. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  31883. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  31884. */
  31885. get doNotHandleContextLost(): boolean;
  31886. set doNotHandleContextLost(value: boolean);
  31887. /**
  31888. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  31889. */
  31890. disableVertexArrayObjects: boolean;
  31891. /** @hidden */
  31892. protected _colorWrite: boolean;
  31893. /** @hidden */
  31894. protected _colorWriteChanged: boolean;
  31895. /** @hidden */
  31896. protected _depthCullingState: DepthCullingState;
  31897. /** @hidden */
  31898. protected _stencilState: StencilState;
  31899. /** @hidden */
  31900. _alphaState: AlphaState;
  31901. /** @hidden */
  31902. _alphaMode: number;
  31903. /** @hidden */
  31904. _alphaEquation: number;
  31905. /** @hidden */
  31906. _internalTexturesCache: InternalTexture[];
  31907. /** @hidden */
  31908. protected _activeChannel: number;
  31909. private _currentTextureChannel;
  31910. /** @hidden */
  31911. protected _boundTexturesCache: {
  31912. [key: string]: Nullable<InternalTexture>;
  31913. };
  31914. /** @hidden */
  31915. protected _currentEffect: Nullable<Effect>;
  31916. /** @hidden */
  31917. protected _currentProgram: Nullable<WebGLProgram>;
  31918. private _compiledEffects;
  31919. private _vertexAttribArraysEnabled;
  31920. /** @hidden */
  31921. protected _cachedViewport: Nullable<IViewportLike>;
  31922. private _cachedVertexArrayObject;
  31923. /** @hidden */
  31924. protected _cachedVertexBuffers: any;
  31925. /** @hidden */
  31926. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  31927. /** @hidden */
  31928. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  31929. /** @hidden */
  31930. _currentRenderTarget: Nullable<InternalTexture>;
  31931. private _uintIndicesCurrentlySet;
  31932. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  31933. /** @hidden */
  31934. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  31935. private _currentBufferPointers;
  31936. private _currentInstanceLocations;
  31937. private _currentInstanceBuffers;
  31938. private _textureUnits;
  31939. /** @hidden */
  31940. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31941. /** @hidden */
  31942. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31943. /** @hidden */
  31944. _boundRenderFunction: any;
  31945. private _vaoRecordInProgress;
  31946. private _mustWipeVertexAttributes;
  31947. private _emptyTexture;
  31948. private _emptyCubeTexture;
  31949. private _emptyTexture3D;
  31950. private _emptyTexture2DArray;
  31951. /** @hidden */
  31952. _frameHandler: number;
  31953. private _nextFreeTextureSlots;
  31954. private _maxSimultaneousTextures;
  31955. private _activeRequests;
  31956. protected _texturesSupported: string[];
  31957. /** @hidden */
  31958. _textureFormatInUse: Nullable<string>;
  31959. protected get _supportsHardwareTextureRescaling(): boolean;
  31960. /**
  31961. * Gets the list of texture formats supported
  31962. */
  31963. get texturesSupported(): Array<string>;
  31964. /**
  31965. * Gets the list of texture formats in use
  31966. */
  31967. get textureFormatInUse(): Nullable<string>;
  31968. /**
  31969. * Gets the current viewport
  31970. */
  31971. get currentViewport(): Nullable<IViewportLike>;
  31972. /**
  31973. * Gets the default empty texture
  31974. */
  31975. get emptyTexture(): InternalTexture;
  31976. /**
  31977. * Gets the default empty 3D texture
  31978. */
  31979. get emptyTexture3D(): InternalTexture;
  31980. /**
  31981. * Gets the default empty 2D array texture
  31982. */
  31983. get emptyTexture2DArray(): InternalTexture;
  31984. /**
  31985. * Gets the default empty cube texture
  31986. */
  31987. get emptyCubeTexture(): InternalTexture;
  31988. /**
  31989. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  31990. */
  31991. readonly premultipliedAlpha: boolean;
  31992. /**
  31993. * Observable event triggered before each texture is initialized
  31994. */
  31995. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  31996. /**
  31997. * Creates a new engine
  31998. * @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
  31999. * @param antialias defines enable antialiasing (default: false)
  32000. * @param options defines further options to be sent to the getContext() function
  32001. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32002. */
  32003. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext | WebGL2RenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32004. private _rebuildInternalTextures;
  32005. private _rebuildEffects;
  32006. /**
  32007. * Gets a boolean indicating if all created effects are ready
  32008. * @returns true if all effects are ready
  32009. */
  32010. areAllEffectsReady(): boolean;
  32011. protected _rebuildBuffers(): void;
  32012. private _initGLContext;
  32013. /**
  32014. * Gets version of the current webGL context
  32015. */
  32016. get webGLVersion(): number;
  32017. /**
  32018. * Gets a string idenfifying the name of the class
  32019. * @returns "Engine" string
  32020. */
  32021. getClassName(): string;
  32022. /**
  32023. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  32024. */
  32025. get isStencilEnable(): boolean;
  32026. /** @hidden */
  32027. _prepareWorkingCanvas(): void;
  32028. /**
  32029. * Reset the texture cache to empty state
  32030. */
  32031. resetTextureCache(): void;
  32032. /**
  32033. * Gets an object containing information about the current webGL context
  32034. * @returns an object containing the vender, the renderer and the version of the current webGL context
  32035. */
  32036. getGlInfo(): {
  32037. vendor: string;
  32038. renderer: string;
  32039. version: string;
  32040. };
  32041. /**
  32042. * Defines the hardware scaling level.
  32043. * By default the hardware scaling level is computed from the window device ratio.
  32044. * 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.
  32045. * @param level defines the level to use
  32046. */
  32047. setHardwareScalingLevel(level: number): void;
  32048. /**
  32049. * Gets the current hardware scaling level.
  32050. * By default the hardware scaling level is computed from the window device ratio.
  32051. * 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.
  32052. * @returns a number indicating the current hardware scaling level
  32053. */
  32054. getHardwareScalingLevel(): number;
  32055. /**
  32056. * Gets the list of loaded textures
  32057. * @returns an array containing all loaded textures
  32058. */
  32059. getLoadedTexturesCache(): InternalTexture[];
  32060. /**
  32061. * Gets the object containing all engine capabilities
  32062. * @returns the EngineCapabilities object
  32063. */
  32064. getCaps(): EngineCapabilities;
  32065. /**
  32066. * stop executing a render loop function and remove it from the execution array
  32067. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  32068. */
  32069. stopRenderLoop(renderFunction?: () => void): void;
  32070. /** @hidden */
  32071. _renderLoop(): void;
  32072. /**
  32073. * Gets the HTML canvas attached with the current webGL context
  32074. * @returns a HTML canvas
  32075. */
  32076. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  32077. /**
  32078. * Gets host window
  32079. * @returns the host window object
  32080. */
  32081. getHostWindow(): Nullable<Window>;
  32082. /**
  32083. * Gets the current render width
  32084. * @param useScreen defines if screen size must be used (or the current render target if any)
  32085. * @returns a number defining the current render width
  32086. */
  32087. getRenderWidth(useScreen?: boolean): number;
  32088. /**
  32089. * Gets the current render height
  32090. * @param useScreen defines if screen size must be used (or the current render target if any)
  32091. * @returns a number defining the current render height
  32092. */
  32093. getRenderHeight(useScreen?: boolean): number;
  32094. /**
  32095. * Can be used to override the current requestAnimationFrame requester.
  32096. * @hidden
  32097. */
  32098. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  32099. /**
  32100. * Register and execute a render loop. The engine can have more than one render function
  32101. * @param renderFunction defines the function to continuously execute
  32102. */
  32103. runRenderLoop(renderFunction: () => void): void;
  32104. /**
  32105. * Clear the current render buffer or the current render target (if any is set up)
  32106. * @param color defines the color to use
  32107. * @param backBuffer defines if the back buffer must be cleared
  32108. * @param depth defines if the depth buffer must be cleared
  32109. * @param stencil defines if the stencil buffer must be cleared
  32110. */
  32111. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  32112. private _viewportCached;
  32113. /** @hidden */
  32114. _viewport(x: number, y: number, width: number, height: number): void;
  32115. /**
  32116. * Set the WebGL's viewport
  32117. * @param viewport defines the viewport element to be used
  32118. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  32119. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  32120. */
  32121. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  32122. /**
  32123. * Begin a new frame
  32124. */
  32125. beginFrame(): void;
  32126. /**
  32127. * Enf the current frame
  32128. */
  32129. endFrame(): void;
  32130. /**
  32131. * Resize the view according to the canvas' size
  32132. */
  32133. resize(): void;
  32134. /**
  32135. * Force a specific size of the canvas
  32136. * @param width defines the new canvas' width
  32137. * @param height defines the new canvas' height
  32138. */
  32139. setSize(width: number, height: number): void;
  32140. /**
  32141. * Binds the frame buffer to the specified texture.
  32142. * @param texture The texture to render to or null for the default canvas
  32143. * @param faceIndex The face of the texture to render to in case of cube texture
  32144. * @param requiredWidth The width of the target to render to
  32145. * @param requiredHeight The height of the target to render to
  32146. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  32147. * @param lodLevel defines the lod level to bind to the frame buffer
  32148. * @param layer defines the 2d array index to bind to frame buffer to
  32149. */
  32150. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel?: number, layer?: number): void;
  32151. /** @hidden */
  32152. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  32153. /**
  32154. * Unbind the current render target texture from the webGL context
  32155. * @param texture defines the render target texture to unbind
  32156. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  32157. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  32158. */
  32159. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  32160. /**
  32161. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  32162. */
  32163. flushFramebuffer(): void;
  32164. /**
  32165. * Unbind the current render target and bind the default framebuffer
  32166. */
  32167. restoreDefaultFramebuffer(): void;
  32168. /** @hidden */
  32169. protected _resetVertexBufferBinding(): void;
  32170. /**
  32171. * Creates a vertex buffer
  32172. * @param data the data for the vertex buffer
  32173. * @returns the new WebGL static buffer
  32174. */
  32175. createVertexBuffer(data: DataArray): DataBuffer;
  32176. private _createVertexBuffer;
  32177. /**
  32178. * Creates a dynamic vertex buffer
  32179. * @param data the data for the dynamic vertex buffer
  32180. * @returns the new WebGL dynamic buffer
  32181. */
  32182. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  32183. protected _resetIndexBufferBinding(): void;
  32184. /**
  32185. * Creates a new index buffer
  32186. * @param indices defines the content of the index buffer
  32187. * @param updatable defines if the index buffer must be updatable
  32188. * @returns a new webGL buffer
  32189. */
  32190. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  32191. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  32192. /**
  32193. * Bind a webGL buffer to the webGL context
  32194. * @param buffer defines the buffer to bind
  32195. */
  32196. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  32197. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  32198. private bindBuffer;
  32199. /**
  32200. * update the bound buffer with the given data
  32201. * @param data defines the data to update
  32202. */
  32203. updateArrayBuffer(data: Float32Array): void;
  32204. private _vertexAttribPointer;
  32205. private _bindIndexBufferWithCache;
  32206. private _bindVertexBuffersAttributes;
  32207. /**
  32208. * Records a vertex array object
  32209. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  32210. * @param vertexBuffers defines the list of vertex buffers to store
  32211. * @param indexBuffer defines the index buffer to store
  32212. * @param effect defines the effect to store
  32213. * @returns the new vertex array object
  32214. */
  32215. recordVertexArrayObject(vertexBuffers: {
  32216. [key: string]: VertexBuffer;
  32217. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  32218. /**
  32219. * Bind a specific vertex array object
  32220. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  32221. * @param vertexArrayObject defines the vertex array object to bind
  32222. * @param indexBuffer defines the index buffer to bind
  32223. */
  32224. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  32225. /**
  32226. * Bind webGl buffers directly to the webGL context
  32227. * @param vertexBuffer defines the vertex buffer to bind
  32228. * @param indexBuffer defines the index buffer to bind
  32229. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  32230. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  32231. * @param effect defines the effect associated with the vertex buffer
  32232. */
  32233. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  32234. private _unbindVertexArrayObject;
  32235. /**
  32236. * Bind a list of vertex buffers to the webGL context
  32237. * @param vertexBuffers defines the list of vertex buffers to bind
  32238. * @param indexBuffer defines the index buffer to bind
  32239. * @param effect defines the effect associated with the vertex buffers
  32240. */
  32241. bindBuffers(vertexBuffers: {
  32242. [key: string]: Nullable<VertexBuffer>;
  32243. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  32244. /**
  32245. * Unbind all instance attributes
  32246. */
  32247. unbindInstanceAttributes(): void;
  32248. /**
  32249. * Release and free the memory of a vertex array object
  32250. * @param vao defines the vertex array object to delete
  32251. */
  32252. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  32253. /** @hidden */
  32254. _releaseBuffer(buffer: DataBuffer): boolean;
  32255. protected _deleteBuffer(buffer: DataBuffer): void;
  32256. /**
  32257. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  32258. * @param instancesBuffer defines the webGL buffer to update and bind
  32259. * @param data defines the data to store in the buffer
  32260. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  32261. */
  32262. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  32263. /**
  32264. * Bind the content of a webGL buffer used with instanciation
  32265. * @param instancesBuffer defines the webGL buffer to bind
  32266. * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer
  32267. * @param computeStride defines Wether to compute the strides from the info or use the default 0
  32268. */
  32269. bindInstancesBuffer(instancesBuffer: DataBuffer, attributesInfo: InstancingAttributeInfo[], computeStride?: boolean): void;
  32270. /**
  32271. * Disable the instance attribute corresponding to the name in parameter
  32272. * @param name defines the name of the attribute to disable
  32273. */
  32274. disableInstanceAttributeByName(name: string): void;
  32275. /**
  32276. * Disable the instance attribute corresponding to the location in parameter
  32277. * @param attributeLocation defines the attribute location of the attribute to disable
  32278. */
  32279. disableInstanceAttribute(attributeLocation: number): void;
  32280. /**
  32281. * Disable the attribute corresponding to the location in parameter
  32282. * @param attributeLocation defines the attribute location of the attribute to disable
  32283. */
  32284. disableAttributeByIndex(attributeLocation: number): void;
  32285. /**
  32286. * Send a draw order
  32287. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  32288. * @param indexStart defines the starting index
  32289. * @param indexCount defines the number of index to draw
  32290. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32291. */
  32292. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  32293. /**
  32294. * Draw a list of points
  32295. * @param verticesStart defines the index of first vertex to draw
  32296. * @param verticesCount defines the count of vertices to draw
  32297. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32298. */
  32299. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  32300. /**
  32301. * Draw a list of unindexed primitives
  32302. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  32303. * @param verticesStart defines the index of first vertex to draw
  32304. * @param verticesCount defines the count of vertices to draw
  32305. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32306. */
  32307. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  32308. /**
  32309. * Draw a list of indexed primitives
  32310. * @param fillMode defines the primitive to use
  32311. * @param indexStart defines the starting index
  32312. * @param indexCount defines the number of index to draw
  32313. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32314. */
  32315. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  32316. /**
  32317. * Draw a list of unindexed primitives
  32318. * @param fillMode defines the primitive to use
  32319. * @param verticesStart defines the index of first vertex to draw
  32320. * @param verticesCount defines the count of vertices to draw
  32321. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  32322. */
  32323. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  32324. private _drawMode;
  32325. /** @hidden */
  32326. protected _reportDrawCall(): void;
  32327. /** @hidden */
  32328. _releaseEffect(effect: Effect): void;
  32329. /** @hidden */
  32330. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32331. /**
  32332. * Create a new effect (used to store vertex/fragment shaders)
  32333. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  32334. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  32335. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  32336. * @param samplers defines an array of string used to represent textures
  32337. * @param defines defines the string containing the defines to use to compile the shaders
  32338. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  32339. * @param onCompiled defines a function to call when the effect creation is successful
  32340. * @param onError defines a function to call when the effect creation has failed
  32341. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  32342. * @returns the new Effect
  32343. */
  32344. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  32345. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  32346. private _compileShader;
  32347. private _compileRawShader;
  32348. /**
  32349. * Directly creates a webGL program
  32350. * @param pipelineContext defines the pipeline context to attach to
  32351. * @param vertexCode defines the vertex shader code to use
  32352. * @param fragmentCode defines the fragment shader code to use
  32353. * @param context defines the webGL context to use (if not set, the current one will be used)
  32354. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  32355. * @returns the new webGL program
  32356. */
  32357. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32358. /**
  32359. * Creates a webGL program
  32360. * @param pipelineContext defines the pipeline context to attach to
  32361. * @param vertexCode defines the vertex shader code to use
  32362. * @param fragmentCode defines the fragment shader code to use
  32363. * @param defines defines the string containing the defines to use to compile the shaders
  32364. * @param context defines the webGL context to use (if not set, the current one will be used)
  32365. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  32366. * @returns the new webGL program
  32367. */
  32368. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32369. /**
  32370. * Creates a new pipeline context
  32371. * @returns the new pipeline
  32372. */
  32373. createPipelineContext(): IPipelineContext;
  32374. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32375. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  32376. /** @hidden */
  32377. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  32378. /** @hidden */
  32379. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  32380. /** @hidden */
  32381. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  32382. /**
  32383. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  32384. * @param pipelineContext defines the pipeline context to use
  32385. * @param uniformsNames defines the list of uniform names
  32386. * @returns an array of webGL uniform locations
  32387. */
  32388. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  32389. /**
  32390. * Gets the lsit of active attributes for a given webGL program
  32391. * @param pipelineContext defines the pipeline context to use
  32392. * @param attributesNames defines the list of attribute names to get
  32393. * @returns an array of indices indicating the offset of each attribute
  32394. */
  32395. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  32396. /**
  32397. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  32398. * @param effect defines the effect to activate
  32399. */
  32400. enableEffect(effect: Nullable<Effect>): void;
  32401. /**
  32402. * Set the value of an uniform to a number (int)
  32403. * @param uniform defines the webGL uniform location where to store the value
  32404. * @param value defines the int number to store
  32405. */
  32406. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  32407. /**
  32408. * Set the value of an uniform to an array of int32
  32409. * @param uniform defines the webGL uniform location where to store the value
  32410. * @param array defines the array of int32 to store
  32411. */
  32412. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  32413. /**
  32414. * Set the value of an uniform to an array of int32 (stored as vec2)
  32415. * @param uniform defines the webGL uniform location where to store the value
  32416. * @param array defines the array of int32 to store
  32417. */
  32418. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  32419. /**
  32420. * Set the value of an uniform to an array of int32 (stored as vec3)
  32421. * @param uniform defines the webGL uniform location where to store the value
  32422. * @param array defines the array of int32 to store
  32423. */
  32424. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  32425. /**
  32426. * Set the value of an uniform to an array of int32 (stored as vec4)
  32427. * @param uniform defines the webGL uniform location where to store the value
  32428. * @param array defines the array of int32 to store
  32429. */
  32430. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  32431. /**
  32432. * Set the value of an uniform to an array of number
  32433. * @param uniform defines the webGL uniform location where to store the value
  32434. * @param array defines the array of number to store
  32435. */
  32436. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  32437. /**
  32438. * Set the value of an uniform to an array of number (stored as vec2)
  32439. * @param uniform defines the webGL uniform location where to store the value
  32440. * @param array defines the array of number to store
  32441. */
  32442. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  32443. /**
  32444. * Set the value of an uniform to an array of number (stored as vec3)
  32445. * @param uniform defines the webGL uniform location where to store the value
  32446. * @param array defines the array of number to store
  32447. */
  32448. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  32449. /**
  32450. * Set the value of an uniform to an array of number (stored as vec4)
  32451. * @param uniform defines the webGL uniform location where to store the value
  32452. * @param array defines the array of number to store
  32453. */
  32454. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  32455. /**
  32456. * Set the value of an uniform to an array of float32 (stored as matrices)
  32457. * @param uniform defines the webGL uniform location where to store the value
  32458. * @param matrices defines the array of float32 to store
  32459. */
  32460. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  32461. /**
  32462. * Set the value of an uniform to a matrix (3x3)
  32463. * @param uniform defines the webGL uniform location where to store the value
  32464. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  32465. */
  32466. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  32467. /**
  32468. * Set the value of an uniform to a matrix (2x2)
  32469. * @param uniform defines the webGL uniform location where to store the value
  32470. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  32471. */
  32472. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  32473. /**
  32474. * Set the value of an uniform to a number (float)
  32475. * @param uniform defines the webGL uniform location where to store the value
  32476. * @param value defines the float number to store
  32477. */
  32478. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  32479. /**
  32480. * Set the value of an uniform to a vec2
  32481. * @param uniform defines the webGL uniform location where to store the value
  32482. * @param x defines the 1st component of the value
  32483. * @param y defines the 2nd component of the value
  32484. */
  32485. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  32486. /**
  32487. * Set the value of an uniform to a vec3
  32488. * @param uniform defines the webGL uniform location where to store the value
  32489. * @param x defines the 1st component of the value
  32490. * @param y defines the 2nd component of the value
  32491. * @param z defines the 3rd component of the value
  32492. */
  32493. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  32494. /**
  32495. * Set the value of an uniform to a vec4
  32496. * @param uniform defines the webGL uniform location where to store the value
  32497. * @param x defines the 1st component of the value
  32498. * @param y defines the 2nd component of the value
  32499. * @param z defines the 3rd component of the value
  32500. * @param w defines the 4th component of the value
  32501. */
  32502. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  32503. /**
  32504. * Apply all cached states (depth, culling, stencil and alpha)
  32505. */
  32506. applyStates(): void;
  32507. /**
  32508. * Enable or disable color writing
  32509. * @param enable defines the state to set
  32510. */
  32511. setColorWrite(enable: boolean): void;
  32512. /**
  32513. * Gets a boolean indicating if color writing is enabled
  32514. * @returns the current color writing state
  32515. */
  32516. getColorWrite(): boolean;
  32517. /**
  32518. * Gets the depth culling state manager
  32519. */
  32520. get depthCullingState(): DepthCullingState;
  32521. /**
  32522. * Gets the alpha state manager
  32523. */
  32524. get alphaState(): AlphaState;
  32525. /**
  32526. * Gets the stencil state manager
  32527. */
  32528. get stencilState(): StencilState;
  32529. /**
  32530. * Clears the list of texture accessible through engine.
  32531. * This can help preventing texture load conflict due to name collision.
  32532. */
  32533. clearInternalTexturesCache(): void;
  32534. /**
  32535. * Force the entire cache to be cleared
  32536. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  32537. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  32538. */
  32539. wipeCaches(bruteForce?: boolean): void;
  32540. /** @hidden */
  32541. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  32542. min: number;
  32543. mag: number;
  32544. };
  32545. /** @hidden */
  32546. _createTexture(): WebGLTexture;
  32547. /**
  32548. * Usually called from Texture.ts.
  32549. * Passed information to create a WebGLTexture
  32550. * @param urlArg defines a value which contains one of the following:
  32551. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  32552. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  32553. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  32554. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  32555. * @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)
  32556. * @param scene needed for loading to the correct scene
  32557. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  32558. * @param onLoad optional callback to be called upon successful completion
  32559. * @param onError optional callback to be called upon failure
  32560. * @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
  32561. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  32562. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  32563. * @param forcedExtension defines the extension to use to pick the right loader
  32564. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  32565. * @param mimeType defines an optional mime type
  32566. * @returns a InternalTexture for assignment back into BABYLON.Texture
  32567. */
  32568. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  32569. /**
  32570. * Loads an image as an HTMLImageElement.
  32571. * @param input url string, ArrayBuffer, or Blob to load
  32572. * @param onLoad callback called when the image successfully loads
  32573. * @param onError callback called when the image fails to load
  32574. * @param offlineProvider offline provider for caching
  32575. * @param mimeType optional mime type
  32576. * @returns the HTMLImageElement of the loaded image
  32577. * @hidden
  32578. */
  32579. static _FileToolsLoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  32580. /**
  32581. * @hidden
  32582. */
  32583. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32584. /**
  32585. * Creates a raw texture
  32586. * @param data defines the data to store in the texture
  32587. * @param width defines the width of the texture
  32588. * @param height defines the height of the texture
  32589. * @param format defines the format of the data
  32590. * @param generateMipMaps defines if the engine should generate the mip levels
  32591. * @param invertY defines if data must be stored with Y axis inverted
  32592. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  32593. * @param compression defines the compression used (null by default)
  32594. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  32595. * @returns the raw texture inside an InternalTexture
  32596. */
  32597. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  32598. /**
  32599. * Creates a new raw cube texture
  32600. * @param data defines the array of data to use to create each face
  32601. * @param size defines the size of the textures
  32602. * @param format defines the format of the data
  32603. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  32604. * @param generateMipMaps defines if the engine should generate the mip levels
  32605. * @param invertY defines if data must be stored with Y axis inverted
  32606. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  32607. * @param compression defines the compression used (null by default)
  32608. * @returns the cube texture as an InternalTexture
  32609. */
  32610. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  32611. /**
  32612. * Creates a new raw 3D texture
  32613. * @param data defines the data used to create the texture
  32614. * @param width defines the width of the texture
  32615. * @param height defines the height of the texture
  32616. * @param depth defines the depth of the texture
  32617. * @param format defines the format of the texture
  32618. * @param generateMipMaps defines if the engine must generate mip levels
  32619. * @param invertY defines if data must be stored with Y axis inverted
  32620. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  32621. * @param compression defines the compressed used (can be null)
  32622. * @param textureType defines the compressed used (can be null)
  32623. * @returns a new raw 3D texture (stored in an InternalTexture)
  32624. */
  32625. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  32626. /**
  32627. * Creates a new raw 2D array texture
  32628. * @param data defines the data used to create the texture
  32629. * @param width defines the width of the texture
  32630. * @param height defines the height of the texture
  32631. * @param depth defines the number of layers of the texture
  32632. * @param format defines the format of the texture
  32633. * @param generateMipMaps defines if the engine must generate mip levels
  32634. * @param invertY defines if data must be stored with Y axis inverted
  32635. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  32636. * @param compression defines the compressed used (can be null)
  32637. * @param textureType defines the compressed used (can be null)
  32638. * @returns a new raw 2D array texture (stored in an InternalTexture)
  32639. */
  32640. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  32641. private _unpackFlipYCached;
  32642. /**
  32643. * In case you are sharing the context with other applications, it might
  32644. * be interested to not cache the unpack flip y state to ensure a consistent
  32645. * value would be set.
  32646. */
  32647. enableUnpackFlipYCached: boolean;
  32648. /** @hidden */
  32649. _unpackFlipY(value: boolean): void;
  32650. /** @hidden */
  32651. _getUnpackAlignement(): number;
  32652. private _getTextureTarget;
  32653. /**
  32654. * Update the sampling mode of a given texture
  32655. * @param samplingMode defines the required sampling mode
  32656. * @param texture defines the texture to update
  32657. * @param generateMipMaps defines whether to generate mipmaps for the texture
  32658. */
  32659. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps?: boolean): void;
  32660. /**
  32661. * Update the sampling mode of a given texture
  32662. * @param texture defines the texture to update
  32663. * @param wrapU defines the texture wrap mode of the u coordinates
  32664. * @param wrapV defines the texture wrap mode of the v coordinates
  32665. * @param wrapR defines the texture wrap mode of the r coordinates
  32666. */
  32667. updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable<number>, wrapV?: Nullable<number>, wrapR?: Nullable<number>): void;
  32668. /** @hidden */
  32669. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  32670. width: number;
  32671. height: number;
  32672. layers?: number;
  32673. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  32674. /** @hidden */
  32675. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32676. /** @hidden */
  32677. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  32678. /**
  32679. * Update a portion of an internal texture
  32680. * @param texture defines the texture to update
  32681. * @param imageData defines the data to store into the texture
  32682. * @param xOffset defines the x coordinates of the update rectangle
  32683. * @param yOffset defines the y coordinates of the update rectangle
  32684. * @param width defines the width of the update rectangle
  32685. * @param height defines the height of the update rectangle
  32686. * @param faceIndex defines the face index if texture is a cube (0 by default)
  32687. * @param lod defines the lod level to update (0 by default)
  32688. */
  32689. updateTextureData(texture: InternalTexture, imageData: ArrayBufferView, xOffset: number, yOffset: number, width: number, height: number, faceIndex?: number, lod?: number): void;
  32690. /** @hidden */
  32691. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  32692. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  32693. private _prepareWebGLTexture;
  32694. /** @hidden */
  32695. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  32696. private _getDepthStencilBuffer;
  32697. /** @hidden */
  32698. _releaseFramebufferObjects(texture: InternalTexture): void;
  32699. /** @hidden */
  32700. _releaseTexture(texture: InternalTexture): void;
  32701. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  32702. protected _setProgram(program: WebGLProgram): void;
  32703. protected _boundUniforms: {
  32704. [key: number]: WebGLUniformLocation;
  32705. };
  32706. /**
  32707. * Binds an effect to the webGL context
  32708. * @param effect defines the effect to bind
  32709. */
  32710. bindSamplers(effect: Effect): void;
  32711. private _activateCurrentTexture;
  32712. /** @hidden */
  32713. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  32714. /** @hidden */
  32715. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  32716. /**
  32717. * Unbind all textures from the webGL context
  32718. */
  32719. unbindAllTextures(): void;
  32720. /**
  32721. * Sets a texture to the according uniform.
  32722. * @param channel The texture channel
  32723. * @param uniform The uniform to set
  32724. * @param texture The texture to apply
  32725. */
  32726. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  32727. private _bindSamplerUniformToChannel;
  32728. private _getTextureWrapMode;
  32729. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  32730. /**
  32731. * Sets an array of texture to the webGL context
  32732. * @param channel defines the channel where the texture array must be set
  32733. * @param uniform defines the associated uniform location
  32734. * @param textures defines the array of textures to bind
  32735. */
  32736. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  32737. /** @hidden */
  32738. _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number): void;
  32739. private _setTextureParameterFloat;
  32740. private _setTextureParameterInteger;
  32741. /**
  32742. * Unbind all vertex attributes from the webGL context
  32743. */
  32744. unbindAllAttributes(): void;
  32745. /**
  32746. * 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
  32747. */
  32748. releaseEffects(): void;
  32749. /**
  32750. * Dispose and release all associated resources
  32751. */
  32752. dispose(): void;
  32753. /**
  32754. * Attach a new callback raised when context lost event is fired
  32755. * @param callback defines the callback to call
  32756. */
  32757. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32758. /**
  32759. * Attach a new callback raised when context restored event is fired
  32760. * @param callback defines the callback to call
  32761. */
  32762. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  32763. /**
  32764. * Get the current error code of the webGL context
  32765. * @returns the error code
  32766. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  32767. */
  32768. getError(): number;
  32769. private _canRenderToFloatFramebuffer;
  32770. private _canRenderToHalfFloatFramebuffer;
  32771. private _canRenderToFramebuffer;
  32772. /** @hidden */
  32773. _getWebGLTextureType(type: number): number;
  32774. /** @hidden */
  32775. _getInternalFormat(format: number): number;
  32776. /** @hidden */
  32777. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  32778. /** @hidden */
  32779. _getRGBAMultiSampleBufferFormat(type: number): number;
  32780. /** @hidden */
  32781. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  32782. /**
  32783. * Loads a file from a url
  32784. * @param url url to load
  32785. * @param onSuccess callback called when the file successfully loads
  32786. * @param onProgress callback called while file is loading (if the server supports this mode)
  32787. * @param offlineProvider defines the offline provider for caching
  32788. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  32789. * @param onError callback called when the file fails to load
  32790. * @returns a file request object
  32791. * @hidden
  32792. */
  32793. static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  32794. /**
  32795. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32796. * @param x defines the x coordinate of the rectangle where pixels must be read
  32797. * @param y defines the y coordinate of the rectangle where pixels must be read
  32798. * @param width defines the width of the rectangle where pixels must be read
  32799. * @param height defines the height of the rectangle where pixels must be read
  32800. * @param hasAlpha defines wether the output should have alpha or not (defaults to true)
  32801. * @returns a Uint8Array containing RGBA colors
  32802. */
  32803. readPixels(x: number, y: number, width: number, height: number, hasAlpha?: boolean): Uint8Array;
  32804. private static _isSupported;
  32805. /**
  32806. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  32807. * @returns true if the engine can be created
  32808. * @ignorenaming
  32809. */
  32810. static isSupported(): boolean;
  32811. /**
  32812. * Find the next highest power of two.
  32813. * @param x Number to start search from.
  32814. * @return Next highest power of two.
  32815. */
  32816. static CeilingPOT(x: number): number;
  32817. /**
  32818. * Find the next lowest power of two.
  32819. * @param x Number to start search from.
  32820. * @return Next lowest power of two.
  32821. */
  32822. static FloorPOT(x: number): number;
  32823. /**
  32824. * Find the nearest power of two.
  32825. * @param x Number to start search from.
  32826. * @return Next nearest power of two.
  32827. */
  32828. static NearestPOT(x: number): number;
  32829. /**
  32830. * Get the closest exponent of two
  32831. * @param value defines the value to approximate
  32832. * @param max defines the maximum value to return
  32833. * @param mode defines how to define the closest value
  32834. * @returns closest exponent of two of the given value
  32835. */
  32836. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  32837. /**
  32838. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  32839. * @param func - the function to be called
  32840. * @param requester - the object that will request the next frame. Falls back to window.
  32841. * @returns frame number
  32842. */
  32843. static QueueNewFrame(func: () => void, requester?: any): number;
  32844. /**
  32845. * Gets host document
  32846. * @returns the host document object
  32847. */
  32848. getHostDocument(): Nullable<Document>;
  32849. }
  32850. }
  32851. declare module "babylonjs/Maths/sphericalPolynomial" {
  32852. import { Vector3 } from "babylonjs/Maths/math.vector";
  32853. import { Color3 } from "babylonjs/Maths/math.color";
  32854. /**
  32855. * Class representing spherical harmonics coefficients to the 3rd degree
  32856. */
  32857. export class SphericalHarmonics {
  32858. /**
  32859. * Defines whether or not the harmonics have been prescaled for rendering.
  32860. */
  32861. preScaled: boolean;
  32862. /**
  32863. * The l0,0 coefficients of the spherical harmonics
  32864. */
  32865. l00: Vector3;
  32866. /**
  32867. * The l1,-1 coefficients of the spherical harmonics
  32868. */
  32869. l1_1: Vector3;
  32870. /**
  32871. * The l1,0 coefficients of the spherical harmonics
  32872. */
  32873. l10: Vector3;
  32874. /**
  32875. * The l1,1 coefficients of the spherical harmonics
  32876. */
  32877. l11: Vector3;
  32878. /**
  32879. * The l2,-2 coefficients of the spherical harmonics
  32880. */
  32881. l2_2: Vector3;
  32882. /**
  32883. * The l2,-1 coefficients of the spherical harmonics
  32884. */
  32885. l2_1: Vector3;
  32886. /**
  32887. * The l2,0 coefficients of the spherical harmonics
  32888. */
  32889. l20: Vector3;
  32890. /**
  32891. * The l2,1 coefficients of the spherical harmonics
  32892. */
  32893. l21: Vector3;
  32894. /**
  32895. * The l2,2 coefficients of the spherical harmonics
  32896. */
  32897. l22: Vector3;
  32898. /**
  32899. * Adds a light to the spherical harmonics
  32900. * @param direction the direction of the light
  32901. * @param color the color of the light
  32902. * @param deltaSolidAngle the delta solid angle of the light
  32903. */
  32904. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  32905. /**
  32906. * Scales the spherical harmonics by the given amount
  32907. * @param scale the amount to scale
  32908. */
  32909. scaleInPlace(scale: number): void;
  32910. /**
  32911. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  32912. *
  32913. * ```
  32914. * E_lm = A_l * L_lm
  32915. * ```
  32916. *
  32917. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  32918. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  32919. * the scaling factors are given in equation 9.
  32920. */
  32921. convertIncidentRadianceToIrradiance(): void;
  32922. /**
  32923. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  32924. *
  32925. * ```
  32926. * L = (1/pi) * E * rho
  32927. * ```
  32928. *
  32929. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  32930. */
  32931. convertIrradianceToLambertianRadiance(): void;
  32932. /**
  32933. * Integrates the reconstruction coefficients directly in to the SH preventing further
  32934. * required operations at run time.
  32935. *
  32936. * This is simply done by scaling back the SH with Ylm constants parameter.
  32937. * The trigonometric part being applied by the shader at run time.
  32938. */
  32939. preScaleForRendering(): void;
  32940. /**
  32941. * Constructs a spherical harmonics from an array.
  32942. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  32943. * @returns the spherical harmonics
  32944. */
  32945. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  32946. /**
  32947. * Gets the spherical harmonics from polynomial
  32948. * @param polynomial the spherical polynomial
  32949. * @returns the spherical harmonics
  32950. */
  32951. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  32952. }
  32953. /**
  32954. * Class representing spherical polynomial coefficients to the 3rd degree
  32955. */
  32956. export class SphericalPolynomial {
  32957. private _harmonics;
  32958. /**
  32959. * The spherical harmonics used to create the polynomials.
  32960. */
  32961. get preScaledHarmonics(): SphericalHarmonics;
  32962. /**
  32963. * The x coefficients of the spherical polynomial
  32964. */
  32965. x: Vector3;
  32966. /**
  32967. * The y coefficients of the spherical polynomial
  32968. */
  32969. y: Vector3;
  32970. /**
  32971. * The z coefficients of the spherical polynomial
  32972. */
  32973. z: Vector3;
  32974. /**
  32975. * The xx coefficients of the spherical polynomial
  32976. */
  32977. xx: Vector3;
  32978. /**
  32979. * The yy coefficients of the spherical polynomial
  32980. */
  32981. yy: Vector3;
  32982. /**
  32983. * The zz coefficients of the spherical polynomial
  32984. */
  32985. zz: Vector3;
  32986. /**
  32987. * The xy coefficients of the spherical polynomial
  32988. */
  32989. xy: Vector3;
  32990. /**
  32991. * The yz coefficients of the spherical polynomial
  32992. */
  32993. yz: Vector3;
  32994. /**
  32995. * The zx coefficients of the spherical polynomial
  32996. */
  32997. zx: Vector3;
  32998. /**
  32999. * Adds an ambient color to the spherical polynomial
  33000. * @param color the color to add
  33001. */
  33002. addAmbient(color: Color3): void;
  33003. /**
  33004. * Scales the spherical polynomial by the given amount
  33005. * @param scale the amount to scale
  33006. */
  33007. scaleInPlace(scale: number): void;
  33008. /**
  33009. * Gets the spherical polynomial from harmonics
  33010. * @param harmonics the spherical harmonics
  33011. * @returns the spherical polynomial
  33012. */
  33013. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  33014. /**
  33015. * Constructs a spherical polynomial from an array.
  33016. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  33017. * @returns the spherical polynomial
  33018. */
  33019. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  33020. }
  33021. }
  33022. declare module "babylonjs/Materials/Textures/internalTexture" {
  33023. import { Observable } from "babylonjs/Misc/observable";
  33024. import { Nullable, int } from "babylonjs/types";
  33025. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  33026. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  33027. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  33028. /**
  33029. * Defines the source of the internal texture
  33030. */
  33031. export enum InternalTextureSource {
  33032. /**
  33033. * The source of the texture data is unknown
  33034. */
  33035. Unknown = 0,
  33036. /**
  33037. * Texture data comes from an URL
  33038. */
  33039. Url = 1,
  33040. /**
  33041. * Texture data is only used for temporary storage
  33042. */
  33043. Temp = 2,
  33044. /**
  33045. * Texture data comes from raw data (ArrayBuffer)
  33046. */
  33047. Raw = 3,
  33048. /**
  33049. * Texture content is dynamic (video or dynamic texture)
  33050. */
  33051. Dynamic = 4,
  33052. /**
  33053. * Texture content is generated by rendering to it
  33054. */
  33055. RenderTarget = 5,
  33056. /**
  33057. * Texture content is part of a multi render target process
  33058. */
  33059. MultiRenderTarget = 6,
  33060. /**
  33061. * Texture data comes from a cube data file
  33062. */
  33063. Cube = 7,
  33064. /**
  33065. * Texture data comes from a raw cube data
  33066. */
  33067. CubeRaw = 8,
  33068. /**
  33069. * Texture data come from a prefiltered cube data file
  33070. */
  33071. CubePrefiltered = 9,
  33072. /**
  33073. * Texture content is raw 3D data
  33074. */
  33075. Raw3D = 10,
  33076. /**
  33077. * Texture content is raw 2D array data
  33078. */
  33079. Raw2DArray = 11,
  33080. /**
  33081. * Texture content is a depth texture
  33082. */
  33083. Depth = 12,
  33084. /**
  33085. * Texture data comes from a raw cube data encoded with RGBD
  33086. */
  33087. CubeRawRGBD = 13
  33088. }
  33089. /**
  33090. * Class used to store data associated with WebGL texture data for the engine
  33091. * This class should not be used directly
  33092. */
  33093. export class InternalTexture {
  33094. /** @hidden */
  33095. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  33096. /**
  33097. * Defines if the texture is ready
  33098. */
  33099. isReady: boolean;
  33100. /**
  33101. * Defines if the texture is a cube texture
  33102. */
  33103. isCube: boolean;
  33104. /**
  33105. * Defines if the texture contains 3D data
  33106. */
  33107. is3D: boolean;
  33108. /**
  33109. * Defines if the texture contains 2D array data
  33110. */
  33111. is2DArray: boolean;
  33112. /**
  33113. * Defines if the texture contains multiview data
  33114. */
  33115. isMultiview: boolean;
  33116. /**
  33117. * Gets the URL used to load this texture
  33118. */
  33119. url: string;
  33120. /**
  33121. * Gets the sampling mode of the texture
  33122. */
  33123. samplingMode: number;
  33124. /**
  33125. * Gets a boolean indicating if the texture needs mipmaps generation
  33126. */
  33127. generateMipMaps: boolean;
  33128. /**
  33129. * Gets the number of samples used by the texture (WebGL2+ only)
  33130. */
  33131. samples: number;
  33132. /**
  33133. * Gets the type of the texture (int, float...)
  33134. */
  33135. type: number;
  33136. /**
  33137. * Gets the format of the texture (RGB, RGBA...)
  33138. */
  33139. format: number;
  33140. /**
  33141. * Observable called when the texture is loaded
  33142. */
  33143. onLoadedObservable: Observable<InternalTexture>;
  33144. /**
  33145. * Gets the width of the texture
  33146. */
  33147. width: number;
  33148. /**
  33149. * Gets the height of the texture
  33150. */
  33151. height: number;
  33152. /**
  33153. * Gets the depth of the texture
  33154. */
  33155. depth: number;
  33156. /**
  33157. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  33158. */
  33159. baseWidth: number;
  33160. /**
  33161. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  33162. */
  33163. baseHeight: number;
  33164. /**
  33165. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  33166. */
  33167. baseDepth: number;
  33168. /**
  33169. * Gets a boolean indicating if the texture is inverted on Y axis
  33170. */
  33171. invertY: boolean;
  33172. /** @hidden */
  33173. _invertVScale: boolean;
  33174. /** @hidden */
  33175. _associatedChannel: number;
  33176. /** @hidden */
  33177. _source: InternalTextureSource;
  33178. /** @hidden */
  33179. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  33180. /** @hidden */
  33181. _bufferView: Nullable<ArrayBufferView>;
  33182. /** @hidden */
  33183. _bufferViewArray: Nullable<ArrayBufferView[]>;
  33184. /** @hidden */
  33185. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  33186. /** @hidden */
  33187. _size: number;
  33188. /** @hidden */
  33189. _extension: string;
  33190. /** @hidden */
  33191. _files: Nullable<string[]>;
  33192. /** @hidden */
  33193. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  33194. /** @hidden */
  33195. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  33196. /** @hidden */
  33197. _framebuffer: Nullable<WebGLFramebuffer>;
  33198. /** @hidden */
  33199. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  33200. /** @hidden */
  33201. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  33202. /** @hidden */
  33203. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  33204. /** @hidden */
  33205. _attachments: Nullable<number[]>;
  33206. /** @hidden */
  33207. _cachedCoordinatesMode: Nullable<number>;
  33208. /** @hidden */
  33209. _cachedWrapU: Nullable<number>;
  33210. /** @hidden */
  33211. _cachedWrapV: Nullable<number>;
  33212. /** @hidden */
  33213. _cachedWrapR: Nullable<number>;
  33214. /** @hidden */
  33215. _cachedAnisotropicFilteringLevel: Nullable<number>;
  33216. /** @hidden */
  33217. _isDisabled: boolean;
  33218. /** @hidden */
  33219. _compression: Nullable<string>;
  33220. /** @hidden */
  33221. _generateStencilBuffer: boolean;
  33222. /** @hidden */
  33223. _generateDepthBuffer: boolean;
  33224. /** @hidden */
  33225. _comparisonFunction: number;
  33226. /** @hidden */
  33227. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  33228. /** @hidden */
  33229. _lodGenerationScale: number;
  33230. /** @hidden */
  33231. _lodGenerationOffset: number;
  33232. /** @hidden */
  33233. _depthStencilTexture: Nullable<InternalTexture>;
  33234. /** @hidden */
  33235. _colorTextureArray: Nullable<WebGLTexture>;
  33236. /** @hidden */
  33237. _depthStencilTextureArray: Nullable<WebGLTexture>;
  33238. /** @hidden */
  33239. _lodTextureHigh: Nullable<BaseTexture>;
  33240. /** @hidden */
  33241. _lodTextureMid: Nullable<BaseTexture>;
  33242. /** @hidden */
  33243. _lodTextureLow: Nullable<BaseTexture>;
  33244. /** @hidden */
  33245. _isRGBD: boolean;
  33246. /** @hidden */
  33247. _linearSpecularLOD: boolean;
  33248. /** @hidden */
  33249. _irradianceTexture: Nullable<BaseTexture>;
  33250. /** @hidden */
  33251. _webGLTexture: Nullable<WebGLTexture>;
  33252. /** @hidden */
  33253. _references: number;
  33254. private _engine;
  33255. /**
  33256. * Gets the Engine the texture belongs to.
  33257. * @returns The babylon engine
  33258. */
  33259. getEngine(): ThinEngine;
  33260. /**
  33261. * Gets the data source type of the texture
  33262. */
  33263. get source(): InternalTextureSource;
  33264. /**
  33265. * Creates a new InternalTexture
  33266. * @param engine defines the engine to use
  33267. * @param source defines the type of data that will be used
  33268. * @param delayAllocation if the texture allocation should be delayed (default: false)
  33269. */
  33270. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  33271. /**
  33272. * Increments the number of references (ie. the number of Texture that point to it)
  33273. */
  33274. incrementReferences(): void;
  33275. /**
  33276. * Change the size of the texture (not the size of the content)
  33277. * @param width defines the new width
  33278. * @param height defines the new height
  33279. * @param depth defines the new depth (1 by default)
  33280. */
  33281. updateSize(width: int, height: int, depth?: int): void;
  33282. /** @hidden */
  33283. _rebuild(): void;
  33284. /** @hidden */
  33285. _swapAndDie(target: InternalTexture): void;
  33286. /**
  33287. * Dispose the current allocated resources
  33288. */
  33289. dispose(): void;
  33290. }
  33291. }
  33292. declare module "babylonjs/Audio/analyser" {
  33293. import { Scene } from "babylonjs/scene";
  33294. /**
  33295. * Class used to work with sound analyzer using fast fourier transform (FFT)
  33296. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  33297. */
  33298. export class Analyser {
  33299. /**
  33300. * Gets or sets the smoothing
  33301. * @ignorenaming
  33302. */
  33303. SMOOTHING: number;
  33304. /**
  33305. * Gets or sets the FFT table size
  33306. * @ignorenaming
  33307. */
  33308. FFT_SIZE: number;
  33309. /**
  33310. * Gets or sets the bar graph amplitude
  33311. * @ignorenaming
  33312. */
  33313. BARGRAPHAMPLITUDE: number;
  33314. /**
  33315. * Gets or sets the position of the debug canvas
  33316. * @ignorenaming
  33317. */
  33318. DEBUGCANVASPOS: {
  33319. x: number;
  33320. y: number;
  33321. };
  33322. /**
  33323. * Gets or sets the debug canvas size
  33324. * @ignorenaming
  33325. */
  33326. DEBUGCANVASSIZE: {
  33327. width: number;
  33328. height: number;
  33329. };
  33330. private _byteFreqs;
  33331. private _byteTime;
  33332. private _floatFreqs;
  33333. private _webAudioAnalyser;
  33334. private _debugCanvas;
  33335. private _debugCanvasContext;
  33336. private _scene;
  33337. private _registerFunc;
  33338. private _audioEngine;
  33339. /**
  33340. * Creates a new analyser
  33341. * @param scene defines hosting scene
  33342. */
  33343. constructor(scene: Scene);
  33344. /**
  33345. * Get the number of data values you will have to play with for the visualization
  33346. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  33347. * @returns a number
  33348. */
  33349. getFrequencyBinCount(): number;
  33350. /**
  33351. * Gets the current frequency data as a byte array
  33352. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  33353. * @returns a Uint8Array
  33354. */
  33355. getByteFrequencyData(): Uint8Array;
  33356. /**
  33357. * Gets the current waveform as a byte array
  33358. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  33359. * @returns a Uint8Array
  33360. */
  33361. getByteTimeDomainData(): Uint8Array;
  33362. /**
  33363. * Gets the current frequency data as a float array
  33364. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  33365. * @returns a Float32Array
  33366. */
  33367. getFloatFrequencyData(): Float32Array;
  33368. /**
  33369. * Renders the debug canvas
  33370. */
  33371. drawDebugCanvas(): void;
  33372. /**
  33373. * Stops rendering the debug canvas and removes it
  33374. */
  33375. stopDebugCanvas(): void;
  33376. /**
  33377. * Connects two audio nodes
  33378. * @param inputAudioNode defines first node to connect
  33379. * @param outputAudioNode defines second node to connect
  33380. */
  33381. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  33382. /**
  33383. * Releases all associated resources
  33384. */
  33385. dispose(): void;
  33386. }
  33387. }
  33388. declare module "babylonjs/Audio/audioEngine" {
  33389. import { IDisposable } from "babylonjs/scene";
  33390. import { Analyser } from "babylonjs/Audio/analyser";
  33391. import { Nullable } from "babylonjs/types";
  33392. import { Observable } from "babylonjs/Misc/observable";
  33393. /**
  33394. * This represents an audio engine and it is responsible
  33395. * to play, synchronize and analyse sounds throughout the application.
  33396. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  33397. */
  33398. export interface IAudioEngine extends IDisposable {
  33399. /**
  33400. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  33401. */
  33402. readonly canUseWebAudio: boolean;
  33403. /**
  33404. * Gets the current AudioContext if available.
  33405. */
  33406. readonly audioContext: Nullable<AudioContext>;
  33407. /**
  33408. * The master gain node defines the global audio volume of your audio engine.
  33409. */
  33410. readonly masterGain: GainNode;
  33411. /**
  33412. * Gets whether or not mp3 are supported by your browser.
  33413. */
  33414. readonly isMP3supported: boolean;
  33415. /**
  33416. * Gets whether or not ogg are supported by your browser.
  33417. */
  33418. readonly isOGGsupported: boolean;
  33419. /**
  33420. * Defines if Babylon should emit a warning if WebAudio is not supported.
  33421. * @ignoreNaming
  33422. */
  33423. WarnedWebAudioUnsupported: boolean;
  33424. /**
  33425. * Defines if the audio engine relies on a custom unlocked button.
  33426. * In this case, the embedded button will not be displayed.
  33427. */
  33428. useCustomUnlockedButton: boolean;
  33429. /**
  33430. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  33431. */
  33432. readonly unlocked: boolean;
  33433. /**
  33434. * Event raised when audio has been unlocked on the browser.
  33435. */
  33436. onAudioUnlockedObservable: Observable<AudioEngine>;
  33437. /**
  33438. * Event raised when audio has been locked on the browser.
  33439. */
  33440. onAudioLockedObservable: Observable<AudioEngine>;
  33441. /**
  33442. * Flags the audio engine in Locked state.
  33443. * This happens due to new browser policies preventing audio to autoplay.
  33444. */
  33445. lock(): void;
  33446. /**
  33447. * Unlocks the audio engine once a user action has been done on the dom.
  33448. * This is helpful to resume play once browser policies have been satisfied.
  33449. */
  33450. unlock(): void;
  33451. }
  33452. /**
  33453. * This represents the default audio engine used in babylon.
  33454. * It is responsible to play, synchronize and analyse sounds throughout the application.
  33455. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  33456. */
  33457. export class AudioEngine implements IAudioEngine {
  33458. private _audioContext;
  33459. private _audioContextInitialized;
  33460. private _muteButton;
  33461. private _hostElement;
  33462. /**
  33463. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  33464. */
  33465. canUseWebAudio: boolean;
  33466. /**
  33467. * The master gain node defines the global audio volume of your audio engine.
  33468. */
  33469. masterGain: GainNode;
  33470. /**
  33471. * Defines if Babylon should emit a warning if WebAudio is not supported.
  33472. * @ignoreNaming
  33473. */
  33474. WarnedWebAudioUnsupported: boolean;
  33475. /**
  33476. * Gets whether or not mp3 are supported by your browser.
  33477. */
  33478. isMP3supported: boolean;
  33479. /**
  33480. * Gets whether or not ogg are supported by your browser.
  33481. */
  33482. isOGGsupported: boolean;
  33483. /**
  33484. * Gets whether audio has been unlocked on the device.
  33485. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  33486. * a user interaction has happened.
  33487. */
  33488. unlocked: boolean;
  33489. /**
  33490. * Defines if the audio engine relies on a custom unlocked button.
  33491. * In this case, the embedded button will not be displayed.
  33492. */
  33493. useCustomUnlockedButton: boolean;
  33494. /**
  33495. * Event raised when audio has been unlocked on the browser.
  33496. */
  33497. onAudioUnlockedObservable: Observable<AudioEngine>;
  33498. /**
  33499. * Event raised when audio has been locked on the browser.
  33500. */
  33501. onAudioLockedObservable: Observable<AudioEngine>;
  33502. /**
  33503. * Gets the current AudioContext if available.
  33504. */
  33505. get audioContext(): Nullable<AudioContext>;
  33506. private _connectedAnalyser;
  33507. /**
  33508. * Instantiates a new audio engine.
  33509. *
  33510. * There should be only one per page as some browsers restrict the number
  33511. * of audio contexts you can create.
  33512. * @param hostElement defines the host element where to display the mute icon if necessary
  33513. */
  33514. constructor(hostElement?: Nullable<HTMLElement>);
  33515. /**
  33516. * Flags the audio engine in Locked state.
  33517. * This happens due to new browser policies preventing audio to autoplay.
  33518. */
  33519. lock(): void;
  33520. /**
  33521. * Unlocks the audio engine once a user action has been done on the dom.
  33522. * This is helpful to resume play once browser policies have been satisfied.
  33523. */
  33524. unlock(): void;
  33525. private _resumeAudioContext;
  33526. private _initializeAudioContext;
  33527. private _tryToRun;
  33528. private _triggerRunningState;
  33529. private _triggerSuspendedState;
  33530. private _displayMuteButton;
  33531. private _moveButtonToTopLeft;
  33532. private _onResize;
  33533. private _hideMuteButton;
  33534. /**
  33535. * Destroy and release the resources associated with the audio ccontext.
  33536. */
  33537. dispose(): void;
  33538. /**
  33539. * Gets the global volume sets on the master gain.
  33540. * @returns the global volume if set or -1 otherwise
  33541. */
  33542. getGlobalVolume(): number;
  33543. /**
  33544. * Sets the global volume of your experience (sets on the master gain).
  33545. * @param newVolume Defines the new global volume of the application
  33546. */
  33547. setGlobalVolume(newVolume: number): void;
  33548. /**
  33549. * Connect the audio engine to an audio analyser allowing some amazing
  33550. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  33551. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  33552. * @param analyser The analyser to connect to the engine
  33553. */
  33554. connectToAnalyser(analyser: Analyser): void;
  33555. }
  33556. }
  33557. declare module "babylonjs/Loading/loadingScreen" {
  33558. /**
  33559. * Interface used to present a loading screen while loading a scene
  33560. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33561. */
  33562. export interface ILoadingScreen {
  33563. /**
  33564. * Function called to display the loading screen
  33565. */
  33566. displayLoadingUI: () => void;
  33567. /**
  33568. * Function called to hide the loading screen
  33569. */
  33570. hideLoadingUI: () => void;
  33571. /**
  33572. * Gets or sets the color to use for the background
  33573. */
  33574. loadingUIBackgroundColor: string;
  33575. /**
  33576. * Gets or sets the text to display while loading
  33577. */
  33578. loadingUIText: string;
  33579. }
  33580. /**
  33581. * Class used for the default loading screen
  33582. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33583. */
  33584. export class DefaultLoadingScreen implements ILoadingScreen {
  33585. private _renderingCanvas;
  33586. private _loadingText;
  33587. private _loadingDivBackgroundColor;
  33588. private _loadingDiv;
  33589. private _loadingTextDiv;
  33590. /** Gets or sets the logo url to use for the default loading screen */
  33591. static DefaultLogoUrl: string;
  33592. /** Gets or sets the spinner url to use for the default loading screen */
  33593. static DefaultSpinnerUrl: string;
  33594. /**
  33595. * Creates a new default loading screen
  33596. * @param _renderingCanvas defines the canvas used to render the scene
  33597. * @param _loadingText defines the default text to display
  33598. * @param _loadingDivBackgroundColor defines the default background color
  33599. */
  33600. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  33601. /**
  33602. * Function called to display the loading screen
  33603. */
  33604. displayLoadingUI(): void;
  33605. /**
  33606. * Function called to hide the loading screen
  33607. */
  33608. hideLoadingUI(): void;
  33609. /**
  33610. * Gets or sets the text to display while loading
  33611. */
  33612. set loadingUIText(text: string);
  33613. get loadingUIText(): string;
  33614. /**
  33615. * Gets or sets the color to use for the background
  33616. */
  33617. get loadingUIBackgroundColor(): string;
  33618. set loadingUIBackgroundColor(color: string);
  33619. private _resizeLoadingUI;
  33620. }
  33621. }
  33622. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  33623. /**
  33624. * Interface for any object that can request an animation frame
  33625. */
  33626. export interface ICustomAnimationFrameRequester {
  33627. /**
  33628. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  33629. */
  33630. renderFunction?: Function;
  33631. /**
  33632. * Called to request the next frame to render to
  33633. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  33634. */
  33635. requestAnimationFrame: Function;
  33636. /**
  33637. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  33638. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  33639. */
  33640. requestID?: number;
  33641. }
  33642. }
  33643. declare module "babylonjs/Misc/performanceMonitor" {
  33644. /**
  33645. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  33646. */
  33647. export class PerformanceMonitor {
  33648. private _enabled;
  33649. private _rollingFrameTime;
  33650. private _lastFrameTimeMs;
  33651. /**
  33652. * constructor
  33653. * @param frameSampleSize The number of samples required to saturate the sliding window
  33654. */
  33655. constructor(frameSampleSize?: number);
  33656. /**
  33657. * Samples current frame
  33658. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  33659. */
  33660. sampleFrame(timeMs?: number): void;
  33661. /**
  33662. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  33663. */
  33664. get averageFrameTime(): number;
  33665. /**
  33666. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  33667. */
  33668. get averageFrameTimeVariance(): number;
  33669. /**
  33670. * Returns the frame time of the most recent frame
  33671. */
  33672. get instantaneousFrameTime(): number;
  33673. /**
  33674. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  33675. */
  33676. get averageFPS(): number;
  33677. /**
  33678. * Returns the average framerate in frames per second using the most recent frame time
  33679. */
  33680. get instantaneousFPS(): number;
  33681. /**
  33682. * Returns true if enough samples have been taken to completely fill the sliding window
  33683. */
  33684. get isSaturated(): boolean;
  33685. /**
  33686. * Enables contributions to the sliding window sample set
  33687. */
  33688. enable(): void;
  33689. /**
  33690. * Disables contributions to the sliding window sample set
  33691. * Samples will not be interpolated over the disabled period
  33692. */
  33693. disable(): void;
  33694. /**
  33695. * Returns true if sampling is enabled
  33696. */
  33697. get isEnabled(): boolean;
  33698. /**
  33699. * Resets performance monitor
  33700. */
  33701. reset(): void;
  33702. }
  33703. /**
  33704. * RollingAverage
  33705. *
  33706. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  33707. */
  33708. export class RollingAverage {
  33709. /**
  33710. * Current average
  33711. */
  33712. average: number;
  33713. /**
  33714. * Current variance
  33715. */
  33716. variance: number;
  33717. protected _samples: Array<number>;
  33718. protected _sampleCount: number;
  33719. protected _pos: number;
  33720. protected _m2: number;
  33721. /**
  33722. * constructor
  33723. * @param length The number of samples required to saturate the sliding window
  33724. */
  33725. constructor(length: number);
  33726. /**
  33727. * Adds a sample to the sample set
  33728. * @param v The sample value
  33729. */
  33730. add(v: number): void;
  33731. /**
  33732. * Returns previously added values or null if outside of history or outside the sliding window domain
  33733. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  33734. * @return Value previously recorded with add() or null if outside of range
  33735. */
  33736. history(i: number): number;
  33737. /**
  33738. * Returns true if enough samples have been taken to completely fill the sliding window
  33739. * @return true if sample-set saturated
  33740. */
  33741. isSaturated(): boolean;
  33742. /**
  33743. * Resets the rolling average (equivalent to 0 samples taken so far)
  33744. */
  33745. reset(): void;
  33746. /**
  33747. * Wraps a value around the sample range boundaries
  33748. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  33749. * @return Wrapped position in sample range
  33750. */
  33751. protected _wrapPosition(i: number): number;
  33752. }
  33753. }
  33754. declare module "babylonjs/Misc/perfCounter" {
  33755. /**
  33756. * This class is used to track a performance counter which is number based.
  33757. * The user has access to many properties which give statistics of different nature.
  33758. *
  33759. * The implementer can track two kinds of Performance Counter: time and count.
  33760. * 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.
  33761. * 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.
  33762. */
  33763. export class PerfCounter {
  33764. /**
  33765. * Gets or sets a global boolean to turn on and off all the counters
  33766. */
  33767. static Enabled: boolean;
  33768. /**
  33769. * Returns the smallest value ever
  33770. */
  33771. get min(): number;
  33772. /**
  33773. * Returns the biggest value ever
  33774. */
  33775. get max(): number;
  33776. /**
  33777. * Returns the average value since the performance counter is running
  33778. */
  33779. get average(): number;
  33780. /**
  33781. * Returns the average value of the last second the counter was monitored
  33782. */
  33783. get lastSecAverage(): number;
  33784. /**
  33785. * Returns the current value
  33786. */
  33787. get current(): number;
  33788. /**
  33789. * Gets the accumulated total
  33790. */
  33791. get total(): number;
  33792. /**
  33793. * Gets the total value count
  33794. */
  33795. get count(): number;
  33796. /**
  33797. * Creates a new counter
  33798. */
  33799. constructor();
  33800. /**
  33801. * Call this method to start monitoring a new frame.
  33802. * 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.
  33803. */
  33804. fetchNewFrame(): void;
  33805. /**
  33806. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  33807. * @param newCount the count value to add to the monitored count
  33808. * @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.
  33809. */
  33810. addCount(newCount: number, fetchResult: boolean): void;
  33811. /**
  33812. * Start monitoring this performance counter
  33813. */
  33814. beginMonitoring(): void;
  33815. /**
  33816. * Compute the time lapsed since the previous beginMonitoring() call.
  33817. * @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
  33818. */
  33819. endMonitoring(newFrame?: boolean): void;
  33820. private _fetchResult;
  33821. private _startMonitoringTime;
  33822. private _min;
  33823. private _max;
  33824. private _average;
  33825. private _current;
  33826. private _totalValueCount;
  33827. private _totalAccumulated;
  33828. private _lastSecAverage;
  33829. private _lastSecAccumulated;
  33830. private _lastSecTime;
  33831. private _lastSecValueCount;
  33832. }
  33833. }
  33834. declare module "babylonjs/Engines/Extensions/engine.alpha" {
  33835. module "babylonjs/Engines/thinEngine" {
  33836. interface ThinEngine {
  33837. /**
  33838. * Sets alpha constants used by some alpha blending modes
  33839. * @param r defines the red component
  33840. * @param g defines the green component
  33841. * @param b defines the blue component
  33842. * @param a defines the alpha component
  33843. */
  33844. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  33845. /**
  33846. * Sets the current alpha mode
  33847. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  33848. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  33849. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  33850. */
  33851. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  33852. /**
  33853. * Gets the current alpha mode
  33854. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  33855. * @returns the current alpha mode
  33856. */
  33857. getAlphaMode(): number;
  33858. /**
  33859. * Sets the current alpha equation
  33860. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  33861. */
  33862. setAlphaEquation(equation: number): void;
  33863. /**
  33864. * Gets the current alpha equation.
  33865. * @returns the current alpha equation
  33866. */
  33867. getAlphaEquation(): number;
  33868. }
  33869. }
  33870. }
  33871. declare module "babylonjs/Engines/engine" {
  33872. import { Observable } from "babylonjs/Misc/observable";
  33873. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  33874. import { Scene } from "babylonjs/scene";
  33875. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  33876. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  33877. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33878. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  33879. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  33880. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  33881. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  33882. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  33883. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  33884. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  33885. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  33886. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  33887. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  33888. import "babylonjs/Engines/Extensions/engine.alpha";
  33889. import { Material } from "babylonjs/Materials/material";
  33890. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  33891. /**
  33892. * Defines the interface used by display changed events
  33893. */
  33894. export interface IDisplayChangedEventArgs {
  33895. /** Gets the vrDisplay object (if any) */
  33896. vrDisplay: Nullable<any>;
  33897. /** Gets a boolean indicating if webVR is supported */
  33898. vrSupported: boolean;
  33899. }
  33900. /**
  33901. * Defines the interface used by objects containing a viewport (like a camera)
  33902. */
  33903. interface IViewportOwnerLike {
  33904. /**
  33905. * Gets or sets the viewport
  33906. */
  33907. viewport: IViewportLike;
  33908. }
  33909. /**
  33910. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  33911. */
  33912. export class Engine extends ThinEngine {
  33913. /** Defines that alpha blending is disabled */
  33914. static readonly ALPHA_DISABLE: number;
  33915. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  33916. static readonly ALPHA_ADD: number;
  33917. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  33918. static readonly ALPHA_COMBINE: number;
  33919. /** Defines that alpha blending to DEST - SRC * DEST */
  33920. static readonly ALPHA_SUBTRACT: number;
  33921. /** Defines that alpha blending to SRC * DEST */
  33922. static readonly ALPHA_MULTIPLY: number;
  33923. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  33924. static readonly ALPHA_MAXIMIZED: number;
  33925. /** Defines that alpha blending to SRC + DEST */
  33926. static readonly ALPHA_ONEONE: number;
  33927. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  33928. static readonly ALPHA_PREMULTIPLIED: number;
  33929. /**
  33930. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  33931. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  33932. */
  33933. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  33934. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  33935. static readonly ALPHA_INTERPOLATE: number;
  33936. /**
  33937. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  33938. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  33939. */
  33940. static readonly ALPHA_SCREENMODE: number;
  33941. /** Defines that the ressource is not delayed*/
  33942. static readonly DELAYLOADSTATE_NONE: number;
  33943. /** Defines that the ressource was successfully delay loaded */
  33944. static readonly DELAYLOADSTATE_LOADED: number;
  33945. /** Defines that the ressource is currently delay loading */
  33946. static readonly DELAYLOADSTATE_LOADING: number;
  33947. /** Defines that the ressource is delayed and has not started loading */
  33948. static readonly DELAYLOADSTATE_NOTLOADED: number;
  33949. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  33950. static readonly NEVER: number;
  33951. /** 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 */
  33952. static readonly ALWAYS: number;
  33953. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  33954. static readonly LESS: number;
  33955. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  33956. static readonly EQUAL: number;
  33957. /** 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 */
  33958. static readonly LEQUAL: number;
  33959. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  33960. static readonly GREATER: number;
  33961. /** 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 */
  33962. static readonly GEQUAL: number;
  33963. /** 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 */
  33964. static readonly NOTEQUAL: number;
  33965. /** Passed to stencilOperation to specify that stencil value must be kept */
  33966. static readonly KEEP: number;
  33967. /** Passed to stencilOperation to specify that stencil value must be replaced */
  33968. static readonly REPLACE: number;
  33969. /** Passed to stencilOperation to specify that stencil value must be incremented */
  33970. static readonly INCR: number;
  33971. /** Passed to stencilOperation to specify that stencil value must be decremented */
  33972. static readonly DECR: number;
  33973. /** Passed to stencilOperation to specify that stencil value must be inverted */
  33974. static readonly INVERT: number;
  33975. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  33976. static readonly INCR_WRAP: number;
  33977. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  33978. static readonly DECR_WRAP: number;
  33979. /** Texture is not repeating outside of 0..1 UVs */
  33980. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  33981. /** Texture is repeating outside of 0..1 UVs */
  33982. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  33983. /** Texture is repeating and mirrored */
  33984. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  33985. /** ALPHA */
  33986. static readonly TEXTUREFORMAT_ALPHA: number;
  33987. /** LUMINANCE */
  33988. static readonly TEXTUREFORMAT_LUMINANCE: number;
  33989. /** LUMINANCE_ALPHA */
  33990. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  33991. /** RGB */
  33992. static readonly TEXTUREFORMAT_RGB: number;
  33993. /** RGBA */
  33994. static readonly TEXTUREFORMAT_RGBA: number;
  33995. /** RED */
  33996. static readonly TEXTUREFORMAT_RED: number;
  33997. /** RED (2nd reference) */
  33998. static readonly TEXTUREFORMAT_R: number;
  33999. /** RG */
  34000. static readonly TEXTUREFORMAT_RG: number;
  34001. /** RED_INTEGER */
  34002. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  34003. /** RED_INTEGER (2nd reference) */
  34004. static readonly TEXTUREFORMAT_R_INTEGER: number;
  34005. /** RG_INTEGER */
  34006. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  34007. /** RGB_INTEGER */
  34008. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  34009. /** RGBA_INTEGER */
  34010. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  34011. /** UNSIGNED_BYTE */
  34012. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  34013. /** UNSIGNED_BYTE (2nd reference) */
  34014. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  34015. /** FLOAT */
  34016. static readonly TEXTURETYPE_FLOAT: number;
  34017. /** HALF_FLOAT */
  34018. static readonly TEXTURETYPE_HALF_FLOAT: number;
  34019. /** BYTE */
  34020. static readonly TEXTURETYPE_BYTE: number;
  34021. /** SHORT */
  34022. static readonly TEXTURETYPE_SHORT: number;
  34023. /** UNSIGNED_SHORT */
  34024. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  34025. /** INT */
  34026. static readonly TEXTURETYPE_INT: number;
  34027. /** UNSIGNED_INT */
  34028. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  34029. /** UNSIGNED_SHORT_4_4_4_4 */
  34030. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  34031. /** UNSIGNED_SHORT_5_5_5_1 */
  34032. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  34033. /** UNSIGNED_SHORT_5_6_5 */
  34034. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  34035. /** UNSIGNED_INT_2_10_10_10_REV */
  34036. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  34037. /** UNSIGNED_INT_24_8 */
  34038. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  34039. /** UNSIGNED_INT_10F_11F_11F_REV */
  34040. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  34041. /** UNSIGNED_INT_5_9_9_9_REV */
  34042. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  34043. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  34044. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  34045. /** nearest is mag = nearest and min = nearest and mip = linear */
  34046. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  34047. /** Bilinear is mag = linear and min = linear and mip = nearest */
  34048. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  34049. /** Trilinear is mag = linear and min = linear and mip = linear */
  34050. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  34051. /** nearest is mag = nearest and min = nearest and mip = linear */
  34052. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  34053. /** Bilinear is mag = linear and min = linear and mip = nearest */
  34054. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  34055. /** Trilinear is mag = linear and min = linear and mip = linear */
  34056. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  34057. /** mag = nearest and min = nearest and mip = nearest */
  34058. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  34059. /** mag = nearest and min = linear and mip = nearest */
  34060. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  34061. /** mag = nearest and min = linear and mip = linear */
  34062. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  34063. /** mag = nearest and min = linear and mip = none */
  34064. static readonly TEXTURE_NEAREST_LINEAR: number;
  34065. /** mag = nearest and min = nearest and mip = none */
  34066. static readonly TEXTURE_NEAREST_NEAREST: number;
  34067. /** mag = linear and min = nearest and mip = nearest */
  34068. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  34069. /** mag = linear and min = nearest and mip = linear */
  34070. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  34071. /** mag = linear and min = linear and mip = none */
  34072. static readonly TEXTURE_LINEAR_LINEAR: number;
  34073. /** mag = linear and min = nearest and mip = none */
  34074. static readonly TEXTURE_LINEAR_NEAREST: number;
  34075. /** Explicit coordinates mode */
  34076. static readonly TEXTURE_EXPLICIT_MODE: number;
  34077. /** Spherical coordinates mode */
  34078. static readonly TEXTURE_SPHERICAL_MODE: number;
  34079. /** Planar coordinates mode */
  34080. static readonly TEXTURE_PLANAR_MODE: number;
  34081. /** Cubic coordinates mode */
  34082. static readonly TEXTURE_CUBIC_MODE: number;
  34083. /** Projection coordinates mode */
  34084. static readonly TEXTURE_PROJECTION_MODE: number;
  34085. /** Skybox coordinates mode */
  34086. static readonly TEXTURE_SKYBOX_MODE: number;
  34087. /** Inverse Cubic coordinates mode */
  34088. static readonly TEXTURE_INVCUBIC_MODE: number;
  34089. /** Equirectangular coordinates mode */
  34090. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  34091. /** Equirectangular Fixed coordinates mode */
  34092. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  34093. /** Equirectangular Fixed Mirrored coordinates mode */
  34094. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  34095. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  34096. static readonly SCALEMODE_FLOOR: number;
  34097. /** Defines that texture rescaling will look for the nearest power of 2 size */
  34098. static readonly SCALEMODE_NEAREST: number;
  34099. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  34100. static readonly SCALEMODE_CEILING: number;
  34101. /**
  34102. * Returns the current npm package of the sdk
  34103. */
  34104. static get NpmPackage(): string;
  34105. /**
  34106. * Returns the current version of the framework
  34107. */
  34108. static get Version(): string;
  34109. /** Gets the list of created engines */
  34110. static get Instances(): Engine[];
  34111. /**
  34112. * Gets the latest created engine
  34113. */
  34114. static get LastCreatedEngine(): Nullable<Engine>;
  34115. /**
  34116. * Gets the latest created scene
  34117. */
  34118. static get LastCreatedScene(): Nullable<Scene>;
  34119. /**
  34120. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  34121. * @param flag defines which part of the materials must be marked as dirty
  34122. * @param predicate defines a predicate used to filter which materials should be affected
  34123. */
  34124. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  34125. /**
  34126. * Method called to create the default loading screen.
  34127. * This can be overriden in your own app.
  34128. * @param canvas The rendering canvas element
  34129. * @returns The loading screen
  34130. */
  34131. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  34132. /**
  34133. * Method called to create the default rescale post process on each engine.
  34134. */
  34135. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  34136. /**
  34137. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  34138. **/
  34139. enableOfflineSupport: boolean;
  34140. /**
  34141. * 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)
  34142. **/
  34143. disableManifestCheck: boolean;
  34144. /**
  34145. * Gets the list of created scenes
  34146. */
  34147. scenes: Scene[];
  34148. /**
  34149. * Event raised when a new scene is created
  34150. */
  34151. onNewSceneAddedObservable: Observable<Scene>;
  34152. /**
  34153. * Gets the list of created postprocesses
  34154. */
  34155. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  34156. /**
  34157. * Gets a boolean indicating if the pointer is currently locked
  34158. */
  34159. isPointerLock: boolean;
  34160. /**
  34161. * Observable event triggered each time the rendering canvas is resized
  34162. */
  34163. onResizeObservable: Observable<Engine>;
  34164. /**
  34165. * Observable event triggered each time the canvas loses focus
  34166. */
  34167. onCanvasBlurObservable: Observable<Engine>;
  34168. /**
  34169. * Observable event triggered each time the canvas gains focus
  34170. */
  34171. onCanvasFocusObservable: Observable<Engine>;
  34172. /**
  34173. * Observable event triggered each time the canvas receives pointerout event
  34174. */
  34175. onCanvasPointerOutObservable: Observable<PointerEvent>;
  34176. /**
  34177. * Observable raised when the engine begins a new frame
  34178. */
  34179. onBeginFrameObservable: Observable<Engine>;
  34180. /**
  34181. * If set, will be used to request the next animation frame for the render loop
  34182. */
  34183. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  34184. /**
  34185. * Observable raised when the engine ends the current frame
  34186. */
  34187. onEndFrameObservable: Observable<Engine>;
  34188. /**
  34189. * Observable raised when the engine is about to compile a shader
  34190. */
  34191. onBeforeShaderCompilationObservable: Observable<Engine>;
  34192. /**
  34193. * Observable raised when the engine has jsut compiled a shader
  34194. */
  34195. onAfterShaderCompilationObservable: Observable<Engine>;
  34196. /**
  34197. * Gets the audio engine
  34198. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  34199. * @ignorenaming
  34200. */
  34201. static audioEngine: IAudioEngine;
  34202. /**
  34203. * Default AudioEngine factory responsible of creating the Audio Engine.
  34204. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  34205. */
  34206. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  34207. /**
  34208. * Default offline support factory responsible of creating a tool used to store data locally.
  34209. * By default, this will create a Database object if the workload has been embedded.
  34210. */
  34211. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  34212. private _loadingScreen;
  34213. private _pointerLockRequested;
  34214. private _dummyFramebuffer;
  34215. private _rescalePostProcess;
  34216. private _deterministicLockstep;
  34217. private _lockstepMaxSteps;
  34218. private _timeStep;
  34219. protected get _supportsHardwareTextureRescaling(): boolean;
  34220. private _fps;
  34221. private _deltaTime;
  34222. /** @hidden */
  34223. _drawCalls: PerfCounter;
  34224. /**
  34225. * Turn this value on if you want to pause FPS computation when in background
  34226. */
  34227. disablePerformanceMonitorInBackground: boolean;
  34228. private _performanceMonitor;
  34229. /**
  34230. * Gets the performance monitor attached to this engine
  34231. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  34232. */
  34233. get performanceMonitor(): PerformanceMonitor;
  34234. private _onFocus;
  34235. private _onBlur;
  34236. private _onCanvasPointerOut;
  34237. private _onCanvasBlur;
  34238. private _onCanvasFocus;
  34239. private _onFullscreenChange;
  34240. private _onPointerLockChange;
  34241. /**
  34242. * Gets the HTML element used to attach event listeners
  34243. * @returns a HTML element
  34244. */
  34245. getInputElement(): Nullable<HTMLElement>;
  34246. /**
  34247. * Creates a new engine
  34248. * @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
  34249. * @param antialias defines enable antialiasing (default: false)
  34250. * @param options defines further options to be sent to the getContext() function
  34251. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  34252. */
  34253. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  34254. /**
  34255. * Gets current aspect ratio
  34256. * @param viewportOwner defines the camera to use to get the aspect ratio
  34257. * @param useScreen defines if screen size must be used (or the current render target if any)
  34258. * @returns a number defining the aspect ratio
  34259. */
  34260. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  34261. /**
  34262. * Gets current screen aspect ratio
  34263. * @returns a number defining the aspect ratio
  34264. */
  34265. getScreenAspectRatio(): number;
  34266. /**
  34267. * Gets the client rect of the HTML canvas attached with the current webGL context
  34268. * @returns a client rectanglee
  34269. */
  34270. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  34271. /**
  34272. * Gets the client rect of the HTML element used for events
  34273. * @returns a client rectanglee
  34274. */
  34275. getInputElementClientRect(): Nullable<ClientRect>;
  34276. /**
  34277. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  34278. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34279. * @returns true if engine is in deterministic lock step mode
  34280. */
  34281. isDeterministicLockStep(): boolean;
  34282. /**
  34283. * Gets the max steps when engine is running in deterministic lock step
  34284. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34285. * @returns the max steps
  34286. */
  34287. getLockstepMaxSteps(): number;
  34288. /**
  34289. * Returns the time in ms between steps when using deterministic lock step.
  34290. * @returns time step in (ms)
  34291. */
  34292. getTimeStep(): number;
  34293. /**
  34294. * Force the mipmap generation for the given render target texture
  34295. * @param texture defines the render target texture to use
  34296. * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.
  34297. */
  34298. generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;
  34299. /** States */
  34300. /**
  34301. * Set various states to the webGL context
  34302. * @param culling defines backface culling state
  34303. * @param zOffset defines the value to apply to zOffset (0 by default)
  34304. * @param force defines if states must be applied even if cache is up to date
  34305. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  34306. */
  34307. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  34308. /**
  34309. * Set the z offset to apply to current rendering
  34310. * @param value defines the offset to apply
  34311. */
  34312. setZOffset(value: number): void;
  34313. /**
  34314. * Gets the current value of the zOffset
  34315. * @returns the current zOffset state
  34316. */
  34317. getZOffset(): number;
  34318. /**
  34319. * Enable or disable depth buffering
  34320. * @param enable defines the state to set
  34321. */
  34322. setDepthBuffer(enable: boolean): void;
  34323. /**
  34324. * Gets a boolean indicating if depth writing is enabled
  34325. * @returns the current depth writing state
  34326. */
  34327. getDepthWrite(): boolean;
  34328. /**
  34329. * Enable or disable depth writing
  34330. * @param enable defines the state to set
  34331. */
  34332. setDepthWrite(enable: boolean): void;
  34333. /**
  34334. * Gets a boolean indicating if stencil buffer is enabled
  34335. * @returns the current stencil buffer state
  34336. */
  34337. getStencilBuffer(): boolean;
  34338. /**
  34339. * Enable or disable the stencil buffer
  34340. * @param enable defines if the stencil buffer must be enabled or disabled
  34341. */
  34342. setStencilBuffer(enable: boolean): void;
  34343. /**
  34344. * Gets the current stencil mask
  34345. * @returns a number defining the new stencil mask to use
  34346. */
  34347. getStencilMask(): number;
  34348. /**
  34349. * Sets the current stencil mask
  34350. * @param mask defines the new stencil mask to use
  34351. */
  34352. setStencilMask(mask: number): void;
  34353. /**
  34354. * Gets the current stencil function
  34355. * @returns a number defining the stencil function to use
  34356. */
  34357. getStencilFunction(): number;
  34358. /**
  34359. * Gets the current stencil reference value
  34360. * @returns a number defining the stencil reference value to use
  34361. */
  34362. getStencilFunctionReference(): number;
  34363. /**
  34364. * Gets the current stencil mask
  34365. * @returns a number defining the stencil mask to use
  34366. */
  34367. getStencilFunctionMask(): number;
  34368. /**
  34369. * Sets the current stencil function
  34370. * @param stencilFunc defines the new stencil function to use
  34371. */
  34372. setStencilFunction(stencilFunc: number): void;
  34373. /**
  34374. * Sets the current stencil reference
  34375. * @param reference defines the new stencil reference to use
  34376. */
  34377. setStencilFunctionReference(reference: number): void;
  34378. /**
  34379. * Sets the current stencil mask
  34380. * @param mask defines the new stencil mask to use
  34381. */
  34382. setStencilFunctionMask(mask: number): void;
  34383. /**
  34384. * Gets the current stencil operation when stencil fails
  34385. * @returns a number defining stencil operation to use when stencil fails
  34386. */
  34387. getStencilOperationFail(): number;
  34388. /**
  34389. * Gets the current stencil operation when depth fails
  34390. * @returns a number defining stencil operation to use when depth fails
  34391. */
  34392. getStencilOperationDepthFail(): number;
  34393. /**
  34394. * Gets the current stencil operation when stencil passes
  34395. * @returns a number defining stencil operation to use when stencil passes
  34396. */
  34397. getStencilOperationPass(): number;
  34398. /**
  34399. * Sets the stencil operation to use when stencil fails
  34400. * @param operation defines the stencil operation to use when stencil fails
  34401. */
  34402. setStencilOperationFail(operation: number): void;
  34403. /**
  34404. * Sets the stencil operation to use when depth fails
  34405. * @param operation defines the stencil operation to use when depth fails
  34406. */
  34407. setStencilOperationDepthFail(operation: number): void;
  34408. /**
  34409. * Sets the stencil operation to use when stencil passes
  34410. * @param operation defines the stencil operation to use when stencil passes
  34411. */
  34412. setStencilOperationPass(operation: number): void;
  34413. /**
  34414. * Sets a boolean indicating if the dithering state is enabled or disabled
  34415. * @param value defines the dithering state
  34416. */
  34417. setDitheringState(value: boolean): void;
  34418. /**
  34419. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  34420. * @param value defines the rasterizer state
  34421. */
  34422. setRasterizerState(value: boolean): void;
  34423. /**
  34424. * Gets the current depth function
  34425. * @returns a number defining the depth function
  34426. */
  34427. getDepthFunction(): Nullable<number>;
  34428. /**
  34429. * Sets the current depth function
  34430. * @param depthFunc defines the function to use
  34431. */
  34432. setDepthFunction(depthFunc: number): void;
  34433. /**
  34434. * Sets the current depth function to GREATER
  34435. */
  34436. setDepthFunctionToGreater(): void;
  34437. /**
  34438. * Sets the current depth function to GEQUAL
  34439. */
  34440. setDepthFunctionToGreaterOrEqual(): void;
  34441. /**
  34442. * Sets the current depth function to LESS
  34443. */
  34444. setDepthFunctionToLess(): void;
  34445. /**
  34446. * Sets the current depth function to LEQUAL
  34447. */
  34448. setDepthFunctionToLessOrEqual(): void;
  34449. private _cachedStencilBuffer;
  34450. private _cachedStencilFunction;
  34451. private _cachedStencilMask;
  34452. private _cachedStencilOperationPass;
  34453. private _cachedStencilOperationFail;
  34454. private _cachedStencilOperationDepthFail;
  34455. private _cachedStencilReference;
  34456. /**
  34457. * Caches the the state of the stencil buffer
  34458. */
  34459. cacheStencilState(): void;
  34460. /**
  34461. * Restores the state of the stencil buffer
  34462. */
  34463. restoreStencilState(): void;
  34464. /**
  34465. * Directly set the WebGL Viewport
  34466. * @param x defines the x coordinate of the viewport (in screen space)
  34467. * @param y defines the y coordinate of the viewport (in screen space)
  34468. * @param width defines the width of the viewport (in screen space)
  34469. * @param height defines the height of the viewport (in screen space)
  34470. * @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
  34471. */
  34472. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  34473. /**
  34474. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  34475. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  34476. * @param y defines the y-coordinate of the corner of the clear rectangle
  34477. * @param width defines the width of the clear rectangle
  34478. * @param height defines the height of the clear rectangle
  34479. * @param clearColor defines the clear color
  34480. */
  34481. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  34482. /**
  34483. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  34484. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  34485. * @param y defines the y-coordinate of the corner of the clear rectangle
  34486. * @param width defines the width of the clear rectangle
  34487. * @param height defines the height of the clear rectangle
  34488. */
  34489. enableScissor(x: number, y: number, width: number, height: number): void;
  34490. /**
  34491. * Disable previously set scissor test rectangle
  34492. */
  34493. disableScissor(): void;
  34494. protected _reportDrawCall(): void;
  34495. /**
  34496. * Initializes a webVR display and starts listening to display change events
  34497. * The onVRDisplayChangedObservable will be notified upon these changes
  34498. * @returns The onVRDisplayChangedObservable
  34499. */
  34500. initWebVR(): Observable<IDisplayChangedEventArgs>;
  34501. /** @hidden */
  34502. _prepareVRComponent(): void;
  34503. /** @hidden */
  34504. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  34505. /** @hidden */
  34506. _submitVRFrame(): void;
  34507. /**
  34508. * Call this function to leave webVR mode
  34509. * Will do nothing if webVR is not supported or if there is no webVR device
  34510. * @see http://doc.babylonjs.com/how_to/webvr_camera
  34511. */
  34512. disableVR(): void;
  34513. /**
  34514. * Gets a boolean indicating that the system is in VR mode and is presenting
  34515. * @returns true if VR mode is engaged
  34516. */
  34517. isVRPresenting(): boolean;
  34518. /** @hidden */
  34519. _requestVRFrame(): void;
  34520. /** @hidden */
  34521. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  34522. /**
  34523. * Gets the source code of the vertex shader associated with a specific webGL program
  34524. * @param program defines the program to use
  34525. * @returns a string containing the source code of the vertex shader associated with the program
  34526. */
  34527. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  34528. /**
  34529. * Gets the source code of the fragment shader associated with a specific webGL program
  34530. * @param program defines the program to use
  34531. * @returns a string containing the source code of the fragment shader associated with the program
  34532. */
  34533. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  34534. /**
  34535. * Sets a depth stencil texture from a render target to the according uniform.
  34536. * @param channel The texture channel
  34537. * @param uniform The uniform to set
  34538. * @param texture The render target texture containing the depth stencil texture to apply
  34539. */
  34540. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  34541. /**
  34542. * Sets a texture to the webGL context from a postprocess
  34543. * @param channel defines the channel to use
  34544. * @param postProcess defines the source postprocess
  34545. */
  34546. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  34547. /**
  34548. * Binds the output of the passed in post process to the texture channel specified
  34549. * @param channel The channel the texture should be bound to
  34550. * @param postProcess The post process which's output should be bound
  34551. */
  34552. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  34553. /** @hidden */
  34554. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  34555. protected _rebuildBuffers(): void;
  34556. /** @hidden */
  34557. _renderFrame(): void;
  34558. _renderLoop(): void;
  34559. /** @hidden */
  34560. _renderViews(): boolean;
  34561. /**
  34562. * Toggle full screen mode
  34563. * @param requestPointerLock defines if a pointer lock should be requested from the user
  34564. */
  34565. switchFullscreen(requestPointerLock: boolean): void;
  34566. /**
  34567. * Enters full screen mode
  34568. * @param requestPointerLock defines if a pointer lock should be requested from the user
  34569. */
  34570. enterFullscreen(requestPointerLock: boolean): void;
  34571. /**
  34572. * Exits full screen mode
  34573. */
  34574. exitFullscreen(): void;
  34575. /**
  34576. * Enters Pointerlock mode
  34577. */
  34578. enterPointerlock(): void;
  34579. /**
  34580. * Exits Pointerlock mode
  34581. */
  34582. exitPointerlock(): void;
  34583. /**
  34584. * Begin a new frame
  34585. */
  34586. beginFrame(): void;
  34587. /**
  34588. * Enf the current frame
  34589. */
  34590. endFrame(): void;
  34591. resize(): void;
  34592. /**
  34593. * Set the compressed texture format to use, based on the formats you have, and the formats
  34594. * supported by the hardware / browser.
  34595. *
  34596. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  34597. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  34598. * to API arguments needed to compressed textures. This puts the burden on the container
  34599. * generator to house the arcane code for determining these for current & future formats.
  34600. *
  34601. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  34602. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  34603. *
  34604. * Note: The result of this call is not taken into account when a texture is base64.
  34605. *
  34606. * @param formatsAvailable defines the list of those format families you have created
  34607. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  34608. *
  34609. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  34610. * @returns The extension selected.
  34611. */
  34612. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  34613. /**
  34614. * Set the compressed texture extensions or file names to skip.
  34615. *
  34616. * @param skippedFiles defines the list of those texture files you want to skip
  34617. * Example: [".dds", ".env", "myfile.png"]
  34618. */
  34619. setCompressedTextureExclusions(skippedFiles: Array<string>): void;
  34620. /**
  34621. * Force a specific size of the canvas
  34622. * @param width defines the new canvas' width
  34623. * @param height defines the new canvas' height
  34624. */
  34625. setSize(width: number, height: number): void;
  34626. /**
  34627. * Updates a dynamic vertex buffer.
  34628. * @param vertexBuffer the vertex buffer to update
  34629. * @param data the data used to update the vertex buffer
  34630. * @param byteOffset the byte offset of the data
  34631. * @param byteLength the byte length of the data
  34632. */
  34633. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  34634. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  34635. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  34636. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  34637. _releaseTexture(texture: InternalTexture): void;
  34638. /**
  34639. * @hidden
  34640. * Rescales a texture
  34641. * @param source input texutre
  34642. * @param destination destination texture
  34643. * @param scene scene to use to render the resize
  34644. * @param internalFormat format to use when resizing
  34645. * @param onComplete callback to be called when resize has completed
  34646. */
  34647. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  34648. /**
  34649. * Gets the current framerate
  34650. * @returns a number representing the framerate
  34651. */
  34652. getFps(): number;
  34653. /**
  34654. * Gets the time spent between current and previous frame
  34655. * @returns a number representing the delta time in ms
  34656. */
  34657. getDeltaTime(): number;
  34658. private _measureFps;
  34659. /** @hidden */
  34660. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  34661. /**
  34662. * Update a dynamic index buffer
  34663. * @param indexBuffer defines the target index buffer
  34664. * @param indices defines the data to update
  34665. * @param offset defines the offset in the target index buffer where update should start
  34666. */
  34667. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  34668. /**
  34669. * Updates the sample count of a render target texture
  34670. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  34671. * @param texture defines the texture to update
  34672. * @param samples defines the sample count to set
  34673. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  34674. */
  34675. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  34676. /**
  34677. * Updates a depth texture Comparison Mode and Function.
  34678. * If the comparison Function is equal to 0, the mode will be set to none.
  34679. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  34680. * @param texture The texture to set the comparison function for
  34681. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  34682. */
  34683. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  34684. /**
  34685. * Creates a webGL buffer to use with instanciation
  34686. * @param capacity defines the size of the buffer
  34687. * @returns the webGL buffer
  34688. */
  34689. createInstancesBuffer(capacity: number): DataBuffer;
  34690. /**
  34691. * Delete a webGL buffer used with instanciation
  34692. * @param buffer defines the webGL buffer to delete
  34693. */
  34694. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  34695. /** @hidden */
  34696. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  34697. dispose(): void;
  34698. private _disableTouchAction;
  34699. /**
  34700. * Display the loading screen
  34701. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34702. */
  34703. displayLoadingUI(): void;
  34704. /**
  34705. * Hide the loading screen
  34706. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34707. */
  34708. hideLoadingUI(): void;
  34709. /**
  34710. * Gets the current loading screen object
  34711. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34712. */
  34713. get loadingScreen(): ILoadingScreen;
  34714. /**
  34715. * Sets the current loading screen object
  34716. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34717. */
  34718. set loadingScreen(loadingScreen: ILoadingScreen);
  34719. /**
  34720. * Sets the current loading screen text
  34721. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34722. */
  34723. set loadingUIText(text: string);
  34724. /**
  34725. * Sets the current loading screen background color
  34726. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  34727. */
  34728. set loadingUIBackgroundColor(color: string);
  34729. /** Pointerlock and fullscreen */
  34730. /**
  34731. * Ask the browser to promote the current element to pointerlock mode
  34732. * @param element defines the DOM element to promote
  34733. */
  34734. static _RequestPointerlock(element: HTMLElement): void;
  34735. /**
  34736. * Asks the browser to exit pointerlock mode
  34737. */
  34738. static _ExitPointerlock(): void;
  34739. /**
  34740. * Ask the browser to promote the current element to fullscreen rendering mode
  34741. * @param element defines the DOM element to promote
  34742. */
  34743. static _RequestFullscreen(element: HTMLElement): void;
  34744. /**
  34745. * Asks the browser to exit fullscreen mode
  34746. */
  34747. static _ExitFullscreen(): void;
  34748. }
  34749. }
  34750. declare module "babylonjs/Engines/engineStore" {
  34751. import { Nullable } from "babylonjs/types";
  34752. import { Engine } from "babylonjs/Engines/engine";
  34753. import { Scene } from "babylonjs/scene";
  34754. /**
  34755. * The engine store class is responsible to hold all the instances of Engine and Scene created
  34756. * during the life time of the application.
  34757. */
  34758. export class EngineStore {
  34759. /** Gets the list of created engines */
  34760. static Instances: import("babylonjs/Engines/engine").Engine[];
  34761. /** @hidden */
  34762. static _LastCreatedScene: Nullable<Scene>;
  34763. /**
  34764. * Gets the latest created engine
  34765. */
  34766. static get LastCreatedEngine(): Nullable<Engine>;
  34767. /**
  34768. * Gets the latest created scene
  34769. */
  34770. static get LastCreatedScene(): Nullable<Scene>;
  34771. /**
  34772. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  34773. * @ignorenaming
  34774. */
  34775. static UseFallbackTexture: boolean;
  34776. /**
  34777. * Texture content used if a texture cannot loaded
  34778. * @ignorenaming
  34779. */
  34780. static FallbackTexture: string;
  34781. }
  34782. }
  34783. declare module "babylonjs/Misc/promise" {
  34784. /**
  34785. * Helper class that provides a small promise polyfill
  34786. */
  34787. export class PromisePolyfill {
  34788. /**
  34789. * Static function used to check if the polyfill is required
  34790. * If this is the case then the function will inject the polyfill to window.Promise
  34791. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  34792. */
  34793. static Apply(force?: boolean): void;
  34794. }
  34795. }
  34796. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  34797. /**
  34798. * Interface for screenshot methods with describe argument called `size` as object with options
  34799. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  34800. */
  34801. export interface IScreenshotSize {
  34802. /**
  34803. * number in pixels for canvas height
  34804. */
  34805. height?: number;
  34806. /**
  34807. * multiplier allowing render at a higher or lower resolution
  34808. * If value is defined then height and width will be ignored and taken from camera
  34809. */
  34810. precision?: number;
  34811. /**
  34812. * number in pixels for canvas width
  34813. */
  34814. width?: number;
  34815. }
  34816. }
  34817. declare module "babylonjs/Misc/tools" {
  34818. import { Nullable, float } from "babylonjs/types";
  34819. import { DomManagement } from "babylonjs/Misc/domManagement";
  34820. import { WebRequest } from "babylonjs/Misc/webRequest";
  34821. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34822. import { ReadFileError } from "babylonjs/Misc/fileTools";
  34823. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34824. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  34825. import { Camera } from "babylonjs/Cameras/camera";
  34826. import { Engine } from "babylonjs/Engines/engine";
  34827. interface IColor4Like {
  34828. r: float;
  34829. g: float;
  34830. b: float;
  34831. a: float;
  34832. }
  34833. /**
  34834. * Class containing a set of static utilities functions
  34835. */
  34836. export class Tools {
  34837. /**
  34838. * Gets or sets the base URL to use to load assets
  34839. */
  34840. static get BaseUrl(): string;
  34841. static set BaseUrl(value: string);
  34842. /**
  34843. * Enable/Disable Custom HTTP Request Headers globally.
  34844. * default = false
  34845. * @see CustomRequestHeaders
  34846. */
  34847. static UseCustomRequestHeaders: boolean;
  34848. /**
  34849. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  34850. * i.e. when loading files, where the server/service expects an Authorization header
  34851. */
  34852. static CustomRequestHeaders: {
  34853. [key: string]: string;
  34854. };
  34855. /**
  34856. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  34857. */
  34858. static get DefaultRetryStrategy(): (url: string, request: WebRequest, retryIndex: number) => number;
  34859. static set DefaultRetryStrategy(strategy: (url: string, request: WebRequest, retryIndex: number) => number);
  34860. /**
  34861. * Default behaviour for cors in the application.
  34862. * It can be a string if the expected behavior is identical in the entire app.
  34863. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  34864. */
  34865. static CorsBehavior: string | ((url: string | string[]) => string);
  34866. /**
  34867. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  34868. * @ignorenaming
  34869. */
  34870. static get UseFallbackTexture(): boolean;
  34871. static set UseFallbackTexture(value: boolean);
  34872. /**
  34873. * Use this object to register external classes like custom textures or material
  34874. * to allow the laoders to instantiate them
  34875. */
  34876. static get RegisteredExternalClasses(): {
  34877. [key: string]: Object;
  34878. };
  34879. static set RegisteredExternalClasses(classes: {
  34880. [key: string]: Object;
  34881. });
  34882. /**
  34883. * Texture content used if a texture cannot loaded
  34884. * @ignorenaming
  34885. */
  34886. static get fallbackTexture(): string;
  34887. static set fallbackTexture(value: string);
  34888. /**
  34889. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  34890. * @param u defines the coordinate on X axis
  34891. * @param v defines the coordinate on Y axis
  34892. * @param width defines the width of the source data
  34893. * @param height defines the height of the source data
  34894. * @param pixels defines the source byte array
  34895. * @param color defines the output color
  34896. */
  34897. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  34898. /**
  34899. * Interpolates between a and b via alpha
  34900. * @param a The lower value (returned when alpha = 0)
  34901. * @param b The upper value (returned when alpha = 1)
  34902. * @param alpha The interpolation-factor
  34903. * @return The mixed value
  34904. */
  34905. static Mix(a: number, b: number, alpha: number): number;
  34906. /**
  34907. * Tries to instantiate a new object from a given class name
  34908. * @param className defines the class name to instantiate
  34909. * @returns the new object or null if the system was not able to do the instantiation
  34910. */
  34911. static Instantiate(className: string): any;
  34912. /**
  34913. * Provides a slice function that will work even on IE
  34914. * @param data defines the array to slice
  34915. * @param start defines the start of the data (optional)
  34916. * @param end defines the end of the data (optional)
  34917. * @returns the new sliced array
  34918. */
  34919. static Slice<T>(data: T, start?: number, end?: number): T;
  34920. /**
  34921. * Polyfill for setImmediate
  34922. * @param action defines the action to execute after the current execution block
  34923. */
  34924. static SetImmediate(action: () => void): void;
  34925. /**
  34926. * Function indicating if a number is an exponent of 2
  34927. * @param value defines the value to test
  34928. * @returns true if the value is an exponent of 2
  34929. */
  34930. static IsExponentOfTwo(value: number): boolean;
  34931. private static _tmpFloatArray;
  34932. /**
  34933. * Returns the nearest 32-bit single precision float representation of a Number
  34934. * @param value A Number. If the parameter is of a different type, it will get converted
  34935. * to a number or to NaN if it cannot be converted
  34936. * @returns number
  34937. */
  34938. static FloatRound(value: number): number;
  34939. /**
  34940. * Extracts the filename from a path
  34941. * @param path defines the path to use
  34942. * @returns the filename
  34943. */
  34944. static GetFilename(path: string): string;
  34945. /**
  34946. * Extracts the "folder" part of a path (everything before the filename).
  34947. * @param uri The URI to extract the info from
  34948. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  34949. * @returns The "folder" part of the path
  34950. */
  34951. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  34952. /**
  34953. * Extracts text content from a DOM element hierarchy
  34954. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  34955. */
  34956. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  34957. /**
  34958. * Convert an angle in radians to degrees
  34959. * @param angle defines the angle to convert
  34960. * @returns the angle in degrees
  34961. */
  34962. static ToDegrees(angle: number): number;
  34963. /**
  34964. * Convert an angle in degrees to radians
  34965. * @param angle defines the angle to convert
  34966. * @returns the angle in radians
  34967. */
  34968. static ToRadians(angle: number): number;
  34969. /**
  34970. * Returns an array if obj is not an array
  34971. * @param obj defines the object to evaluate as an array
  34972. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  34973. * @returns either obj directly if obj is an array or a new array containing obj
  34974. */
  34975. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  34976. /**
  34977. * Gets the pointer prefix to use
  34978. * @returns "pointer" if touch is enabled. Else returns "mouse"
  34979. */
  34980. static GetPointerPrefix(): string;
  34981. /**
  34982. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  34983. * @param url define the url we are trying
  34984. * @param element define the dom element where to configure the cors policy
  34985. */
  34986. static SetCorsBehavior(url: string | string[], element: {
  34987. crossOrigin: string | null;
  34988. }): void;
  34989. /**
  34990. * Removes unwanted characters from an url
  34991. * @param url defines the url to clean
  34992. * @returns the cleaned url
  34993. */
  34994. static CleanUrl(url: string): string;
  34995. /**
  34996. * Gets or sets a function used to pre-process url before using them to load assets
  34997. */
  34998. static get PreprocessUrl(): (url: string) => string;
  34999. static set PreprocessUrl(processor: (url: string) => string);
  35000. /**
  35001. * Loads an image as an HTMLImageElement.
  35002. * @param input url string, ArrayBuffer, or Blob to load
  35003. * @param onLoad callback called when the image successfully loads
  35004. * @param onError callback called when the image fails to load
  35005. * @param offlineProvider offline provider for caching
  35006. * @param mimeType optional mime type
  35007. * @returns the HTMLImageElement of the loaded image
  35008. */
  35009. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  35010. /**
  35011. * Loads a file from a url
  35012. * @param url url string, ArrayBuffer, or Blob to load
  35013. * @param onSuccess callback called when the file successfully loads
  35014. * @param onProgress callback called while file is loading (if the server supports this mode)
  35015. * @param offlineProvider defines the offline provider for caching
  35016. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  35017. * @param onError callback called when the file fails to load
  35018. * @returns a file request object
  35019. */
  35020. 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;
  35021. /**
  35022. * Loads a file from a url
  35023. * @param url the file url to load
  35024. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  35025. */
  35026. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  35027. /**
  35028. * Load a script (identified by an url). When the url returns, the
  35029. * content of this file is added into a new script element, attached to the DOM (body element)
  35030. * @param scriptUrl defines the url of the script to laod
  35031. * @param onSuccess defines the callback called when the script is loaded
  35032. * @param onError defines the callback to call if an error occurs
  35033. * @param scriptId defines the id of the script element
  35034. */
  35035. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  35036. /**
  35037. * Load an asynchronous script (identified by an url). When the url returns, the
  35038. * content of this file is added into a new script element, attached to the DOM (body element)
  35039. * @param scriptUrl defines the url of the script to laod
  35040. * @param scriptId defines the id of the script element
  35041. * @returns a promise request object
  35042. */
  35043. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<void>;
  35044. /**
  35045. * Loads a file from a blob
  35046. * @param fileToLoad defines the blob to use
  35047. * @param callback defines the callback to call when data is loaded
  35048. * @param progressCallback defines the callback to call during loading process
  35049. * @returns a file request object
  35050. */
  35051. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  35052. /**
  35053. * Reads a file from a File object
  35054. * @param file defines the file to load
  35055. * @param onSuccess defines the callback to call when data is loaded
  35056. * @param onProgress defines the callback to call during loading process
  35057. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  35058. * @param onError defines the callback to call when an error occurs
  35059. * @returns a file request object
  35060. */
  35061. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  35062. /**
  35063. * Creates a data url from a given string content
  35064. * @param content defines the content to convert
  35065. * @returns the new data url link
  35066. */
  35067. static FileAsURL(content: string): string;
  35068. /**
  35069. * Format the given number to a specific decimal format
  35070. * @param value defines the number to format
  35071. * @param decimals defines the number of decimals to use
  35072. * @returns the formatted string
  35073. */
  35074. static Format(value: number, decimals?: number): string;
  35075. /**
  35076. * Tries to copy an object by duplicating every property
  35077. * @param source defines the source object
  35078. * @param destination defines the target object
  35079. * @param doNotCopyList defines a list of properties to avoid
  35080. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  35081. */
  35082. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  35083. /**
  35084. * Gets a boolean indicating if the given object has no own property
  35085. * @param obj defines the object to test
  35086. * @returns true if object has no own property
  35087. */
  35088. static IsEmpty(obj: any): boolean;
  35089. /**
  35090. * Function used to register events at window level
  35091. * @param windowElement defines the Window object to use
  35092. * @param events defines the events to register
  35093. */
  35094. static RegisterTopRootEvents(windowElement: Window, events: {
  35095. name: string;
  35096. handler: Nullable<(e: FocusEvent) => any>;
  35097. }[]): void;
  35098. /**
  35099. * Function used to unregister events from window level
  35100. * @param windowElement defines the Window object to use
  35101. * @param events defines the events to unregister
  35102. */
  35103. static UnregisterTopRootEvents(windowElement: Window, events: {
  35104. name: string;
  35105. handler: Nullable<(e: FocusEvent) => any>;
  35106. }[]): void;
  35107. /**
  35108. * @ignore
  35109. */
  35110. static _ScreenshotCanvas: HTMLCanvasElement;
  35111. /**
  35112. * Dumps the current bound framebuffer
  35113. * @param width defines the rendering width
  35114. * @param height defines the rendering height
  35115. * @param engine defines the hosting engine
  35116. * @param successCallback defines the callback triggered once the data are available
  35117. * @param mimeType defines the mime type of the result
  35118. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  35119. */
  35120. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  35121. /**
  35122. * Converts the canvas data to blob.
  35123. * This acts as a polyfill for browsers not supporting the to blob function.
  35124. * @param canvas Defines the canvas to extract the data from
  35125. * @param successCallback Defines the callback triggered once the data are available
  35126. * @param mimeType Defines the mime type of the result
  35127. */
  35128. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  35129. /**
  35130. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  35131. * @param successCallback defines the callback triggered once the data are available
  35132. * @param mimeType defines the mime type of the result
  35133. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  35134. */
  35135. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  35136. /**
  35137. * Downloads a blob in the browser
  35138. * @param blob defines the blob to download
  35139. * @param fileName defines the name of the downloaded file
  35140. */
  35141. static Download(blob: Blob, fileName: string): void;
  35142. /**
  35143. * Captures a screenshot of the current rendering
  35144. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  35145. * @param engine defines the rendering engine
  35146. * @param camera defines the source camera
  35147. * @param size This parameter can be set to a single number or to an object with the
  35148. * following (optional) properties: precision, width, height. If a single number is passed,
  35149. * it will be used for both width and height. If an object is passed, the screenshot size
  35150. * will be derived from the parameters. The precision property is a multiplier allowing
  35151. * rendering at a higher or lower resolution
  35152. * @param successCallback defines the callback receives a single parameter which contains the
  35153. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  35154. * src parameter of an <img> to display it
  35155. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  35156. * Check your browser for supported MIME types
  35157. */
  35158. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  35159. /**
  35160. * Captures a screenshot of the current rendering
  35161. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  35162. * @param engine defines the rendering engine
  35163. * @param camera defines the source camera
  35164. * @param size This parameter can be set to a single number or to an object with the
  35165. * following (optional) properties: precision, width, height. If a single number is passed,
  35166. * it will be used for both width and height. If an object is passed, the screenshot size
  35167. * will be derived from the parameters. The precision property is a multiplier allowing
  35168. * rendering at a higher or lower resolution
  35169. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  35170. * Check your browser for supported MIME types
  35171. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  35172. * to the src parameter of an <img> to display it
  35173. */
  35174. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  35175. /**
  35176. * Generates an image screenshot from the specified camera.
  35177. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  35178. * @param engine The engine to use for rendering
  35179. * @param camera The camera to use for rendering
  35180. * @param size This parameter can be set to a single number or to an object with the
  35181. * following (optional) properties: precision, width, height. If a single number is passed,
  35182. * it will be used for both width and height. If an object is passed, the screenshot size
  35183. * will be derived from the parameters. The precision property is a multiplier allowing
  35184. * rendering at a higher or lower resolution
  35185. * @param successCallback The callback receives a single parameter which contains the
  35186. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  35187. * src parameter of an <img> to display it
  35188. * @param mimeType The MIME type of the screenshot image (default: image/png).
  35189. * Check your browser for supported MIME types
  35190. * @param samples Texture samples (default: 1)
  35191. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  35192. * @param fileName A name for for the downloaded file.
  35193. */
  35194. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  35195. /**
  35196. * Generates an image screenshot from the specified camera.
  35197. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  35198. * @param engine The engine to use for rendering
  35199. * @param camera The camera to use for rendering
  35200. * @param size This parameter can be set to a single number or to an object with the
  35201. * following (optional) properties: precision, width, height. If a single number is passed,
  35202. * it will be used for both width and height. If an object is passed, the screenshot size
  35203. * will be derived from the parameters. The precision property is a multiplier allowing
  35204. * rendering at a higher or lower resolution
  35205. * @param mimeType The MIME type of the screenshot image (default: image/png).
  35206. * Check your browser for supported MIME types
  35207. * @param samples Texture samples (default: 1)
  35208. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  35209. * @param fileName A name for for the downloaded file.
  35210. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  35211. * to the src parameter of an <img> to display it
  35212. */
  35213. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  35214. /**
  35215. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  35216. * Be aware Math.random() could cause collisions, but:
  35217. * "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"
  35218. * @returns a pseudo random id
  35219. */
  35220. static RandomId(): string;
  35221. /**
  35222. * Test if the given uri is a base64 string
  35223. * @param uri The uri to test
  35224. * @return True if the uri is a base64 string or false otherwise
  35225. */
  35226. static IsBase64(uri: string): boolean;
  35227. /**
  35228. * Decode the given base64 uri.
  35229. * @param uri The uri to decode
  35230. * @return The decoded base64 data.
  35231. */
  35232. static DecodeBase64(uri: string): ArrayBuffer;
  35233. /**
  35234. * Gets the absolute url.
  35235. * @param url the input url
  35236. * @return the absolute url
  35237. */
  35238. static GetAbsoluteUrl(url: string): string;
  35239. /**
  35240. * No log
  35241. */
  35242. static readonly NoneLogLevel: number;
  35243. /**
  35244. * Only message logs
  35245. */
  35246. static readonly MessageLogLevel: number;
  35247. /**
  35248. * Only warning logs
  35249. */
  35250. static readonly WarningLogLevel: number;
  35251. /**
  35252. * Only error logs
  35253. */
  35254. static readonly ErrorLogLevel: number;
  35255. /**
  35256. * All logs
  35257. */
  35258. static readonly AllLogLevel: number;
  35259. /**
  35260. * Gets a value indicating the number of loading errors
  35261. * @ignorenaming
  35262. */
  35263. static get errorsCount(): number;
  35264. /**
  35265. * Callback called when a new log is added
  35266. */
  35267. static OnNewCacheEntry: (entry: string) => void;
  35268. /**
  35269. * Log a message to the console
  35270. * @param message defines the message to log
  35271. */
  35272. static Log(message: string): void;
  35273. /**
  35274. * Write a warning message to the console
  35275. * @param message defines the message to log
  35276. */
  35277. static Warn(message: string): void;
  35278. /**
  35279. * Write an error message to the console
  35280. * @param message defines the message to log
  35281. */
  35282. static Error(message: string): void;
  35283. /**
  35284. * Gets current log cache (list of logs)
  35285. */
  35286. static get LogCache(): string;
  35287. /**
  35288. * Clears the log cache
  35289. */
  35290. static ClearLogCache(): void;
  35291. /**
  35292. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  35293. */
  35294. static set LogLevels(level: number);
  35295. /**
  35296. * Checks if the window object exists
  35297. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  35298. */
  35299. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  35300. /**
  35301. * No performance log
  35302. */
  35303. static readonly PerformanceNoneLogLevel: number;
  35304. /**
  35305. * Use user marks to log performance
  35306. */
  35307. static readonly PerformanceUserMarkLogLevel: number;
  35308. /**
  35309. * Log performance to the console
  35310. */
  35311. static readonly PerformanceConsoleLogLevel: number;
  35312. private static _performance;
  35313. /**
  35314. * Sets the current performance log level
  35315. */
  35316. static set PerformanceLogLevel(level: number);
  35317. private static _StartPerformanceCounterDisabled;
  35318. private static _EndPerformanceCounterDisabled;
  35319. private static _StartUserMark;
  35320. private static _EndUserMark;
  35321. private static _StartPerformanceConsole;
  35322. private static _EndPerformanceConsole;
  35323. /**
  35324. * Starts a performance counter
  35325. */
  35326. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  35327. /**
  35328. * Ends a specific performance coutner
  35329. */
  35330. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  35331. /**
  35332. * Gets either window.performance.now() if supported or Date.now() else
  35333. */
  35334. static get Now(): number;
  35335. /**
  35336. * This method will return the name of the class used to create the instance of the given object.
  35337. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  35338. * @param object the object to get the class name from
  35339. * @param isType defines if the object is actually a type
  35340. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  35341. */
  35342. static GetClassName(object: any, isType?: boolean): string;
  35343. /**
  35344. * Gets the first element of an array satisfying a given predicate
  35345. * @param array defines the array to browse
  35346. * @param predicate defines the predicate to use
  35347. * @returns null if not found or the element
  35348. */
  35349. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  35350. /**
  35351. * This method will return the name of the full name of the class, including its owning module (if any).
  35352. * 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).
  35353. * @param object the object to get the class name from
  35354. * @param isType defines if the object is actually a type
  35355. * @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.
  35356. * @ignorenaming
  35357. */
  35358. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  35359. /**
  35360. * Returns a promise that resolves after the given amount of time.
  35361. * @param delay Number of milliseconds to delay
  35362. * @returns Promise that resolves after the given amount of time
  35363. */
  35364. static DelayAsync(delay: number): Promise<void>;
  35365. /**
  35366. * Utility function to detect if the current user agent is Safari
  35367. * @returns whether or not the current user agent is safari
  35368. */
  35369. static IsSafari(): boolean;
  35370. }
  35371. /**
  35372. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  35373. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  35374. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  35375. * @param name The name of the class, case should be preserved
  35376. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  35377. */
  35378. export function className(name: string, module?: string): (target: Object) => void;
  35379. /**
  35380. * An implementation of a loop for asynchronous functions.
  35381. */
  35382. export class AsyncLoop {
  35383. /**
  35384. * Defines the number of iterations for the loop
  35385. */
  35386. iterations: number;
  35387. /**
  35388. * Defines the current index of the loop.
  35389. */
  35390. index: number;
  35391. private _done;
  35392. private _fn;
  35393. private _successCallback;
  35394. /**
  35395. * Constructor.
  35396. * @param iterations the number of iterations.
  35397. * @param func the function to run each iteration
  35398. * @param successCallback the callback that will be called upon succesful execution
  35399. * @param offset starting offset.
  35400. */
  35401. constructor(
  35402. /**
  35403. * Defines the number of iterations for the loop
  35404. */
  35405. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  35406. /**
  35407. * Execute the next iteration. Must be called after the last iteration was finished.
  35408. */
  35409. executeNext(): void;
  35410. /**
  35411. * Break the loop and run the success callback.
  35412. */
  35413. breakLoop(): void;
  35414. /**
  35415. * Create and run an async loop.
  35416. * @param iterations the number of iterations.
  35417. * @param fn the function to run each iteration
  35418. * @param successCallback the callback that will be called upon succesful execution
  35419. * @param offset starting offset.
  35420. * @returns the created async loop object
  35421. */
  35422. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  35423. /**
  35424. * A for-loop that will run a given number of iterations synchronous and the rest async.
  35425. * @param iterations total number of iterations
  35426. * @param syncedIterations number of synchronous iterations in each async iteration.
  35427. * @param fn the function to call each iteration.
  35428. * @param callback a success call back that will be called when iterating stops.
  35429. * @param breakFunction a break condition (optional)
  35430. * @param timeout timeout settings for the setTimeout function. default - 0.
  35431. * @returns the created async loop object
  35432. */
  35433. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  35434. }
  35435. }
  35436. declare module "babylonjs/Misc/stringDictionary" {
  35437. import { Nullable } from "babylonjs/types";
  35438. /**
  35439. * This class implement a typical dictionary using a string as key and the generic type T as value.
  35440. * The underlying implementation relies on an associative array to ensure the best performances.
  35441. * The value can be anything including 'null' but except 'undefined'
  35442. */
  35443. export class StringDictionary<T> {
  35444. /**
  35445. * This will clear this dictionary and copy the content from the 'source' one.
  35446. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  35447. * @param source the dictionary to take the content from and copy to this dictionary
  35448. */
  35449. copyFrom(source: StringDictionary<T>): void;
  35450. /**
  35451. * Get a value based from its key
  35452. * @param key the given key to get the matching value from
  35453. * @return the value if found, otherwise undefined is returned
  35454. */
  35455. get(key: string): T | undefined;
  35456. /**
  35457. * Get a value from its key or add it if it doesn't exist.
  35458. * This method will ensure you that a given key/data will be present in the dictionary.
  35459. * @param key the given key to get the matching value from
  35460. * @param factory the factory that will create the value if the key is not present in the dictionary.
  35461. * The factory will only be invoked if there's no data for the given key.
  35462. * @return the value corresponding to the key.
  35463. */
  35464. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  35465. /**
  35466. * Get a value from its key if present in the dictionary otherwise add it
  35467. * @param key the key to get the value from
  35468. * @param val if there's no such key/value pair in the dictionary add it with this value
  35469. * @return the value corresponding to the key
  35470. */
  35471. getOrAdd(key: string, val: T): T;
  35472. /**
  35473. * Check if there's a given key in the dictionary
  35474. * @param key the key to check for
  35475. * @return true if the key is present, false otherwise
  35476. */
  35477. contains(key: string): boolean;
  35478. /**
  35479. * Add a new key and its corresponding value
  35480. * @param key the key to add
  35481. * @param value the value corresponding to the key
  35482. * @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
  35483. */
  35484. add(key: string, value: T): boolean;
  35485. /**
  35486. * Update a specific value associated to a key
  35487. * @param key defines the key to use
  35488. * @param value defines the value to store
  35489. * @returns true if the value was updated (or false if the key was not found)
  35490. */
  35491. set(key: string, value: T): boolean;
  35492. /**
  35493. * Get the element of the given key and remove it from the dictionary
  35494. * @param key defines the key to search
  35495. * @returns the value associated with the key or null if not found
  35496. */
  35497. getAndRemove(key: string): Nullable<T>;
  35498. /**
  35499. * Remove a key/value from the dictionary.
  35500. * @param key the key to remove
  35501. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  35502. */
  35503. remove(key: string): boolean;
  35504. /**
  35505. * Clear the whole content of the dictionary
  35506. */
  35507. clear(): void;
  35508. /**
  35509. * Gets the current count
  35510. */
  35511. get count(): number;
  35512. /**
  35513. * Execute a callback on each key/val of the dictionary.
  35514. * Note that you can remove any element in this dictionary in the callback implementation
  35515. * @param callback the callback to execute on a given key/value pair
  35516. */
  35517. forEach(callback: (key: string, val: T) => void): void;
  35518. /**
  35519. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  35520. * If the callback returns null or undefined the method will iterate to the next key/value pair
  35521. * Note that you can remove any element in this dictionary in the callback implementation
  35522. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  35523. * @returns the first item
  35524. */
  35525. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  35526. private _count;
  35527. private _data;
  35528. }
  35529. }
  35530. declare module "babylonjs/Collisions/collisionCoordinator" {
  35531. import { Nullable } from "babylonjs/types";
  35532. import { Scene } from "babylonjs/scene";
  35533. import { Vector3 } from "babylonjs/Maths/math.vector";
  35534. import { Collider } from "babylonjs/Collisions/collider";
  35535. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35536. /** @hidden */
  35537. export interface ICollisionCoordinator {
  35538. createCollider(): Collider;
  35539. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  35540. init(scene: Scene): void;
  35541. }
  35542. /** @hidden */
  35543. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  35544. private _scene;
  35545. private _scaledPosition;
  35546. private _scaledVelocity;
  35547. private _finalPosition;
  35548. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  35549. createCollider(): Collider;
  35550. init(scene: Scene): void;
  35551. private _collideWithWorld;
  35552. }
  35553. }
  35554. declare module "babylonjs/Inputs/scene.inputManager" {
  35555. import { Nullable } from "babylonjs/types";
  35556. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  35557. import { Vector2 } from "babylonjs/Maths/math.vector";
  35558. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35559. import { Scene } from "babylonjs/scene";
  35560. /**
  35561. * Class used to manage all inputs for the scene.
  35562. */
  35563. export class InputManager {
  35564. /** The distance in pixel that you have to move to prevent some events */
  35565. static DragMovementThreshold: number;
  35566. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  35567. static LongPressDelay: number;
  35568. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  35569. static DoubleClickDelay: number;
  35570. /** If you need to check double click without raising a single click at first click, enable this flag */
  35571. static ExclusiveDoubleClickMode: boolean;
  35572. private _wheelEventName;
  35573. private _onPointerMove;
  35574. private _onPointerDown;
  35575. private _onPointerUp;
  35576. private _initClickEvent;
  35577. private _initActionManager;
  35578. private _delayedSimpleClick;
  35579. private _delayedSimpleClickTimeout;
  35580. private _previousDelayedSimpleClickTimeout;
  35581. private _meshPickProceed;
  35582. private _previousButtonPressed;
  35583. private _currentPickResult;
  35584. private _previousPickResult;
  35585. private _totalPointersPressed;
  35586. private _doubleClickOccured;
  35587. private _pointerOverMesh;
  35588. private _pickedDownMesh;
  35589. private _pickedUpMesh;
  35590. private _pointerX;
  35591. private _pointerY;
  35592. private _unTranslatedPointerX;
  35593. private _unTranslatedPointerY;
  35594. private _startingPointerPosition;
  35595. private _previousStartingPointerPosition;
  35596. private _startingPointerTime;
  35597. private _previousStartingPointerTime;
  35598. private _pointerCaptures;
  35599. private _onKeyDown;
  35600. private _onKeyUp;
  35601. private _onCanvasFocusObserver;
  35602. private _onCanvasBlurObserver;
  35603. private _scene;
  35604. /**
  35605. * Creates a new InputManager
  35606. * @param scene defines the hosting scene
  35607. */
  35608. constructor(scene: Scene);
  35609. /**
  35610. * Gets the mesh that is currently under the pointer
  35611. */
  35612. get meshUnderPointer(): Nullable<AbstractMesh>;
  35613. /**
  35614. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  35615. */
  35616. get unTranslatedPointer(): Vector2;
  35617. /**
  35618. * Gets or sets the current on-screen X position of the pointer
  35619. */
  35620. get pointerX(): number;
  35621. set pointerX(value: number);
  35622. /**
  35623. * Gets or sets the current on-screen Y position of the pointer
  35624. */
  35625. get pointerY(): number;
  35626. set pointerY(value: number);
  35627. private _updatePointerPosition;
  35628. private _processPointerMove;
  35629. private _setRayOnPointerInfo;
  35630. private _checkPrePointerObservable;
  35631. /**
  35632. * Use this method to simulate a pointer move on a mesh
  35633. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35634. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35635. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35636. */
  35637. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  35638. /**
  35639. * Use this method to simulate a pointer down on a mesh
  35640. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35641. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35642. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35643. */
  35644. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  35645. private _processPointerDown;
  35646. /** @hidden */
  35647. _isPointerSwiping(): boolean;
  35648. /**
  35649. * Use this method to simulate a pointer up on a mesh
  35650. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35651. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35652. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35653. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35654. */
  35655. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  35656. private _processPointerUp;
  35657. /**
  35658. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35659. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35660. * @returns true if the pointer was captured
  35661. */
  35662. isPointerCaptured(pointerId?: number): boolean;
  35663. /**
  35664. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35665. * @param attachUp defines if you want to attach events to pointerup
  35666. * @param attachDown defines if you want to attach events to pointerdown
  35667. * @param attachMove defines if you want to attach events to pointermove
  35668. * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)
  35669. */
  35670. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean, elementToAttachTo?: Nullable<HTMLElement>): void;
  35671. /**
  35672. * Detaches all event handlers
  35673. */
  35674. detachControl(): void;
  35675. /**
  35676. * Force the value of meshUnderPointer
  35677. * @param mesh defines the mesh to use
  35678. */
  35679. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  35680. /**
  35681. * Gets the mesh under the pointer
  35682. * @returns a Mesh or null if no mesh is under the pointer
  35683. */
  35684. getPointerOverMesh(): Nullable<AbstractMesh>;
  35685. }
  35686. }
  35687. declare module "babylonjs/Misc/uniqueIdGenerator" {
  35688. /**
  35689. * Helper class used to generate session unique ID
  35690. */
  35691. export class UniqueIdGenerator {
  35692. private static _UniqueIdCounter;
  35693. /**
  35694. * Gets an unique (relatively to the current scene) Id
  35695. */
  35696. static get UniqueId(): number;
  35697. }
  35698. }
  35699. declare module "babylonjs/Animations/animationGroup" {
  35700. import { Animatable } from "babylonjs/Animations/animatable";
  35701. import { Animation } from "babylonjs/Animations/animation";
  35702. import { Scene, IDisposable } from "babylonjs/scene";
  35703. import { Observable } from "babylonjs/Misc/observable";
  35704. import { Nullable } from "babylonjs/types";
  35705. import "babylonjs/Animations/animatable";
  35706. /**
  35707. * This class defines the direct association between an animation and a target
  35708. */
  35709. export class TargetedAnimation {
  35710. /**
  35711. * Animation to perform
  35712. */
  35713. animation: Animation;
  35714. /**
  35715. * Target to animate
  35716. */
  35717. target: any;
  35718. /**
  35719. * Serialize the object
  35720. * @returns the JSON object representing the current entity
  35721. */
  35722. serialize(): any;
  35723. }
  35724. /**
  35725. * Use this class to create coordinated animations on multiple targets
  35726. */
  35727. export class AnimationGroup implements IDisposable {
  35728. /** The name of the animation group */
  35729. name: string;
  35730. private _scene;
  35731. private _targetedAnimations;
  35732. private _animatables;
  35733. private _from;
  35734. private _to;
  35735. private _isStarted;
  35736. private _isPaused;
  35737. private _speedRatio;
  35738. private _loopAnimation;
  35739. /**
  35740. * Gets or sets the unique id of the node
  35741. */
  35742. uniqueId: number;
  35743. /**
  35744. * This observable will notify when one animation have ended
  35745. */
  35746. onAnimationEndObservable: Observable<TargetedAnimation>;
  35747. /**
  35748. * Observer raised when one animation loops
  35749. */
  35750. onAnimationLoopObservable: Observable<TargetedAnimation>;
  35751. /**
  35752. * Observer raised when all animations have looped
  35753. */
  35754. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  35755. /**
  35756. * This observable will notify when all animations have ended.
  35757. */
  35758. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  35759. /**
  35760. * This observable will notify when all animations have paused.
  35761. */
  35762. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  35763. /**
  35764. * This observable will notify when all animations are playing.
  35765. */
  35766. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  35767. /**
  35768. * Gets the first frame
  35769. */
  35770. get from(): number;
  35771. /**
  35772. * Gets the last frame
  35773. */
  35774. get to(): number;
  35775. /**
  35776. * Define if the animations are started
  35777. */
  35778. get isStarted(): boolean;
  35779. /**
  35780. * Gets a value indicating that the current group is playing
  35781. */
  35782. get isPlaying(): boolean;
  35783. /**
  35784. * Gets or sets the speed ratio to use for all animations
  35785. */
  35786. get speedRatio(): number;
  35787. /**
  35788. * Gets or sets the speed ratio to use for all animations
  35789. */
  35790. set speedRatio(value: number);
  35791. /**
  35792. * Gets or sets if all animations should loop or not
  35793. */
  35794. get loopAnimation(): boolean;
  35795. set loopAnimation(value: boolean);
  35796. /**
  35797. * Gets the targeted animations for this animation group
  35798. */
  35799. get targetedAnimations(): Array<TargetedAnimation>;
  35800. /**
  35801. * returning the list of animatables controlled by this animation group.
  35802. */
  35803. get animatables(): Array<Animatable>;
  35804. /**
  35805. * Instantiates a new Animation Group.
  35806. * This helps managing several animations at once.
  35807. * @see http://doc.babylonjs.com/how_to/group
  35808. * @param name Defines the name of the group
  35809. * @param scene Defines the scene the group belongs to
  35810. */
  35811. constructor(
  35812. /** The name of the animation group */
  35813. name: string, scene?: Nullable<Scene>);
  35814. /**
  35815. * Add an animation (with its target) in the group
  35816. * @param animation defines the animation we want to add
  35817. * @param target defines the target of the animation
  35818. * @returns the TargetedAnimation object
  35819. */
  35820. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  35821. /**
  35822. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  35823. * It can add constant keys at begin or end
  35824. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  35825. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  35826. * @returns the animation group
  35827. */
  35828. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  35829. private _animationLoopCount;
  35830. private _animationLoopFlags;
  35831. private _processLoop;
  35832. /**
  35833. * Start all animations on given targets
  35834. * @param loop defines if animations must loop
  35835. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  35836. * @param from defines the from key (optional)
  35837. * @param to defines the to key (optional)
  35838. * @returns the current animation group
  35839. */
  35840. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  35841. /**
  35842. * Pause all animations
  35843. * @returns the animation group
  35844. */
  35845. pause(): AnimationGroup;
  35846. /**
  35847. * Play all animations to initial state
  35848. * This function will start() the animations if they were not started or will restart() them if they were paused
  35849. * @param loop defines if animations must loop
  35850. * @returns the animation group
  35851. */
  35852. play(loop?: boolean): AnimationGroup;
  35853. /**
  35854. * Reset all animations to initial state
  35855. * @returns the animation group
  35856. */
  35857. reset(): AnimationGroup;
  35858. /**
  35859. * Restart animations from key 0
  35860. * @returns the animation group
  35861. */
  35862. restart(): AnimationGroup;
  35863. /**
  35864. * Stop all animations
  35865. * @returns the animation group
  35866. */
  35867. stop(): AnimationGroup;
  35868. /**
  35869. * Set animation weight for all animatables
  35870. * @param weight defines the weight to use
  35871. * @return the animationGroup
  35872. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  35873. */
  35874. setWeightForAllAnimatables(weight: number): AnimationGroup;
  35875. /**
  35876. * Synchronize and normalize all animatables with a source animatable
  35877. * @param root defines the root animatable to synchronize with
  35878. * @return the animationGroup
  35879. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  35880. */
  35881. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  35882. /**
  35883. * Goes to a specific frame in this animation group
  35884. * @param frame the frame number to go to
  35885. * @return the animationGroup
  35886. */
  35887. goToFrame(frame: number): AnimationGroup;
  35888. /**
  35889. * Dispose all associated resources
  35890. */
  35891. dispose(): void;
  35892. private _checkAnimationGroupEnded;
  35893. /**
  35894. * Clone the current animation group and returns a copy
  35895. * @param newName defines the name of the new group
  35896. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  35897. * @returns the new aniamtion group
  35898. */
  35899. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  35900. /**
  35901. * Serializes the animationGroup to an object
  35902. * @returns Serialized object
  35903. */
  35904. serialize(): any;
  35905. /**
  35906. * Returns a new AnimationGroup object parsed from the source provided.
  35907. * @param parsedAnimationGroup defines the source
  35908. * @param scene defines the scene that will receive the animationGroup
  35909. * @returns a new AnimationGroup
  35910. */
  35911. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  35912. /**
  35913. * Returns the string "AnimationGroup"
  35914. * @returns "AnimationGroup"
  35915. */
  35916. getClassName(): string;
  35917. /**
  35918. * Creates a detailled string about the object
  35919. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  35920. * @returns a string representing the object
  35921. */
  35922. toString(fullDetails?: boolean): string;
  35923. }
  35924. }
  35925. declare module "babylonjs/scene" {
  35926. import { Nullable } from "babylonjs/types";
  35927. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  35928. import { Observable } from "babylonjs/Misc/observable";
  35929. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  35930. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  35931. import { Geometry } from "babylonjs/Meshes/geometry";
  35932. import { TransformNode } from "babylonjs/Meshes/transformNode";
  35933. import { SubMesh } from "babylonjs/Meshes/subMesh";
  35934. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  35935. import { Mesh } from "babylonjs/Meshes/mesh";
  35936. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  35937. import { Bone } from "babylonjs/Bones/bone";
  35938. import { Skeleton } from "babylonjs/Bones/skeleton";
  35939. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  35940. import { Camera } from "babylonjs/Cameras/camera";
  35941. import { AbstractScene } from "babylonjs/abstractScene";
  35942. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  35943. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  35944. import { Material } from "babylonjs/Materials/material";
  35945. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  35946. import { Effect } from "babylonjs/Materials/effect";
  35947. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  35948. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  35949. import { Light } from "babylonjs/Lights/light";
  35950. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  35951. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  35952. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  35953. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  35954. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  35955. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  35956. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  35957. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  35958. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  35959. import { Engine } from "babylonjs/Engines/engine";
  35960. import { Node } from "babylonjs/node";
  35961. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  35962. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  35963. import { WebRequest } from "babylonjs/Misc/webRequest";
  35964. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  35965. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  35966. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  35967. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  35968. import { Plane } from "babylonjs/Maths/math.plane";
  35969. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  35970. import { Ray } from "babylonjs/Culling/ray";
  35971. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  35972. import { Animation } from "babylonjs/Animations/animation";
  35973. import { Animatable } from "babylonjs/Animations/animatable";
  35974. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  35975. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  35976. import { Collider } from "babylonjs/Collisions/collider";
  35977. /**
  35978. * Define an interface for all classes that will hold resources
  35979. */
  35980. export interface IDisposable {
  35981. /**
  35982. * Releases all held resources
  35983. */
  35984. dispose(): void;
  35985. }
  35986. /** Interface defining initialization parameters for Scene class */
  35987. export interface SceneOptions {
  35988. /**
  35989. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  35990. * It will improve performance when the number of geometries becomes important.
  35991. */
  35992. useGeometryUniqueIdsMap?: boolean;
  35993. /**
  35994. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  35995. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  35996. */
  35997. useMaterialMeshMap?: boolean;
  35998. /**
  35999. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  36000. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  36001. */
  36002. useClonedMeshMap?: boolean;
  36003. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  36004. virtual?: boolean;
  36005. }
  36006. /**
  36007. * Represents a scene to be rendered by the engine.
  36008. * @see http://doc.babylonjs.com/features/scene
  36009. */
  36010. export class Scene extends AbstractScene implements IAnimatable {
  36011. /** The fog is deactivated */
  36012. static readonly FOGMODE_NONE: number;
  36013. /** The fog density is following an exponential function */
  36014. static readonly FOGMODE_EXP: number;
  36015. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  36016. static readonly FOGMODE_EXP2: number;
  36017. /** The fog density is following a linear function. */
  36018. static readonly FOGMODE_LINEAR: number;
  36019. /**
  36020. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  36021. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36022. */
  36023. static MinDeltaTime: number;
  36024. /**
  36025. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  36026. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36027. */
  36028. static MaxDeltaTime: number;
  36029. /**
  36030. * Factory used to create the default material.
  36031. * @param name The name of the material to create
  36032. * @param scene The scene to create the material for
  36033. * @returns The default material
  36034. */
  36035. static DefaultMaterialFactory(scene: Scene): Material;
  36036. /**
  36037. * Factory used to create the a collision coordinator.
  36038. * @returns The collision coordinator
  36039. */
  36040. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  36041. /** @hidden */
  36042. _inputManager: InputManager;
  36043. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  36044. cameraToUseForPointers: Nullable<Camera>;
  36045. /** @hidden */
  36046. readonly _isScene: boolean;
  36047. /**
  36048. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  36049. */
  36050. autoClear: boolean;
  36051. /**
  36052. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  36053. */
  36054. autoClearDepthAndStencil: boolean;
  36055. /**
  36056. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  36057. */
  36058. clearColor: Color4;
  36059. /**
  36060. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  36061. */
  36062. ambientColor: Color3;
  36063. /**
  36064. * This is use to store the default BRDF lookup for PBR materials in your scene.
  36065. * It should only be one of the following (if not the default embedded one):
  36066. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  36067. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  36068. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  36069. * The material properties need to be setup according to the type of texture in use.
  36070. */
  36071. environmentBRDFTexture: BaseTexture;
  36072. /** @hidden */
  36073. protected _environmentTexture: Nullable<BaseTexture>;
  36074. /**
  36075. * Texture used in all pbr material as the reflection texture.
  36076. * As in the majority of the scene they are the same (exception for multi room and so on),
  36077. * this is easier to reference from here than from all the materials.
  36078. */
  36079. get environmentTexture(): Nullable<BaseTexture>;
  36080. /**
  36081. * Texture used in all pbr material as the reflection texture.
  36082. * As in the majority of the scene they are the same (exception for multi room and so on),
  36083. * this is easier to set here than in all the materials.
  36084. */
  36085. set environmentTexture(value: Nullable<BaseTexture>);
  36086. /** @hidden */
  36087. protected _environmentIntensity: number;
  36088. /**
  36089. * Intensity of the environment in all pbr material.
  36090. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  36091. * As in the majority of the scene they are the same (exception for multi room and so on),
  36092. * this is easier to reference from here than from all the materials.
  36093. */
  36094. get environmentIntensity(): number;
  36095. /**
  36096. * Intensity of the environment in all pbr material.
  36097. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  36098. * As in the majority of the scene they are the same (exception for multi room and so on),
  36099. * this is easier to set here than in all the materials.
  36100. */
  36101. set environmentIntensity(value: number);
  36102. /** @hidden */
  36103. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  36104. /**
  36105. * Default image processing configuration used either in the rendering
  36106. * Forward main pass or through the imageProcessingPostProcess if present.
  36107. * As in the majority of the scene they are the same (exception for multi camera),
  36108. * this is easier to reference from here than from all the materials and post process.
  36109. *
  36110. * No setter as we it is a shared configuration, you can set the values instead.
  36111. */
  36112. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  36113. private _forceWireframe;
  36114. /**
  36115. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  36116. */
  36117. set forceWireframe(value: boolean);
  36118. get forceWireframe(): boolean;
  36119. private _skipFrustumClipping;
  36120. /**
  36121. * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection
  36122. */
  36123. set skipFrustumClipping(value: boolean);
  36124. get skipFrustumClipping(): boolean;
  36125. private _forcePointsCloud;
  36126. /**
  36127. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  36128. */
  36129. set forcePointsCloud(value: boolean);
  36130. get forcePointsCloud(): boolean;
  36131. /**
  36132. * Gets or sets the active clipplane 1
  36133. */
  36134. clipPlane: Nullable<Plane>;
  36135. /**
  36136. * Gets or sets the active clipplane 2
  36137. */
  36138. clipPlane2: Nullable<Plane>;
  36139. /**
  36140. * Gets or sets the active clipplane 3
  36141. */
  36142. clipPlane3: Nullable<Plane>;
  36143. /**
  36144. * Gets or sets the active clipplane 4
  36145. */
  36146. clipPlane4: Nullable<Plane>;
  36147. /**
  36148. * Gets or sets the active clipplane 5
  36149. */
  36150. clipPlane5: Nullable<Plane>;
  36151. /**
  36152. * Gets or sets the active clipplane 6
  36153. */
  36154. clipPlane6: Nullable<Plane>;
  36155. /**
  36156. * Gets or sets a boolean indicating if animations are enabled
  36157. */
  36158. animationsEnabled: boolean;
  36159. private _animationPropertiesOverride;
  36160. /**
  36161. * Gets or sets the animation properties override
  36162. */
  36163. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  36164. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  36165. /**
  36166. * Gets or sets a boolean indicating if a constant deltatime has to be used
  36167. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  36168. */
  36169. useConstantAnimationDeltaTime: boolean;
  36170. /**
  36171. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  36172. * Please note that it requires to run a ray cast through the scene on every frame
  36173. */
  36174. constantlyUpdateMeshUnderPointer: boolean;
  36175. /**
  36176. * Defines the HTML cursor to use when hovering over interactive elements
  36177. */
  36178. hoverCursor: string;
  36179. /**
  36180. * Defines the HTML default cursor to use (empty by default)
  36181. */
  36182. defaultCursor: string;
  36183. /**
  36184. * Defines wether cursors are handled by the scene.
  36185. */
  36186. doNotHandleCursors: boolean;
  36187. /**
  36188. * This is used to call preventDefault() on pointer down
  36189. * in order to block unwanted artifacts like system double clicks
  36190. */
  36191. preventDefaultOnPointerDown: boolean;
  36192. /**
  36193. * This is used to call preventDefault() on pointer up
  36194. * in order to block unwanted artifacts like system double clicks
  36195. */
  36196. preventDefaultOnPointerUp: boolean;
  36197. /**
  36198. * Gets or sets user defined metadata
  36199. */
  36200. metadata: any;
  36201. /**
  36202. * For internal use only. Please do not use.
  36203. */
  36204. reservedDataStore: any;
  36205. /**
  36206. * Gets the name of the plugin used to load this scene (null by default)
  36207. */
  36208. loadingPluginName: string;
  36209. /**
  36210. * Use this array to add regular expressions used to disable offline support for specific urls
  36211. */
  36212. disableOfflineSupportExceptionRules: RegExp[];
  36213. /**
  36214. * An event triggered when the scene is disposed.
  36215. */
  36216. onDisposeObservable: Observable<Scene>;
  36217. private _onDisposeObserver;
  36218. /** Sets a function to be executed when this scene is disposed. */
  36219. set onDispose(callback: () => void);
  36220. /**
  36221. * An event triggered before rendering the scene (right after animations and physics)
  36222. */
  36223. onBeforeRenderObservable: Observable<Scene>;
  36224. private _onBeforeRenderObserver;
  36225. /** Sets a function to be executed before rendering this scene */
  36226. set beforeRender(callback: Nullable<() => void>);
  36227. /**
  36228. * An event triggered after rendering the scene
  36229. */
  36230. onAfterRenderObservable: Observable<Scene>;
  36231. /**
  36232. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  36233. */
  36234. onAfterRenderCameraObservable: Observable<Camera>;
  36235. private _onAfterRenderObserver;
  36236. /** Sets a function to be executed after rendering this scene */
  36237. set afterRender(callback: Nullable<() => void>);
  36238. /**
  36239. * An event triggered before animating the scene
  36240. */
  36241. onBeforeAnimationsObservable: Observable<Scene>;
  36242. /**
  36243. * An event triggered after animations processing
  36244. */
  36245. onAfterAnimationsObservable: Observable<Scene>;
  36246. /**
  36247. * An event triggered before draw calls are ready to be sent
  36248. */
  36249. onBeforeDrawPhaseObservable: Observable<Scene>;
  36250. /**
  36251. * An event triggered after draw calls have been sent
  36252. */
  36253. onAfterDrawPhaseObservable: Observable<Scene>;
  36254. /**
  36255. * An event triggered when the scene is ready
  36256. */
  36257. onReadyObservable: Observable<Scene>;
  36258. /**
  36259. * An event triggered before rendering a camera
  36260. */
  36261. onBeforeCameraRenderObservable: Observable<Camera>;
  36262. private _onBeforeCameraRenderObserver;
  36263. /** Sets a function to be executed before rendering a camera*/
  36264. set beforeCameraRender(callback: () => void);
  36265. /**
  36266. * An event triggered after rendering a camera
  36267. */
  36268. onAfterCameraRenderObservable: Observable<Camera>;
  36269. private _onAfterCameraRenderObserver;
  36270. /** Sets a function to be executed after rendering a camera*/
  36271. set afterCameraRender(callback: () => void);
  36272. /**
  36273. * An event triggered when active meshes evaluation is about to start
  36274. */
  36275. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  36276. /**
  36277. * An event triggered when active meshes evaluation is done
  36278. */
  36279. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  36280. /**
  36281. * An event triggered when particles rendering is about to start
  36282. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  36283. */
  36284. onBeforeParticlesRenderingObservable: Observable<Scene>;
  36285. /**
  36286. * An event triggered when particles rendering is done
  36287. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  36288. */
  36289. onAfterParticlesRenderingObservable: Observable<Scene>;
  36290. /**
  36291. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  36292. */
  36293. onDataLoadedObservable: Observable<Scene>;
  36294. /**
  36295. * An event triggered when a camera is created
  36296. */
  36297. onNewCameraAddedObservable: Observable<Camera>;
  36298. /**
  36299. * An event triggered when a camera is removed
  36300. */
  36301. onCameraRemovedObservable: Observable<Camera>;
  36302. /**
  36303. * An event triggered when a light is created
  36304. */
  36305. onNewLightAddedObservable: Observable<Light>;
  36306. /**
  36307. * An event triggered when a light is removed
  36308. */
  36309. onLightRemovedObservable: Observable<Light>;
  36310. /**
  36311. * An event triggered when a geometry is created
  36312. */
  36313. onNewGeometryAddedObservable: Observable<Geometry>;
  36314. /**
  36315. * An event triggered when a geometry is removed
  36316. */
  36317. onGeometryRemovedObservable: Observable<Geometry>;
  36318. /**
  36319. * An event triggered when a transform node is created
  36320. */
  36321. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  36322. /**
  36323. * An event triggered when a transform node is removed
  36324. */
  36325. onTransformNodeRemovedObservable: Observable<TransformNode>;
  36326. /**
  36327. * An event triggered when a mesh is created
  36328. */
  36329. onNewMeshAddedObservable: Observable<AbstractMesh>;
  36330. /**
  36331. * An event triggered when a mesh is removed
  36332. */
  36333. onMeshRemovedObservable: Observable<AbstractMesh>;
  36334. /**
  36335. * An event triggered when a skeleton is created
  36336. */
  36337. onNewSkeletonAddedObservable: Observable<Skeleton>;
  36338. /**
  36339. * An event triggered when a skeleton is removed
  36340. */
  36341. onSkeletonRemovedObservable: Observable<Skeleton>;
  36342. /**
  36343. * An event triggered when a material is created
  36344. */
  36345. onNewMaterialAddedObservable: Observable<Material>;
  36346. /**
  36347. * An event triggered when a material is removed
  36348. */
  36349. onMaterialRemovedObservable: Observable<Material>;
  36350. /**
  36351. * An event triggered when a texture is created
  36352. */
  36353. onNewTextureAddedObservable: Observable<BaseTexture>;
  36354. /**
  36355. * An event triggered when a texture is removed
  36356. */
  36357. onTextureRemovedObservable: Observable<BaseTexture>;
  36358. /**
  36359. * An event triggered when render targets are about to be rendered
  36360. * Can happen multiple times per frame.
  36361. */
  36362. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  36363. /**
  36364. * An event triggered when render targets were rendered.
  36365. * Can happen multiple times per frame.
  36366. */
  36367. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  36368. /**
  36369. * An event triggered before calculating deterministic simulation step
  36370. */
  36371. onBeforeStepObservable: Observable<Scene>;
  36372. /**
  36373. * An event triggered after calculating deterministic simulation step
  36374. */
  36375. onAfterStepObservable: Observable<Scene>;
  36376. /**
  36377. * An event triggered when the activeCamera property is updated
  36378. */
  36379. onActiveCameraChanged: Observable<Scene>;
  36380. /**
  36381. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  36382. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  36383. * 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)
  36384. */
  36385. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  36386. /**
  36387. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  36388. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  36389. * 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)
  36390. */
  36391. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  36392. /**
  36393. * This Observable will when a mesh has been imported into the scene.
  36394. */
  36395. onMeshImportedObservable: Observable<AbstractMesh>;
  36396. /**
  36397. * This Observable will when an animation file has been imported into the scene.
  36398. */
  36399. onAnimationFileImportedObservable: Observable<Scene>;
  36400. /**
  36401. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  36402. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  36403. */
  36404. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  36405. /** @hidden */
  36406. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  36407. /**
  36408. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  36409. */
  36410. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  36411. /**
  36412. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  36413. */
  36414. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  36415. /**
  36416. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  36417. */
  36418. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  36419. /** Callback called when a pointer move is detected */
  36420. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  36421. /** Callback called when a pointer down is detected */
  36422. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  36423. /** Callback called when a pointer up is detected */
  36424. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  36425. /** Callback called when a pointer pick is detected */
  36426. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  36427. /**
  36428. * 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).
  36429. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  36430. */
  36431. onPrePointerObservable: Observable<PointerInfoPre>;
  36432. /**
  36433. * Observable event triggered each time an input event is received from the rendering canvas
  36434. */
  36435. onPointerObservable: Observable<PointerInfo>;
  36436. /**
  36437. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  36438. */
  36439. get unTranslatedPointer(): Vector2;
  36440. /**
  36441. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  36442. */
  36443. static get DragMovementThreshold(): number;
  36444. static set DragMovementThreshold(value: number);
  36445. /**
  36446. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  36447. */
  36448. static get LongPressDelay(): number;
  36449. static set LongPressDelay(value: number);
  36450. /**
  36451. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  36452. */
  36453. static get DoubleClickDelay(): number;
  36454. static set DoubleClickDelay(value: number);
  36455. /** If you need to check double click without raising a single click at first click, enable this flag */
  36456. static get ExclusiveDoubleClickMode(): boolean;
  36457. static set ExclusiveDoubleClickMode(value: boolean);
  36458. /** @hidden */
  36459. _mirroredCameraPosition: Nullable<Vector3>;
  36460. /**
  36461. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  36462. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  36463. */
  36464. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  36465. /**
  36466. * Observable event triggered each time an keyboard event is received from the hosting window
  36467. */
  36468. onKeyboardObservable: Observable<KeyboardInfo>;
  36469. private _useRightHandedSystem;
  36470. /**
  36471. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  36472. */
  36473. set useRightHandedSystem(value: boolean);
  36474. get useRightHandedSystem(): boolean;
  36475. private _timeAccumulator;
  36476. private _currentStepId;
  36477. private _currentInternalStep;
  36478. /**
  36479. * Sets the step Id used by deterministic lock step
  36480. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36481. * @param newStepId defines the step Id
  36482. */
  36483. setStepId(newStepId: number): void;
  36484. /**
  36485. * Gets the step Id used by deterministic lock step
  36486. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36487. * @returns the step Id
  36488. */
  36489. getStepId(): number;
  36490. /**
  36491. * Gets the internal step used by deterministic lock step
  36492. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  36493. * @returns the internal step
  36494. */
  36495. getInternalStep(): number;
  36496. private _fogEnabled;
  36497. /**
  36498. * Gets or sets a boolean indicating if fog is enabled on this scene
  36499. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36500. * (Default is true)
  36501. */
  36502. set fogEnabled(value: boolean);
  36503. get fogEnabled(): boolean;
  36504. private _fogMode;
  36505. /**
  36506. * Gets or sets the fog mode to use
  36507. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36508. * | mode | value |
  36509. * | --- | --- |
  36510. * | FOGMODE_NONE | 0 |
  36511. * | FOGMODE_EXP | 1 |
  36512. * | FOGMODE_EXP2 | 2 |
  36513. * | FOGMODE_LINEAR | 3 |
  36514. */
  36515. set fogMode(value: number);
  36516. get fogMode(): number;
  36517. /**
  36518. * Gets or sets the fog color to use
  36519. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36520. * (Default is Color3(0.2, 0.2, 0.3))
  36521. */
  36522. fogColor: Color3;
  36523. /**
  36524. * Gets or sets the fog density to use
  36525. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36526. * (Default is 0.1)
  36527. */
  36528. fogDensity: number;
  36529. /**
  36530. * Gets or sets the fog start distance to use
  36531. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36532. * (Default is 0)
  36533. */
  36534. fogStart: number;
  36535. /**
  36536. * Gets or sets the fog end distance to use
  36537. * @see http://doc.babylonjs.com/babylon101/environment#fog
  36538. * (Default is 1000)
  36539. */
  36540. fogEnd: number;
  36541. private _shadowsEnabled;
  36542. /**
  36543. * Gets or sets a boolean indicating if shadows are enabled on this scene
  36544. */
  36545. set shadowsEnabled(value: boolean);
  36546. get shadowsEnabled(): boolean;
  36547. private _lightsEnabled;
  36548. /**
  36549. * Gets or sets a boolean indicating if lights are enabled on this scene
  36550. */
  36551. set lightsEnabled(value: boolean);
  36552. get lightsEnabled(): boolean;
  36553. /** All of the active cameras added to this scene. */
  36554. activeCameras: Camera[];
  36555. /** @hidden */
  36556. _activeCamera: Nullable<Camera>;
  36557. /** Gets or sets the current active camera */
  36558. get activeCamera(): Nullable<Camera>;
  36559. set activeCamera(value: Nullable<Camera>);
  36560. private _defaultMaterial;
  36561. /** The default material used on meshes when no material is affected */
  36562. get defaultMaterial(): Material;
  36563. /** The default material used on meshes when no material is affected */
  36564. set defaultMaterial(value: Material);
  36565. private _texturesEnabled;
  36566. /**
  36567. * Gets or sets a boolean indicating if textures are enabled on this scene
  36568. */
  36569. set texturesEnabled(value: boolean);
  36570. get texturesEnabled(): boolean;
  36571. /**
  36572. * Gets or sets a boolean indicating if particles are enabled on this scene
  36573. */
  36574. particlesEnabled: boolean;
  36575. /**
  36576. * Gets or sets a boolean indicating if sprites are enabled on this scene
  36577. */
  36578. spritesEnabled: boolean;
  36579. private _skeletonsEnabled;
  36580. /**
  36581. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  36582. */
  36583. set skeletonsEnabled(value: boolean);
  36584. get skeletonsEnabled(): boolean;
  36585. /**
  36586. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  36587. */
  36588. lensFlaresEnabled: boolean;
  36589. /**
  36590. * Gets or sets a boolean indicating if collisions are enabled on this scene
  36591. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  36592. */
  36593. collisionsEnabled: boolean;
  36594. private _collisionCoordinator;
  36595. /** @hidden */
  36596. get collisionCoordinator(): ICollisionCoordinator;
  36597. /**
  36598. * Defines the gravity applied to this scene (used only for collisions)
  36599. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  36600. */
  36601. gravity: Vector3;
  36602. /**
  36603. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  36604. */
  36605. postProcessesEnabled: boolean;
  36606. /**
  36607. * The list of postprocesses added to the scene
  36608. */
  36609. postProcesses: PostProcess[];
  36610. /**
  36611. * Gets the current postprocess manager
  36612. */
  36613. postProcessManager: PostProcessManager;
  36614. /**
  36615. * Gets or sets a boolean indicating if render targets are enabled on this scene
  36616. */
  36617. renderTargetsEnabled: boolean;
  36618. /**
  36619. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  36620. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  36621. */
  36622. dumpNextRenderTargets: boolean;
  36623. /**
  36624. * The list of user defined render targets added to the scene
  36625. */
  36626. customRenderTargets: RenderTargetTexture[];
  36627. /**
  36628. * Defines if texture loading must be delayed
  36629. * If true, textures will only be loaded when they need to be rendered
  36630. */
  36631. useDelayedTextureLoading: boolean;
  36632. /**
  36633. * Gets the list of meshes imported to the scene through SceneLoader
  36634. */
  36635. importedMeshesFiles: String[];
  36636. /**
  36637. * Gets or sets a boolean indicating if probes are enabled on this scene
  36638. */
  36639. probesEnabled: boolean;
  36640. /**
  36641. * Gets or sets the current offline provider to use to store scene data
  36642. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  36643. */
  36644. offlineProvider: IOfflineProvider;
  36645. /**
  36646. * Gets or sets the action manager associated with the scene
  36647. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36648. */
  36649. actionManager: AbstractActionManager;
  36650. private _meshesForIntersections;
  36651. /**
  36652. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  36653. */
  36654. proceduralTexturesEnabled: boolean;
  36655. private _engine;
  36656. private _totalVertices;
  36657. /** @hidden */
  36658. _activeIndices: PerfCounter;
  36659. /** @hidden */
  36660. _activeParticles: PerfCounter;
  36661. /** @hidden */
  36662. _activeBones: PerfCounter;
  36663. private _animationRatio;
  36664. /** @hidden */
  36665. _animationTimeLast: number;
  36666. /** @hidden */
  36667. _animationTime: number;
  36668. /**
  36669. * Gets or sets a general scale for animation speed
  36670. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  36671. */
  36672. animationTimeScale: number;
  36673. /** @hidden */
  36674. _cachedMaterial: Nullable<Material>;
  36675. /** @hidden */
  36676. _cachedEffect: Nullable<Effect>;
  36677. /** @hidden */
  36678. _cachedVisibility: Nullable<number>;
  36679. private _renderId;
  36680. private _frameId;
  36681. private _executeWhenReadyTimeoutId;
  36682. private _intermediateRendering;
  36683. private _viewUpdateFlag;
  36684. private _projectionUpdateFlag;
  36685. /** @hidden */
  36686. _toBeDisposed: Nullable<IDisposable>[];
  36687. private _activeRequests;
  36688. /** @hidden */
  36689. _pendingData: any[];
  36690. private _isDisposed;
  36691. /**
  36692. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  36693. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  36694. */
  36695. dispatchAllSubMeshesOfActiveMeshes: boolean;
  36696. private _activeMeshes;
  36697. private _processedMaterials;
  36698. private _renderTargets;
  36699. /** @hidden */
  36700. _activeParticleSystems: SmartArray<IParticleSystem>;
  36701. private _activeSkeletons;
  36702. private _softwareSkinnedMeshes;
  36703. private _renderingManager;
  36704. /** @hidden */
  36705. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  36706. private _transformMatrix;
  36707. private _sceneUbo;
  36708. /** @hidden */
  36709. _viewMatrix: Matrix;
  36710. private _projectionMatrix;
  36711. /** @hidden */
  36712. _forcedViewPosition: Nullable<Vector3>;
  36713. /** @hidden */
  36714. _frustumPlanes: Plane[];
  36715. /**
  36716. * Gets the list of frustum planes (built from the active camera)
  36717. */
  36718. get frustumPlanes(): Plane[];
  36719. /**
  36720. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  36721. * This is useful if there are more lights that the maximum simulteanous authorized
  36722. */
  36723. requireLightSorting: boolean;
  36724. /** @hidden */
  36725. readonly useMaterialMeshMap: boolean;
  36726. /** @hidden */
  36727. readonly useClonedMeshMap: boolean;
  36728. private _externalData;
  36729. private _uid;
  36730. /**
  36731. * @hidden
  36732. * Backing store of defined scene components.
  36733. */
  36734. _components: ISceneComponent[];
  36735. /**
  36736. * @hidden
  36737. * Backing store of defined scene components.
  36738. */
  36739. _serializableComponents: ISceneSerializableComponent[];
  36740. /**
  36741. * List of components to register on the next registration step.
  36742. */
  36743. private _transientComponents;
  36744. /**
  36745. * Registers the transient components if needed.
  36746. */
  36747. private _registerTransientComponents;
  36748. /**
  36749. * @hidden
  36750. * Add a component to the scene.
  36751. * Note that the ccomponent could be registered on th next frame if this is called after
  36752. * the register component stage.
  36753. * @param component Defines the component to add to the scene
  36754. */
  36755. _addComponent(component: ISceneComponent): void;
  36756. /**
  36757. * @hidden
  36758. * Gets a component from the scene.
  36759. * @param name defines the name of the component to retrieve
  36760. * @returns the component or null if not present
  36761. */
  36762. _getComponent(name: string): Nullable<ISceneComponent>;
  36763. /**
  36764. * @hidden
  36765. * Defines the actions happening before camera updates.
  36766. */
  36767. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  36768. /**
  36769. * @hidden
  36770. * Defines the actions happening before clear the canvas.
  36771. */
  36772. _beforeClearStage: Stage<SimpleStageAction>;
  36773. /**
  36774. * @hidden
  36775. * Defines the actions when collecting render targets for the frame.
  36776. */
  36777. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  36778. /**
  36779. * @hidden
  36780. * Defines the actions happening for one camera in the frame.
  36781. */
  36782. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  36783. /**
  36784. * @hidden
  36785. * Defines the actions happening during the per mesh ready checks.
  36786. */
  36787. _isReadyForMeshStage: Stage<MeshStageAction>;
  36788. /**
  36789. * @hidden
  36790. * Defines the actions happening before evaluate active mesh checks.
  36791. */
  36792. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  36793. /**
  36794. * @hidden
  36795. * Defines the actions happening during the evaluate sub mesh checks.
  36796. */
  36797. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  36798. /**
  36799. * @hidden
  36800. * Defines the actions happening during the active mesh stage.
  36801. */
  36802. _activeMeshStage: Stage<ActiveMeshStageAction>;
  36803. /**
  36804. * @hidden
  36805. * Defines the actions happening during the per camera render target step.
  36806. */
  36807. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  36808. /**
  36809. * @hidden
  36810. * Defines the actions happening just before the active camera is drawing.
  36811. */
  36812. _beforeCameraDrawStage: Stage<CameraStageAction>;
  36813. /**
  36814. * @hidden
  36815. * Defines the actions happening just before a render target is drawing.
  36816. */
  36817. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  36818. /**
  36819. * @hidden
  36820. * Defines the actions happening just before a rendering group is drawing.
  36821. */
  36822. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  36823. /**
  36824. * @hidden
  36825. * Defines the actions happening just before a mesh is drawing.
  36826. */
  36827. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  36828. /**
  36829. * @hidden
  36830. * Defines the actions happening just after a mesh has been drawn.
  36831. */
  36832. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  36833. /**
  36834. * @hidden
  36835. * Defines the actions happening just after a rendering group has been drawn.
  36836. */
  36837. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  36838. /**
  36839. * @hidden
  36840. * Defines the actions happening just after the active camera has been drawn.
  36841. */
  36842. _afterCameraDrawStage: Stage<CameraStageAction>;
  36843. /**
  36844. * @hidden
  36845. * Defines the actions happening just after a render target has been drawn.
  36846. */
  36847. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  36848. /**
  36849. * @hidden
  36850. * Defines the actions happening just after rendering all cameras and computing intersections.
  36851. */
  36852. _afterRenderStage: Stage<SimpleStageAction>;
  36853. /**
  36854. * @hidden
  36855. * Defines the actions happening when a pointer move event happens.
  36856. */
  36857. _pointerMoveStage: Stage<PointerMoveStageAction>;
  36858. /**
  36859. * @hidden
  36860. * Defines the actions happening when a pointer down event happens.
  36861. */
  36862. _pointerDownStage: Stage<PointerUpDownStageAction>;
  36863. /**
  36864. * @hidden
  36865. * Defines the actions happening when a pointer up event happens.
  36866. */
  36867. _pointerUpStage: Stage<PointerUpDownStageAction>;
  36868. /**
  36869. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  36870. */
  36871. private geometriesByUniqueId;
  36872. /**
  36873. * Creates a new Scene
  36874. * @param engine defines the engine to use to render this scene
  36875. * @param options defines the scene options
  36876. */
  36877. constructor(engine: Engine, options?: SceneOptions);
  36878. /**
  36879. * Gets a string idenfifying the name of the class
  36880. * @returns "Scene" string
  36881. */
  36882. getClassName(): string;
  36883. private _defaultMeshCandidates;
  36884. /**
  36885. * @hidden
  36886. */
  36887. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  36888. private _defaultSubMeshCandidates;
  36889. /**
  36890. * @hidden
  36891. */
  36892. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  36893. /**
  36894. * Sets the default candidate providers for the scene.
  36895. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  36896. * and getCollidingSubMeshCandidates to their default function
  36897. */
  36898. setDefaultCandidateProviders(): void;
  36899. /**
  36900. * Gets the mesh that is currently under the pointer
  36901. */
  36902. get meshUnderPointer(): Nullable<AbstractMesh>;
  36903. /**
  36904. * Gets or sets the current on-screen X position of the pointer
  36905. */
  36906. get pointerX(): number;
  36907. set pointerX(value: number);
  36908. /**
  36909. * Gets or sets the current on-screen Y position of the pointer
  36910. */
  36911. get pointerY(): number;
  36912. set pointerY(value: number);
  36913. /**
  36914. * Gets the cached material (ie. the latest rendered one)
  36915. * @returns the cached material
  36916. */
  36917. getCachedMaterial(): Nullable<Material>;
  36918. /**
  36919. * Gets the cached effect (ie. the latest rendered one)
  36920. * @returns the cached effect
  36921. */
  36922. getCachedEffect(): Nullable<Effect>;
  36923. /**
  36924. * Gets the cached visibility state (ie. the latest rendered one)
  36925. * @returns the cached visibility state
  36926. */
  36927. getCachedVisibility(): Nullable<number>;
  36928. /**
  36929. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  36930. * @param material defines the current material
  36931. * @param effect defines the current effect
  36932. * @param visibility defines the current visibility state
  36933. * @returns true if one parameter is not cached
  36934. */
  36935. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  36936. /**
  36937. * Gets the engine associated with the scene
  36938. * @returns an Engine
  36939. */
  36940. getEngine(): Engine;
  36941. /**
  36942. * Gets the total number of vertices rendered per frame
  36943. * @returns the total number of vertices rendered per frame
  36944. */
  36945. getTotalVertices(): number;
  36946. /**
  36947. * Gets the performance counter for total vertices
  36948. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  36949. */
  36950. get totalVerticesPerfCounter(): PerfCounter;
  36951. /**
  36952. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  36953. * @returns the total number of active indices rendered per frame
  36954. */
  36955. getActiveIndices(): number;
  36956. /**
  36957. * Gets the performance counter for active indices
  36958. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  36959. */
  36960. get totalActiveIndicesPerfCounter(): PerfCounter;
  36961. /**
  36962. * Gets the total number of active particles rendered per frame
  36963. * @returns the total number of active particles rendered per frame
  36964. */
  36965. getActiveParticles(): number;
  36966. /**
  36967. * Gets the performance counter for active particles
  36968. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  36969. */
  36970. get activeParticlesPerfCounter(): PerfCounter;
  36971. /**
  36972. * Gets the total number of active bones rendered per frame
  36973. * @returns the total number of active bones rendered per frame
  36974. */
  36975. getActiveBones(): number;
  36976. /**
  36977. * Gets the performance counter for active bones
  36978. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  36979. */
  36980. get activeBonesPerfCounter(): PerfCounter;
  36981. /**
  36982. * Gets the array of active meshes
  36983. * @returns an array of AbstractMesh
  36984. */
  36985. getActiveMeshes(): SmartArray<AbstractMesh>;
  36986. /**
  36987. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  36988. * @returns a number
  36989. */
  36990. getAnimationRatio(): number;
  36991. /**
  36992. * Gets an unique Id for the current render phase
  36993. * @returns a number
  36994. */
  36995. getRenderId(): number;
  36996. /**
  36997. * Gets an unique Id for the current frame
  36998. * @returns a number
  36999. */
  37000. getFrameId(): number;
  37001. /** Call this function if you want to manually increment the render Id*/
  37002. incrementRenderId(): void;
  37003. private _createUbo;
  37004. /**
  37005. * Use this method to simulate a pointer move on a mesh
  37006. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  37007. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  37008. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  37009. * @returns the current scene
  37010. */
  37011. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  37012. /**
  37013. * Use this method to simulate a pointer down on a mesh
  37014. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  37015. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  37016. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  37017. * @returns the current scene
  37018. */
  37019. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  37020. /**
  37021. * Use this method to simulate a pointer up on a mesh
  37022. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  37023. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  37024. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  37025. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  37026. * @returns the current scene
  37027. */
  37028. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  37029. /**
  37030. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  37031. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  37032. * @returns true if the pointer was captured
  37033. */
  37034. isPointerCaptured(pointerId?: number): boolean;
  37035. /**
  37036. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  37037. * @param attachUp defines if you want to attach events to pointerup
  37038. * @param attachDown defines if you want to attach events to pointerdown
  37039. * @param attachMove defines if you want to attach events to pointermove
  37040. */
  37041. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  37042. /** Detaches all event handlers*/
  37043. detachControl(): void;
  37044. /**
  37045. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  37046. * Delay loaded resources are not taking in account
  37047. * @return true if all required resources are ready
  37048. */
  37049. isReady(): boolean;
  37050. /** Resets all cached information relative to material (including effect and visibility) */
  37051. resetCachedMaterial(): void;
  37052. /**
  37053. * Registers a function to be called before every frame render
  37054. * @param func defines the function to register
  37055. */
  37056. registerBeforeRender(func: () => void): void;
  37057. /**
  37058. * Unregisters a function called before every frame render
  37059. * @param func defines the function to unregister
  37060. */
  37061. unregisterBeforeRender(func: () => void): void;
  37062. /**
  37063. * Registers a function to be called after every frame render
  37064. * @param func defines the function to register
  37065. */
  37066. registerAfterRender(func: () => void): void;
  37067. /**
  37068. * Unregisters a function called after every frame render
  37069. * @param func defines the function to unregister
  37070. */
  37071. unregisterAfterRender(func: () => void): void;
  37072. private _executeOnceBeforeRender;
  37073. /**
  37074. * The provided function will run before render once and will be disposed afterwards.
  37075. * A timeout delay can be provided so that the function will be executed in N ms.
  37076. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  37077. * @param func The function to be executed.
  37078. * @param timeout optional delay in ms
  37079. */
  37080. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  37081. /** @hidden */
  37082. _addPendingData(data: any): void;
  37083. /** @hidden */
  37084. _removePendingData(data: any): void;
  37085. /**
  37086. * Returns the number of items waiting to be loaded
  37087. * @returns the number of items waiting to be loaded
  37088. */
  37089. getWaitingItemsCount(): number;
  37090. /**
  37091. * Returns a boolean indicating if the scene is still loading data
  37092. */
  37093. get isLoading(): boolean;
  37094. /**
  37095. * Registers a function to be executed when the scene is ready
  37096. * @param {Function} func - the function to be executed
  37097. */
  37098. executeWhenReady(func: () => void): void;
  37099. /**
  37100. * Returns a promise that resolves when the scene is ready
  37101. * @returns A promise that resolves when the scene is ready
  37102. */
  37103. whenReadyAsync(): Promise<void>;
  37104. /** @hidden */
  37105. _checkIsReady(): void;
  37106. /**
  37107. * Gets all animatable attached to the scene
  37108. */
  37109. get animatables(): Animatable[];
  37110. /**
  37111. * Resets the last animation time frame.
  37112. * Useful to override when animations start running when loading a scene for the first time.
  37113. */
  37114. resetLastAnimationTimeFrame(): void;
  37115. /**
  37116. * Gets the current view matrix
  37117. * @returns a Matrix
  37118. */
  37119. getViewMatrix(): Matrix;
  37120. /**
  37121. * Gets the current projection matrix
  37122. * @returns a Matrix
  37123. */
  37124. getProjectionMatrix(): Matrix;
  37125. /**
  37126. * Gets the current transform matrix
  37127. * @returns a Matrix made of View * Projection
  37128. */
  37129. getTransformMatrix(): Matrix;
  37130. /**
  37131. * Sets the current transform matrix
  37132. * @param viewL defines the View matrix to use
  37133. * @param projectionL defines the Projection matrix to use
  37134. * @param viewR defines the right View matrix to use (if provided)
  37135. * @param projectionR defines the right Projection matrix to use (if provided)
  37136. */
  37137. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  37138. /**
  37139. * Gets the uniform buffer used to store scene data
  37140. * @returns a UniformBuffer
  37141. */
  37142. getSceneUniformBuffer(): UniformBuffer;
  37143. /**
  37144. * Gets an unique (relatively to the current scene) Id
  37145. * @returns an unique number for the scene
  37146. */
  37147. getUniqueId(): number;
  37148. /**
  37149. * Add a mesh to the list of scene's meshes
  37150. * @param newMesh defines the mesh to add
  37151. * @param recursive if all child meshes should also be added to the scene
  37152. */
  37153. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  37154. /**
  37155. * Remove a mesh for the list of scene's meshes
  37156. * @param toRemove defines the mesh to remove
  37157. * @param recursive if all child meshes should also be removed from the scene
  37158. * @returns the index where the mesh was in the mesh list
  37159. */
  37160. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  37161. /**
  37162. * Add a transform node to the list of scene's transform nodes
  37163. * @param newTransformNode defines the transform node to add
  37164. */
  37165. addTransformNode(newTransformNode: TransformNode): void;
  37166. /**
  37167. * Remove a transform node for the list of scene's transform nodes
  37168. * @param toRemove defines the transform node to remove
  37169. * @returns the index where the transform node was in the transform node list
  37170. */
  37171. removeTransformNode(toRemove: TransformNode): number;
  37172. /**
  37173. * Remove a skeleton for the list of scene's skeletons
  37174. * @param toRemove defines the skeleton to remove
  37175. * @returns the index where the skeleton was in the skeleton list
  37176. */
  37177. removeSkeleton(toRemove: Skeleton): number;
  37178. /**
  37179. * Remove a morph target for the list of scene's morph targets
  37180. * @param toRemove defines the morph target to remove
  37181. * @returns the index where the morph target was in the morph target list
  37182. */
  37183. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  37184. /**
  37185. * Remove a light for the list of scene's lights
  37186. * @param toRemove defines the light to remove
  37187. * @returns the index where the light was in the light list
  37188. */
  37189. removeLight(toRemove: Light): number;
  37190. /**
  37191. * Remove a camera for the list of scene's cameras
  37192. * @param toRemove defines the camera to remove
  37193. * @returns the index where the camera was in the camera list
  37194. */
  37195. removeCamera(toRemove: Camera): number;
  37196. /**
  37197. * Remove a particle system for the list of scene's particle systems
  37198. * @param toRemove defines the particle system to remove
  37199. * @returns the index where the particle system was in the particle system list
  37200. */
  37201. removeParticleSystem(toRemove: IParticleSystem): number;
  37202. /**
  37203. * Remove a animation for the list of scene's animations
  37204. * @param toRemove defines the animation to remove
  37205. * @returns the index where the animation was in the animation list
  37206. */
  37207. removeAnimation(toRemove: Animation): number;
  37208. /**
  37209. * Will stop the animation of the given target
  37210. * @param target - the target
  37211. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  37212. * @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)
  37213. */
  37214. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  37215. /**
  37216. * Removes the given animation group from this scene.
  37217. * @param toRemove The animation group to remove
  37218. * @returns The index of the removed animation group
  37219. */
  37220. removeAnimationGroup(toRemove: AnimationGroup): number;
  37221. /**
  37222. * Removes the given multi-material from this scene.
  37223. * @param toRemove The multi-material to remove
  37224. * @returns The index of the removed multi-material
  37225. */
  37226. removeMultiMaterial(toRemove: MultiMaterial): number;
  37227. /**
  37228. * Removes the given material from this scene.
  37229. * @param toRemove The material to remove
  37230. * @returns The index of the removed material
  37231. */
  37232. removeMaterial(toRemove: Material): number;
  37233. /**
  37234. * Removes the given action manager from this scene.
  37235. * @param toRemove The action manager to remove
  37236. * @returns The index of the removed action manager
  37237. */
  37238. removeActionManager(toRemove: AbstractActionManager): number;
  37239. /**
  37240. * Removes the given texture from this scene.
  37241. * @param toRemove The texture to remove
  37242. * @returns The index of the removed texture
  37243. */
  37244. removeTexture(toRemove: BaseTexture): number;
  37245. /**
  37246. * Adds the given light to this scene
  37247. * @param newLight The light to add
  37248. */
  37249. addLight(newLight: Light): void;
  37250. /**
  37251. * Sorts the list list based on light priorities
  37252. */
  37253. sortLightsByPriority(): void;
  37254. /**
  37255. * Adds the given camera to this scene
  37256. * @param newCamera The camera to add
  37257. */
  37258. addCamera(newCamera: Camera): void;
  37259. /**
  37260. * Adds the given skeleton to this scene
  37261. * @param newSkeleton The skeleton to add
  37262. */
  37263. addSkeleton(newSkeleton: Skeleton): void;
  37264. /**
  37265. * Adds the given particle system to this scene
  37266. * @param newParticleSystem The particle system to add
  37267. */
  37268. addParticleSystem(newParticleSystem: IParticleSystem): void;
  37269. /**
  37270. * Adds the given animation to this scene
  37271. * @param newAnimation The animation to add
  37272. */
  37273. addAnimation(newAnimation: Animation): void;
  37274. /**
  37275. * Adds the given animation group to this scene.
  37276. * @param newAnimationGroup The animation group to add
  37277. */
  37278. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  37279. /**
  37280. * Adds the given multi-material to this scene
  37281. * @param newMultiMaterial The multi-material to add
  37282. */
  37283. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  37284. /**
  37285. * Adds the given material to this scene
  37286. * @param newMaterial The material to add
  37287. */
  37288. addMaterial(newMaterial: Material): void;
  37289. /**
  37290. * Adds the given morph target to this scene
  37291. * @param newMorphTargetManager The morph target to add
  37292. */
  37293. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  37294. /**
  37295. * Adds the given geometry to this scene
  37296. * @param newGeometry The geometry to add
  37297. */
  37298. addGeometry(newGeometry: Geometry): void;
  37299. /**
  37300. * Adds the given action manager to this scene
  37301. * @param newActionManager The action manager to add
  37302. */
  37303. addActionManager(newActionManager: AbstractActionManager): void;
  37304. /**
  37305. * Adds the given texture to this scene.
  37306. * @param newTexture The texture to add
  37307. */
  37308. addTexture(newTexture: BaseTexture): void;
  37309. /**
  37310. * Switch active camera
  37311. * @param newCamera defines the new active camera
  37312. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  37313. */
  37314. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  37315. /**
  37316. * sets the active camera of the scene using its ID
  37317. * @param id defines the camera's ID
  37318. * @return the new active camera or null if none found.
  37319. */
  37320. setActiveCameraByID(id: string): Nullable<Camera>;
  37321. /**
  37322. * sets the active camera of the scene using its name
  37323. * @param name defines the camera's name
  37324. * @returns the new active camera or null if none found.
  37325. */
  37326. setActiveCameraByName(name: string): Nullable<Camera>;
  37327. /**
  37328. * get an animation group using its name
  37329. * @param name defines the material's name
  37330. * @return the animation group or null if none found.
  37331. */
  37332. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  37333. /**
  37334. * Get a material using its unique id
  37335. * @param uniqueId defines the material's unique id
  37336. * @return the material or null if none found.
  37337. */
  37338. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  37339. /**
  37340. * get a material using its id
  37341. * @param id defines the material's ID
  37342. * @return the material or null if none found.
  37343. */
  37344. getMaterialByID(id: string): Nullable<Material>;
  37345. /**
  37346. * Gets a the last added material using a given id
  37347. * @param id defines the material's ID
  37348. * @return the last material with the given id or null if none found.
  37349. */
  37350. getLastMaterialByID(id: string): Nullable<Material>;
  37351. /**
  37352. * Gets a material using its name
  37353. * @param name defines the material's name
  37354. * @return the material or null if none found.
  37355. */
  37356. getMaterialByName(name: string): Nullable<Material>;
  37357. /**
  37358. * Get a texture using its unique id
  37359. * @param uniqueId defines the texture's unique id
  37360. * @return the texture or null if none found.
  37361. */
  37362. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  37363. /**
  37364. * Gets a camera using its id
  37365. * @param id defines the id to look for
  37366. * @returns the camera or null if not found
  37367. */
  37368. getCameraByID(id: string): Nullable<Camera>;
  37369. /**
  37370. * Gets a camera using its unique id
  37371. * @param uniqueId defines the unique id to look for
  37372. * @returns the camera or null if not found
  37373. */
  37374. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  37375. /**
  37376. * Gets a camera using its name
  37377. * @param name defines the camera's name
  37378. * @return the camera or null if none found.
  37379. */
  37380. getCameraByName(name: string): Nullable<Camera>;
  37381. /**
  37382. * Gets a bone using its id
  37383. * @param id defines the bone's id
  37384. * @return the bone or null if not found
  37385. */
  37386. getBoneByID(id: string): Nullable<Bone>;
  37387. /**
  37388. * Gets a bone using its id
  37389. * @param name defines the bone's name
  37390. * @return the bone or null if not found
  37391. */
  37392. getBoneByName(name: string): Nullable<Bone>;
  37393. /**
  37394. * Gets a light node using its name
  37395. * @param name defines the the light's name
  37396. * @return the light or null if none found.
  37397. */
  37398. getLightByName(name: string): Nullable<Light>;
  37399. /**
  37400. * Gets a light node using its id
  37401. * @param id defines the light's id
  37402. * @return the light or null if none found.
  37403. */
  37404. getLightByID(id: string): Nullable<Light>;
  37405. /**
  37406. * Gets a light node using its scene-generated unique ID
  37407. * @param uniqueId defines the light's unique id
  37408. * @return the light or null if none found.
  37409. */
  37410. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  37411. /**
  37412. * Gets a particle system by id
  37413. * @param id defines the particle system id
  37414. * @return the corresponding system or null if none found
  37415. */
  37416. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  37417. /**
  37418. * Gets a geometry using its ID
  37419. * @param id defines the geometry's id
  37420. * @return the geometry or null if none found.
  37421. */
  37422. getGeometryByID(id: string): Nullable<Geometry>;
  37423. private _getGeometryByUniqueID;
  37424. /**
  37425. * Add a new geometry to this scene
  37426. * @param geometry defines the geometry to be added to the scene.
  37427. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  37428. * @return a boolean defining if the geometry was added or not
  37429. */
  37430. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  37431. /**
  37432. * Removes an existing geometry
  37433. * @param geometry defines the geometry to be removed from the scene
  37434. * @return a boolean defining if the geometry was removed or not
  37435. */
  37436. removeGeometry(geometry: Geometry): boolean;
  37437. /**
  37438. * Gets the list of geometries attached to the scene
  37439. * @returns an array of Geometry
  37440. */
  37441. getGeometries(): Geometry[];
  37442. /**
  37443. * Gets the first added mesh found of a given ID
  37444. * @param id defines the id to search for
  37445. * @return the mesh found or null if not found at all
  37446. */
  37447. getMeshByID(id: string): Nullable<AbstractMesh>;
  37448. /**
  37449. * Gets a list of meshes using their id
  37450. * @param id defines the id to search for
  37451. * @returns a list of meshes
  37452. */
  37453. getMeshesByID(id: string): Array<AbstractMesh>;
  37454. /**
  37455. * Gets the first added transform node found of a given ID
  37456. * @param id defines the id to search for
  37457. * @return the found transform node or null if not found at all.
  37458. */
  37459. getTransformNodeByID(id: string): Nullable<TransformNode>;
  37460. /**
  37461. * Gets a transform node with its auto-generated unique id
  37462. * @param uniqueId efines the unique id to search for
  37463. * @return the found transform node or null if not found at all.
  37464. */
  37465. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  37466. /**
  37467. * Gets a list of transform nodes using their id
  37468. * @param id defines the id to search for
  37469. * @returns a list of transform nodes
  37470. */
  37471. getTransformNodesByID(id: string): Array<TransformNode>;
  37472. /**
  37473. * Gets a mesh with its auto-generated unique id
  37474. * @param uniqueId defines the unique id to search for
  37475. * @return the found mesh or null if not found at all.
  37476. */
  37477. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  37478. /**
  37479. * Gets a the last added mesh using a given id
  37480. * @param id defines the id to search for
  37481. * @return the found mesh or null if not found at all.
  37482. */
  37483. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  37484. /**
  37485. * Gets a the last added node (Mesh, Camera, Light) using a given id
  37486. * @param id defines the id to search for
  37487. * @return the found node or null if not found at all
  37488. */
  37489. getLastEntryByID(id: string): Nullable<Node>;
  37490. /**
  37491. * Gets a node (Mesh, Camera, Light) using a given id
  37492. * @param id defines the id to search for
  37493. * @return the found node or null if not found at all
  37494. */
  37495. getNodeByID(id: string): Nullable<Node>;
  37496. /**
  37497. * Gets a node (Mesh, Camera, Light) using a given name
  37498. * @param name defines the name to search for
  37499. * @return the found node or null if not found at all.
  37500. */
  37501. getNodeByName(name: string): Nullable<Node>;
  37502. /**
  37503. * Gets a mesh using a given name
  37504. * @param name defines the name to search for
  37505. * @return the found mesh or null if not found at all.
  37506. */
  37507. getMeshByName(name: string): Nullable<AbstractMesh>;
  37508. /**
  37509. * Gets a transform node using a given name
  37510. * @param name defines the name to search for
  37511. * @return the found transform node or null if not found at all.
  37512. */
  37513. getTransformNodeByName(name: string): Nullable<TransformNode>;
  37514. /**
  37515. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  37516. * @param id defines the id to search for
  37517. * @return the found skeleton or null if not found at all.
  37518. */
  37519. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  37520. /**
  37521. * Gets a skeleton using a given auto generated unique id
  37522. * @param uniqueId defines the unique id to search for
  37523. * @return the found skeleton or null if not found at all.
  37524. */
  37525. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  37526. /**
  37527. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  37528. * @param id defines the id to search for
  37529. * @return the found skeleton or null if not found at all.
  37530. */
  37531. getSkeletonById(id: string): Nullable<Skeleton>;
  37532. /**
  37533. * Gets a skeleton using a given name
  37534. * @param name defines the name to search for
  37535. * @return the found skeleton or null if not found at all.
  37536. */
  37537. getSkeletonByName(name: string): Nullable<Skeleton>;
  37538. /**
  37539. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  37540. * @param id defines the id to search for
  37541. * @return the found morph target manager or null if not found at all.
  37542. */
  37543. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  37544. /**
  37545. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  37546. * @param id defines the id to search for
  37547. * @return the found morph target or null if not found at all.
  37548. */
  37549. getMorphTargetById(id: string): Nullable<MorphTarget>;
  37550. /**
  37551. * Gets a boolean indicating if the given mesh is active
  37552. * @param mesh defines the mesh to look for
  37553. * @returns true if the mesh is in the active list
  37554. */
  37555. isActiveMesh(mesh: AbstractMesh): boolean;
  37556. /**
  37557. * Return a unique id as a string which can serve as an identifier for the scene
  37558. */
  37559. get uid(): string;
  37560. /**
  37561. * Add an externaly attached data from its key.
  37562. * This method call will fail and return false, if such key already exists.
  37563. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  37564. * @param key the unique key that identifies the data
  37565. * @param data the data object to associate to the key for this Engine instance
  37566. * @return true if no such key were already present and the data was added successfully, false otherwise
  37567. */
  37568. addExternalData<T>(key: string, data: T): boolean;
  37569. /**
  37570. * Get an externaly attached data from its key
  37571. * @param key the unique key that identifies the data
  37572. * @return the associated data, if present (can be null), or undefined if not present
  37573. */
  37574. getExternalData<T>(key: string): Nullable<T>;
  37575. /**
  37576. * Get an externaly attached data from its key, create it using a factory if it's not already present
  37577. * @param key the unique key that identifies the data
  37578. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  37579. * @return the associated data, can be null if the factory returned null.
  37580. */
  37581. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  37582. /**
  37583. * Remove an externaly attached data from the Engine instance
  37584. * @param key the unique key that identifies the data
  37585. * @return true if the data was successfully removed, false if it doesn't exist
  37586. */
  37587. removeExternalData(key: string): boolean;
  37588. private _evaluateSubMesh;
  37589. /**
  37590. * Clear the processed materials smart array preventing retention point in material dispose.
  37591. */
  37592. freeProcessedMaterials(): void;
  37593. private _preventFreeActiveMeshesAndRenderingGroups;
  37594. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  37595. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  37596. * when disposing several meshes in a row or a hierarchy of meshes.
  37597. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  37598. */
  37599. get blockfreeActiveMeshesAndRenderingGroups(): boolean;
  37600. set blockfreeActiveMeshesAndRenderingGroups(value: boolean);
  37601. /**
  37602. * Clear the active meshes smart array preventing retention point in mesh dispose.
  37603. */
  37604. freeActiveMeshes(): void;
  37605. /**
  37606. * Clear the info related to rendering groups preventing retention points during dispose.
  37607. */
  37608. freeRenderingGroups(): void;
  37609. /** @hidden */
  37610. _isInIntermediateRendering(): boolean;
  37611. /**
  37612. * Lambda returning the list of potentially active meshes.
  37613. */
  37614. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  37615. /**
  37616. * Lambda returning the list of potentially active sub meshes.
  37617. */
  37618. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  37619. /**
  37620. * Lambda returning the list of potentially intersecting sub meshes.
  37621. */
  37622. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  37623. /**
  37624. * Lambda returning the list of potentially colliding sub meshes.
  37625. */
  37626. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  37627. private _activeMeshesFrozen;
  37628. private _skipEvaluateActiveMeshesCompletely;
  37629. /**
  37630. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  37631. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  37632. * @returns the current scene
  37633. */
  37634. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  37635. /**
  37636. * Use this function to restart evaluating active meshes on every frame
  37637. * @returns the current scene
  37638. */
  37639. unfreezeActiveMeshes(): Scene;
  37640. private _evaluateActiveMeshes;
  37641. private _activeMesh;
  37642. /**
  37643. * Update the transform matrix to update from the current active camera
  37644. * @param force defines a boolean used to force the update even if cache is up to date
  37645. */
  37646. updateTransformMatrix(force?: boolean): void;
  37647. private _bindFrameBuffer;
  37648. /** @hidden */
  37649. _allowPostProcessClearColor: boolean;
  37650. /** @hidden */
  37651. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  37652. private _processSubCameras;
  37653. private _checkIntersections;
  37654. /** @hidden */
  37655. _advancePhysicsEngineStep(step: number): void;
  37656. /**
  37657. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  37658. */
  37659. getDeterministicFrameTime: () => number;
  37660. /** @hidden */
  37661. _animate(): void;
  37662. /** Execute all animations (for a frame) */
  37663. animate(): void;
  37664. /**
  37665. * Render the scene
  37666. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  37667. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  37668. */
  37669. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  37670. /**
  37671. * Freeze all materials
  37672. * A frozen material will not be updatable but should be faster to render
  37673. */
  37674. freezeMaterials(): void;
  37675. /**
  37676. * Unfreeze all materials
  37677. * A frozen material will not be updatable but should be faster to render
  37678. */
  37679. unfreezeMaterials(): void;
  37680. /**
  37681. * Releases all held ressources
  37682. */
  37683. dispose(): void;
  37684. /**
  37685. * Gets if the scene is already disposed
  37686. */
  37687. get isDisposed(): boolean;
  37688. /**
  37689. * Call this function to reduce memory footprint of the scene.
  37690. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  37691. */
  37692. clearCachedVertexData(): void;
  37693. /**
  37694. * This function will remove the local cached buffer data from texture.
  37695. * It will save memory but will prevent the texture from being rebuilt
  37696. */
  37697. cleanCachedTextureBuffer(): void;
  37698. /**
  37699. * Get the world extend vectors with an optional filter
  37700. *
  37701. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  37702. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  37703. */
  37704. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  37705. min: Vector3;
  37706. max: Vector3;
  37707. };
  37708. /**
  37709. * Creates a ray that can be used to pick in the scene
  37710. * @param x defines the x coordinate of the origin (on-screen)
  37711. * @param y defines the y coordinate of the origin (on-screen)
  37712. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  37713. * @param camera defines the camera to use for the picking
  37714. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  37715. * @returns a Ray
  37716. */
  37717. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  37718. /**
  37719. * Creates a ray that can be used to pick in the scene
  37720. * @param x defines the x coordinate of the origin (on-screen)
  37721. * @param y defines the y coordinate of the origin (on-screen)
  37722. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  37723. * @param result defines the ray where to store the picking ray
  37724. * @param camera defines the camera to use for the picking
  37725. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  37726. * @returns the current scene
  37727. */
  37728. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  37729. /**
  37730. * Creates a ray that can be used to pick in the scene
  37731. * @param x defines the x coordinate of the origin (on-screen)
  37732. * @param y defines the y coordinate of the origin (on-screen)
  37733. * @param camera defines the camera to use for the picking
  37734. * @returns a Ray
  37735. */
  37736. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  37737. /**
  37738. * Creates a ray that can be used to pick in the scene
  37739. * @param x defines the x coordinate of the origin (on-screen)
  37740. * @param y defines the y coordinate of the origin (on-screen)
  37741. * @param result defines the ray where to store the picking ray
  37742. * @param camera defines the camera to use for the picking
  37743. * @returns the current scene
  37744. */
  37745. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  37746. /** Launch a ray to try to pick a mesh in the scene
  37747. * @param x position on screen
  37748. * @param y position on screen
  37749. * @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
  37750. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  37751. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  37752. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  37753. * @returns a PickingInfo
  37754. */
  37755. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  37756. /** Use the given ray to pick a mesh in the scene
  37757. * @param ray The ray to use to pick meshes
  37758. * @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
  37759. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  37760. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  37761. * @returns a PickingInfo
  37762. */
  37763. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  37764. /**
  37765. * Launch a ray to try to pick a mesh in the scene
  37766. * @param x X position on screen
  37767. * @param y Y position on screen
  37768. * @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
  37769. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  37770. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  37771. * @returns an array of PickingInfo
  37772. */
  37773. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  37774. /**
  37775. * Launch a ray to try to pick a mesh in the scene
  37776. * @param ray Ray to use
  37777. * @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
  37778. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  37779. * @returns an array of PickingInfo
  37780. */
  37781. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  37782. /**
  37783. * Force the value of meshUnderPointer
  37784. * @param mesh defines the mesh to use
  37785. */
  37786. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  37787. /**
  37788. * Gets the mesh under the pointer
  37789. * @returns a Mesh or null if no mesh is under the pointer
  37790. */
  37791. getPointerOverMesh(): Nullable<AbstractMesh>;
  37792. /** @hidden */
  37793. _rebuildGeometries(): void;
  37794. /** @hidden */
  37795. _rebuildTextures(): void;
  37796. private _getByTags;
  37797. /**
  37798. * Get a list of meshes by tags
  37799. * @param tagsQuery defines the tags query to use
  37800. * @param forEach defines a predicate used to filter results
  37801. * @returns an array of Mesh
  37802. */
  37803. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  37804. /**
  37805. * Get a list of cameras by tags
  37806. * @param tagsQuery defines the tags query to use
  37807. * @param forEach defines a predicate used to filter results
  37808. * @returns an array of Camera
  37809. */
  37810. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  37811. /**
  37812. * Get a list of lights by tags
  37813. * @param tagsQuery defines the tags query to use
  37814. * @param forEach defines a predicate used to filter results
  37815. * @returns an array of Light
  37816. */
  37817. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  37818. /**
  37819. * Get a list of materials by tags
  37820. * @param tagsQuery defines the tags query to use
  37821. * @param forEach defines a predicate used to filter results
  37822. * @returns an array of Material
  37823. */
  37824. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  37825. /**
  37826. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  37827. * This allowed control for front to back rendering or reversly depending of the special needs.
  37828. *
  37829. * @param renderingGroupId The rendering group id corresponding to its index
  37830. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  37831. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  37832. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  37833. */
  37834. 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;
  37835. /**
  37836. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  37837. *
  37838. * @param renderingGroupId The rendering group id corresponding to its index
  37839. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  37840. * @param depth Automatically clears depth between groups if true and autoClear is true.
  37841. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  37842. */
  37843. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  37844. /**
  37845. * Gets the current auto clear configuration for one rendering group of the rendering
  37846. * manager.
  37847. * @param index the rendering group index to get the information for
  37848. * @returns The auto clear setup for the requested rendering group
  37849. */
  37850. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  37851. private _blockMaterialDirtyMechanism;
  37852. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  37853. get blockMaterialDirtyMechanism(): boolean;
  37854. set blockMaterialDirtyMechanism(value: boolean);
  37855. /**
  37856. * Will flag all materials as dirty to trigger new shader compilation
  37857. * @param flag defines the flag used to specify which material part must be marked as dirty
  37858. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  37859. */
  37860. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  37861. /** @hidden */
  37862. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  37863. /** @hidden */
  37864. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  37865. /** @hidden */
  37866. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  37867. /** @hidden */
  37868. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  37869. /** @hidden */
  37870. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  37871. /** @hidden */
  37872. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  37873. }
  37874. }
  37875. declare module "babylonjs/assetContainer" {
  37876. import { AbstractScene } from "babylonjs/abstractScene";
  37877. import { Scene } from "babylonjs/scene";
  37878. import { Mesh } from "babylonjs/Meshes/mesh";
  37879. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37880. import { Skeleton } from "babylonjs/Bones/skeleton";
  37881. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  37882. import { Animatable } from "babylonjs/Animations/animatable";
  37883. import { Nullable } from "babylonjs/types";
  37884. import { Node } from "babylonjs/node";
  37885. /**
  37886. * Set of assets to keep when moving a scene into an asset container.
  37887. */
  37888. export class KeepAssets extends AbstractScene {
  37889. }
  37890. /**
  37891. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  37892. */
  37893. export class InstantiatedEntries {
  37894. /**
  37895. * List of new root nodes (eg. nodes with no parent)
  37896. */
  37897. rootNodes: TransformNode[];
  37898. /**
  37899. * List of new skeletons
  37900. */
  37901. skeletons: Skeleton[];
  37902. /**
  37903. * List of new animation groups
  37904. */
  37905. animationGroups: AnimationGroup[];
  37906. }
  37907. /**
  37908. * Container with a set of assets that can be added or removed from a scene.
  37909. */
  37910. export class AssetContainer extends AbstractScene {
  37911. /**
  37912. * The scene the AssetContainer belongs to.
  37913. */
  37914. scene: Scene;
  37915. /**
  37916. * Instantiates an AssetContainer.
  37917. * @param scene The scene the AssetContainer belongs to.
  37918. */
  37919. constructor(scene: Scene);
  37920. /**
  37921. * Instantiate or clone all meshes and add the new ones to the scene.
  37922. * Skeletons and animation groups will all be cloned
  37923. * @param nameFunction defines an optional function used to get new names for clones
  37924. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  37925. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  37926. */
  37927. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  37928. /**
  37929. * Adds all the assets from the container to the scene.
  37930. */
  37931. addAllToScene(): void;
  37932. /**
  37933. * Removes all the assets in the container from the scene
  37934. */
  37935. removeAllFromScene(): void;
  37936. /**
  37937. * Disposes all the assets in the container
  37938. */
  37939. dispose(): void;
  37940. private _moveAssets;
  37941. /**
  37942. * Removes all the assets contained in the scene and adds them to the container.
  37943. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  37944. */
  37945. moveAllFromScene(keepAssets?: KeepAssets): void;
  37946. /**
  37947. * 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.
  37948. * @returns the root mesh
  37949. */
  37950. createRootMesh(): Mesh;
  37951. /**
  37952. * Merge animations from this asset container into a scene
  37953. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  37954. * @param animatables set of animatables to retarget to a node from the scene
  37955. * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)
  37956. */
  37957. mergeAnimationsTo(scene: Scene | null | undefined, animatables: Animatable[], targetConverter?: Nullable<(target: any) => Nullable<Node>>): void;
  37958. }
  37959. }
  37960. declare module "babylonjs/abstractScene" {
  37961. import { Scene } from "babylonjs/scene";
  37962. import { Nullable } from "babylonjs/types";
  37963. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37964. import { TransformNode } from "babylonjs/Meshes/transformNode";
  37965. import { Geometry } from "babylonjs/Meshes/geometry";
  37966. import { Skeleton } from "babylonjs/Bones/skeleton";
  37967. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  37968. import { AssetContainer } from "babylonjs/assetContainer";
  37969. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  37970. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  37971. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  37972. import { Material } from "babylonjs/Materials/material";
  37973. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  37974. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  37975. import { Camera } from "babylonjs/Cameras/camera";
  37976. import { Light } from "babylonjs/Lights/light";
  37977. import { Node } from "babylonjs/node";
  37978. import { Animation } from "babylonjs/Animations/animation";
  37979. /**
  37980. * Defines how the parser contract is defined.
  37981. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  37982. */
  37983. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  37984. /**
  37985. * Defines how the individual parser contract is defined.
  37986. * These parser can parse an individual asset
  37987. */
  37988. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  37989. /**
  37990. * Base class of the scene acting as a container for the different elements composing a scene.
  37991. * This class is dynamically extended by the different components of the scene increasing
  37992. * flexibility and reducing coupling
  37993. */
  37994. export abstract class AbstractScene {
  37995. /**
  37996. * Stores the list of available parsers in the application.
  37997. */
  37998. private static _BabylonFileParsers;
  37999. /**
  38000. * Stores the list of available individual parsers in the application.
  38001. */
  38002. private static _IndividualBabylonFileParsers;
  38003. /**
  38004. * Adds a parser in the list of available ones
  38005. * @param name Defines the name of the parser
  38006. * @param parser Defines the parser to add
  38007. */
  38008. static AddParser(name: string, parser: BabylonFileParser): void;
  38009. /**
  38010. * Gets a general parser from the list of avaialble ones
  38011. * @param name Defines the name of the parser
  38012. * @returns the requested parser or null
  38013. */
  38014. static GetParser(name: string): Nullable<BabylonFileParser>;
  38015. /**
  38016. * Adds n individual parser in the list of available ones
  38017. * @param name Defines the name of the parser
  38018. * @param parser Defines the parser to add
  38019. */
  38020. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  38021. /**
  38022. * Gets an individual parser from the list of avaialble ones
  38023. * @param name Defines the name of the parser
  38024. * @returns the requested parser or null
  38025. */
  38026. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  38027. /**
  38028. * Parser json data and populate both a scene and its associated container object
  38029. * @param jsonData Defines the data to parse
  38030. * @param scene Defines the scene to parse the data for
  38031. * @param container Defines the container attached to the parsing sequence
  38032. * @param rootUrl Defines the root url of the data
  38033. */
  38034. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  38035. /**
  38036. * Gets the list of root nodes (ie. nodes with no parent)
  38037. */
  38038. rootNodes: Node[];
  38039. /** All of the cameras added to this scene
  38040. * @see http://doc.babylonjs.com/babylon101/cameras
  38041. */
  38042. cameras: Camera[];
  38043. /**
  38044. * All of the lights added to this scene
  38045. * @see http://doc.babylonjs.com/babylon101/lights
  38046. */
  38047. lights: Light[];
  38048. /**
  38049. * All of the (abstract) meshes added to this scene
  38050. */
  38051. meshes: AbstractMesh[];
  38052. /**
  38053. * The list of skeletons added to the scene
  38054. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  38055. */
  38056. skeletons: Skeleton[];
  38057. /**
  38058. * All of the particle systems added to this scene
  38059. * @see http://doc.babylonjs.com/babylon101/particles
  38060. */
  38061. particleSystems: IParticleSystem[];
  38062. /**
  38063. * Gets a list of Animations associated with the scene
  38064. */
  38065. animations: Animation[];
  38066. /**
  38067. * All of the animation groups added to this scene
  38068. * @see http://doc.babylonjs.com/how_to/group
  38069. */
  38070. animationGroups: AnimationGroup[];
  38071. /**
  38072. * All of the multi-materials added to this scene
  38073. * @see http://doc.babylonjs.com/how_to/multi_materials
  38074. */
  38075. multiMaterials: MultiMaterial[];
  38076. /**
  38077. * All of the materials added to this scene
  38078. * In the context of a Scene, it is not supposed to be modified manually.
  38079. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  38080. * Note also that the order of the Material within the array is not significant and might change.
  38081. * @see http://doc.babylonjs.com/babylon101/materials
  38082. */
  38083. materials: Material[];
  38084. /**
  38085. * The list of morph target managers added to the scene
  38086. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  38087. */
  38088. morphTargetManagers: MorphTargetManager[];
  38089. /**
  38090. * The list of geometries used in the scene.
  38091. */
  38092. geometries: Geometry[];
  38093. /**
  38094. * All of the tranform nodes added to this scene
  38095. * In the context of a Scene, it is not supposed to be modified manually.
  38096. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  38097. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  38098. * @see http://doc.babylonjs.com/how_to/transformnode
  38099. */
  38100. transformNodes: TransformNode[];
  38101. /**
  38102. * ActionManagers available on the scene.
  38103. */
  38104. actionManagers: AbstractActionManager[];
  38105. /**
  38106. * Textures to keep.
  38107. */
  38108. textures: BaseTexture[];
  38109. /**
  38110. * Environment texture for the scene
  38111. */
  38112. environmentTexture: Nullable<BaseTexture>;
  38113. /**
  38114. * @returns all meshes, lights, cameras, transformNodes and bones
  38115. */
  38116. getNodes(): Array<Node>;
  38117. }
  38118. }
  38119. declare module "babylonjs/Audio/sound" {
  38120. import { Observable } from "babylonjs/Misc/observable";
  38121. import { Vector3 } from "babylonjs/Maths/math.vector";
  38122. import { Nullable } from "babylonjs/types";
  38123. import { Scene } from "babylonjs/scene";
  38124. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38125. /**
  38126. * Interface used to define options for Sound class
  38127. */
  38128. export interface ISoundOptions {
  38129. /**
  38130. * Does the sound autoplay once loaded.
  38131. */
  38132. autoplay?: boolean;
  38133. /**
  38134. * Does the sound loop after it finishes playing once.
  38135. */
  38136. loop?: boolean;
  38137. /**
  38138. * Sound's volume
  38139. */
  38140. volume?: number;
  38141. /**
  38142. * Is it a spatial sound?
  38143. */
  38144. spatialSound?: boolean;
  38145. /**
  38146. * Maximum distance to hear that sound
  38147. */
  38148. maxDistance?: number;
  38149. /**
  38150. * Uses user defined attenuation function
  38151. */
  38152. useCustomAttenuation?: boolean;
  38153. /**
  38154. * Define the roll off factor of spatial sounds.
  38155. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38156. */
  38157. rolloffFactor?: number;
  38158. /**
  38159. * Define the reference distance the sound should be heard perfectly.
  38160. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38161. */
  38162. refDistance?: number;
  38163. /**
  38164. * Define the distance attenuation model the sound will follow.
  38165. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38166. */
  38167. distanceModel?: string;
  38168. /**
  38169. * Defines the playback speed (1 by default)
  38170. */
  38171. playbackRate?: number;
  38172. /**
  38173. * Defines if the sound is from a streaming source
  38174. */
  38175. streaming?: boolean;
  38176. /**
  38177. * Defines an optional length (in seconds) inside the sound file
  38178. */
  38179. length?: number;
  38180. /**
  38181. * Defines an optional offset (in seconds) inside the sound file
  38182. */
  38183. offset?: number;
  38184. /**
  38185. * If true, URLs will not be required to state the audio file codec to use.
  38186. */
  38187. skipCodecCheck?: boolean;
  38188. }
  38189. /**
  38190. * Defines a sound that can be played in the application.
  38191. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  38192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38193. */
  38194. export class Sound {
  38195. /**
  38196. * The name of the sound in the scene.
  38197. */
  38198. name: string;
  38199. /**
  38200. * Does the sound autoplay once loaded.
  38201. */
  38202. autoplay: boolean;
  38203. /**
  38204. * Does the sound loop after it finishes playing once.
  38205. */
  38206. loop: boolean;
  38207. /**
  38208. * Does the sound use a custom attenuation curve to simulate the falloff
  38209. * happening when the source gets further away from the camera.
  38210. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  38211. */
  38212. useCustomAttenuation: boolean;
  38213. /**
  38214. * The sound track id this sound belongs to.
  38215. */
  38216. soundTrackId: number;
  38217. /**
  38218. * Is this sound currently played.
  38219. */
  38220. isPlaying: boolean;
  38221. /**
  38222. * Is this sound currently paused.
  38223. */
  38224. isPaused: boolean;
  38225. /**
  38226. * Does this sound enables spatial sound.
  38227. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38228. */
  38229. spatialSound: boolean;
  38230. /**
  38231. * Define the reference distance the sound should be heard perfectly.
  38232. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38233. */
  38234. refDistance: number;
  38235. /**
  38236. * Define the roll off factor of spatial sounds.
  38237. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38238. */
  38239. rolloffFactor: number;
  38240. /**
  38241. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  38242. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38243. */
  38244. maxDistance: number;
  38245. /**
  38246. * Define the distance attenuation model the sound will follow.
  38247. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38248. */
  38249. distanceModel: string;
  38250. /**
  38251. * @hidden
  38252. * Back Compat
  38253. **/
  38254. onended: () => any;
  38255. /**
  38256. * Observable event when the current playing sound finishes.
  38257. */
  38258. onEndedObservable: Observable<Sound>;
  38259. private _panningModel;
  38260. private _playbackRate;
  38261. private _streaming;
  38262. private _startTime;
  38263. private _startOffset;
  38264. private _position;
  38265. /** @hidden */
  38266. _positionInEmitterSpace: boolean;
  38267. private _localDirection;
  38268. private _volume;
  38269. private _isReadyToPlay;
  38270. private _isDirectional;
  38271. private _readyToPlayCallback;
  38272. private _audioBuffer;
  38273. private _soundSource;
  38274. private _streamingSource;
  38275. private _soundPanner;
  38276. private _soundGain;
  38277. private _inputAudioNode;
  38278. private _outputAudioNode;
  38279. private _coneInnerAngle;
  38280. private _coneOuterAngle;
  38281. private _coneOuterGain;
  38282. private _scene;
  38283. private _connectedTransformNode;
  38284. private _customAttenuationFunction;
  38285. private _registerFunc;
  38286. private _isOutputConnected;
  38287. private _htmlAudioElement;
  38288. private _urlType;
  38289. private _length?;
  38290. private _offset?;
  38291. /** @hidden */
  38292. static _SceneComponentInitialization: (scene: Scene) => void;
  38293. /**
  38294. * Create a sound and attach it to a scene
  38295. * @param name Name of your sound
  38296. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  38297. * @param scene defines the scene the sound belongs to
  38298. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  38299. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  38300. */
  38301. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  38302. /**
  38303. * Release the sound and its associated resources
  38304. */
  38305. dispose(): void;
  38306. /**
  38307. * Gets if the sounds is ready to be played or not.
  38308. * @returns true if ready, otherwise false
  38309. */
  38310. isReady(): boolean;
  38311. private _soundLoaded;
  38312. /**
  38313. * Sets the data of the sound from an audiobuffer
  38314. * @param audioBuffer The audioBuffer containing the data
  38315. */
  38316. setAudioBuffer(audioBuffer: AudioBuffer): void;
  38317. /**
  38318. * Updates the current sounds options such as maxdistance, loop...
  38319. * @param options A JSON object containing values named as the object properties
  38320. */
  38321. updateOptions(options: ISoundOptions): void;
  38322. private _createSpatialParameters;
  38323. private _updateSpatialParameters;
  38324. /**
  38325. * Switch the panning model to HRTF:
  38326. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  38327. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38328. */
  38329. switchPanningModelToHRTF(): void;
  38330. /**
  38331. * Switch the panning model to Equal Power:
  38332. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  38333. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38334. */
  38335. switchPanningModelToEqualPower(): void;
  38336. private _switchPanningModel;
  38337. /**
  38338. * Connect this sound to a sound track audio node like gain...
  38339. * @param soundTrackAudioNode the sound track audio node to connect to
  38340. */
  38341. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  38342. /**
  38343. * Transform this sound into a directional source
  38344. * @param coneInnerAngle Size of the inner cone in degree
  38345. * @param coneOuterAngle Size of the outer cone in degree
  38346. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  38347. */
  38348. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  38349. /**
  38350. * Gets or sets the inner angle for the directional cone.
  38351. */
  38352. get directionalConeInnerAngle(): number;
  38353. /**
  38354. * Gets or sets the inner angle for the directional cone.
  38355. */
  38356. set directionalConeInnerAngle(value: number);
  38357. /**
  38358. * Gets or sets the outer angle for the directional cone.
  38359. */
  38360. get directionalConeOuterAngle(): number;
  38361. /**
  38362. * Gets or sets the outer angle for the directional cone.
  38363. */
  38364. set directionalConeOuterAngle(value: number);
  38365. /**
  38366. * Sets the position of the emitter if spatial sound is enabled
  38367. * @param newPosition Defines the new posisiton
  38368. */
  38369. setPosition(newPosition: Vector3): void;
  38370. /**
  38371. * Sets the local direction of the emitter if spatial sound is enabled
  38372. * @param newLocalDirection Defines the new local direction
  38373. */
  38374. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  38375. private _updateDirection;
  38376. /** @hidden */
  38377. updateDistanceFromListener(): void;
  38378. /**
  38379. * Sets a new custom attenuation function for the sound.
  38380. * @param callback Defines the function used for the attenuation
  38381. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  38382. */
  38383. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  38384. /**
  38385. * Play the sound
  38386. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  38387. * @param offset (optional) Start the sound at a specific time in seconds
  38388. * @param length (optional) Sound duration (in seconds)
  38389. */
  38390. play(time?: number, offset?: number, length?: number): void;
  38391. private _onended;
  38392. /**
  38393. * Stop the sound
  38394. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  38395. */
  38396. stop(time?: number): void;
  38397. /**
  38398. * Put the sound in pause
  38399. */
  38400. pause(): void;
  38401. /**
  38402. * Sets a dedicated volume for this sounds
  38403. * @param newVolume Define the new volume of the sound
  38404. * @param time Define time for gradual change to new volume
  38405. */
  38406. setVolume(newVolume: number, time?: number): void;
  38407. /**
  38408. * Set the sound play back rate
  38409. * @param newPlaybackRate Define the playback rate the sound should be played at
  38410. */
  38411. setPlaybackRate(newPlaybackRate: number): void;
  38412. /**
  38413. * Gets the volume of the sound.
  38414. * @returns the volume of the sound
  38415. */
  38416. getVolume(): number;
  38417. /**
  38418. * Attach the sound to a dedicated mesh
  38419. * @param transformNode The transform node to connect the sound with
  38420. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  38421. */
  38422. attachToMesh(transformNode: TransformNode): void;
  38423. /**
  38424. * Detach the sound from the previously attached mesh
  38425. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  38426. */
  38427. detachFromMesh(): void;
  38428. private _onRegisterAfterWorldMatrixUpdate;
  38429. /**
  38430. * Clone the current sound in the scene.
  38431. * @returns the new sound clone
  38432. */
  38433. clone(): Nullable<Sound>;
  38434. /**
  38435. * Gets the current underlying audio buffer containing the data
  38436. * @returns the audio buffer
  38437. */
  38438. getAudioBuffer(): Nullable<AudioBuffer>;
  38439. /**
  38440. * Serializes the Sound in a JSON representation
  38441. * @returns the JSON representation of the sound
  38442. */
  38443. serialize(): any;
  38444. /**
  38445. * Parse a JSON representation of a sound to innstantiate in a given scene
  38446. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  38447. * @param scene Define the scene the new parsed sound should be created in
  38448. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  38449. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  38450. * @returns the newly parsed sound
  38451. */
  38452. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  38453. }
  38454. }
  38455. declare module "babylonjs/Actions/directAudioActions" {
  38456. import { Action } from "babylonjs/Actions/action";
  38457. import { Condition } from "babylonjs/Actions/condition";
  38458. import { Sound } from "babylonjs/Audio/sound";
  38459. /**
  38460. * This defines an action helpful to play a defined sound on a triggered action.
  38461. */
  38462. export class PlaySoundAction extends Action {
  38463. private _sound;
  38464. /**
  38465. * Instantiate the action
  38466. * @param triggerOptions defines the trigger options
  38467. * @param sound defines the sound to play
  38468. * @param condition defines the trigger related conditions
  38469. */
  38470. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  38471. /** @hidden */
  38472. _prepare(): void;
  38473. /**
  38474. * Execute the action and play the sound.
  38475. */
  38476. execute(): void;
  38477. /**
  38478. * Serializes the actions and its related information.
  38479. * @param parent defines the object to serialize in
  38480. * @returns the serialized object
  38481. */
  38482. serialize(parent: any): any;
  38483. }
  38484. /**
  38485. * This defines an action helpful to stop a defined sound on a triggered action.
  38486. */
  38487. export class StopSoundAction extends Action {
  38488. private _sound;
  38489. /**
  38490. * Instantiate the action
  38491. * @param triggerOptions defines the trigger options
  38492. * @param sound defines the sound to stop
  38493. * @param condition defines the trigger related conditions
  38494. */
  38495. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  38496. /** @hidden */
  38497. _prepare(): void;
  38498. /**
  38499. * Execute the action and stop the sound.
  38500. */
  38501. execute(): void;
  38502. /**
  38503. * Serializes the actions and its related information.
  38504. * @param parent defines the object to serialize in
  38505. * @returns the serialized object
  38506. */
  38507. serialize(parent: any): any;
  38508. }
  38509. }
  38510. declare module "babylonjs/Actions/interpolateValueAction" {
  38511. import { Action } from "babylonjs/Actions/action";
  38512. import { Condition } from "babylonjs/Actions/condition";
  38513. import { Observable } from "babylonjs/Misc/observable";
  38514. /**
  38515. * This defines an action responsible to change the value of a property
  38516. * by interpolating between its current value and the newly set one once triggered.
  38517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  38518. */
  38519. export class InterpolateValueAction extends Action {
  38520. /**
  38521. * Defines the path of the property where the value should be interpolated
  38522. */
  38523. propertyPath: string;
  38524. /**
  38525. * Defines the target value at the end of the interpolation.
  38526. */
  38527. value: any;
  38528. /**
  38529. * Defines the time it will take for the property to interpolate to the value.
  38530. */
  38531. duration: number;
  38532. /**
  38533. * Defines if the other scene animations should be stopped when the action has been triggered
  38534. */
  38535. stopOtherAnimations?: boolean;
  38536. /**
  38537. * Defines a callback raised once the interpolation animation has been done.
  38538. */
  38539. onInterpolationDone?: () => void;
  38540. /**
  38541. * Observable triggered once the interpolation animation has been done.
  38542. */
  38543. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  38544. private _target;
  38545. private _effectiveTarget;
  38546. private _property;
  38547. /**
  38548. * Instantiate the action
  38549. * @param triggerOptions defines the trigger options
  38550. * @param target defines the object containing the value to interpolate
  38551. * @param propertyPath defines the path to the property in the target object
  38552. * @param value defines the target value at the end of the interpolation
  38553. * @param duration deines the time it will take for the property to interpolate to the value.
  38554. * @param condition defines the trigger related conditions
  38555. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  38556. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  38557. */
  38558. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  38559. /** @hidden */
  38560. _prepare(): void;
  38561. /**
  38562. * Execute the action starts the value interpolation.
  38563. */
  38564. execute(): void;
  38565. /**
  38566. * Serializes the actions and its related information.
  38567. * @param parent defines the object to serialize in
  38568. * @returns the serialized object
  38569. */
  38570. serialize(parent: any): any;
  38571. }
  38572. }
  38573. declare module "babylonjs/Actions/index" {
  38574. export * from "babylonjs/Actions/abstractActionManager";
  38575. export * from "babylonjs/Actions/action";
  38576. export * from "babylonjs/Actions/actionEvent";
  38577. export * from "babylonjs/Actions/actionManager";
  38578. export * from "babylonjs/Actions/condition";
  38579. export * from "babylonjs/Actions/directActions";
  38580. export * from "babylonjs/Actions/directAudioActions";
  38581. export * from "babylonjs/Actions/interpolateValueAction";
  38582. }
  38583. declare module "babylonjs/Animations/index" {
  38584. export * from "babylonjs/Animations/animatable";
  38585. export * from "babylonjs/Animations/animation";
  38586. export * from "babylonjs/Animations/animationGroup";
  38587. export * from "babylonjs/Animations/animationPropertiesOverride";
  38588. export * from "babylonjs/Animations/easing";
  38589. export * from "babylonjs/Animations/runtimeAnimation";
  38590. export * from "babylonjs/Animations/animationEvent";
  38591. export * from "babylonjs/Animations/animationGroup";
  38592. export * from "babylonjs/Animations/animationKey";
  38593. export * from "babylonjs/Animations/animationRange";
  38594. export * from "babylonjs/Animations/animatable.interface";
  38595. }
  38596. declare module "babylonjs/Audio/soundTrack" {
  38597. import { Sound } from "babylonjs/Audio/sound";
  38598. import { Analyser } from "babylonjs/Audio/analyser";
  38599. import { Scene } from "babylonjs/scene";
  38600. /**
  38601. * Options allowed during the creation of a sound track.
  38602. */
  38603. export interface ISoundTrackOptions {
  38604. /**
  38605. * The volume the sound track should take during creation
  38606. */
  38607. volume?: number;
  38608. /**
  38609. * Define if the sound track is the main sound track of the scene
  38610. */
  38611. mainTrack?: boolean;
  38612. }
  38613. /**
  38614. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  38615. * It will be also used in a future release to apply effects on a specific track.
  38616. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  38617. */
  38618. export class SoundTrack {
  38619. /**
  38620. * The unique identifier of the sound track in the scene.
  38621. */
  38622. id: number;
  38623. /**
  38624. * The list of sounds included in the sound track.
  38625. */
  38626. soundCollection: Array<Sound>;
  38627. private _outputAudioNode;
  38628. private _scene;
  38629. private _connectedAnalyser;
  38630. private _options;
  38631. private _isInitialized;
  38632. /**
  38633. * Creates a new sound track.
  38634. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  38635. * @param scene Define the scene the sound track belongs to
  38636. * @param options
  38637. */
  38638. constructor(scene: Scene, options?: ISoundTrackOptions);
  38639. private _initializeSoundTrackAudioGraph;
  38640. /**
  38641. * Release the sound track and its associated resources
  38642. */
  38643. dispose(): void;
  38644. /**
  38645. * Adds a sound to this sound track
  38646. * @param sound define the cound to add
  38647. * @ignoreNaming
  38648. */
  38649. AddSound(sound: Sound): void;
  38650. /**
  38651. * Removes a sound to this sound track
  38652. * @param sound define the cound to remove
  38653. * @ignoreNaming
  38654. */
  38655. RemoveSound(sound: Sound): void;
  38656. /**
  38657. * Set a global volume for the full sound track.
  38658. * @param newVolume Define the new volume of the sound track
  38659. */
  38660. setVolume(newVolume: number): void;
  38661. /**
  38662. * Switch the panning model to HRTF:
  38663. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  38664. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38665. */
  38666. switchPanningModelToHRTF(): void;
  38667. /**
  38668. * Switch the panning model to Equal Power:
  38669. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  38670. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  38671. */
  38672. switchPanningModelToEqualPower(): void;
  38673. /**
  38674. * Connect the sound track to an audio analyser allowing some amazing
  38675. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  38676. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  38677. * @param analyser The analyser to connect to the engine
  38678. */
  38679. connectToAnalyser(analyser: Analyser): void;
  38680. }
  38681. }
  38682. declare module "babylonjs/Audio/audioSceneComponent" {
  38683. import { Sound } from "babylonjs/Audio/sound";
  38684. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  38685. import { Nullable } from "babylonjs/types";
  38686. import { Vector3 } from "babylonjs/Maths/math.vector";
  38687. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  38688. import { Scene } from "babylonjs/scene";
  38689. import { AbstractScene } from "babylonjs/abstractScene";
  38690. import "babylonjs/Audio/audioEngine";
  38691. module "babylonjs/abstractScene" {
  38692. interface AbstractScene {
  38693. /**
  38694. * The list of sounds used in the scene.
  38695. */
  38696. sounds: Nullable<Array<Sound>>;
  38697. }
  38698. }
  38699. module "babylonjs/scene" {
  38700. interface Scene {
  38701. /**
  38702. * @hidden
  38703. * Backing field
  38704. */
  38705. _mainSoundTrack: SoundTrack;
  38706. /**
  38707. * The main sound track played by the scene.
  38708. * It cotains your primary collection of sounds.
  38709. */
  38710. mainSoundTrack: SoundTrack;
  38711. /**
  38712. * The list of sound tracks added to the scene
  38713. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38714. */
  38715. soundTracks: Nullable<Array<SoundTrack>>;
  38716. /**
  38717. * Gets a sound using a given name
  38718. * @param name defines the name to search for
  38719. * @return the found sound or null if not found at all.
  38720. */
  38721. getSoundByName(name: string): Nullable<Sound>;
  38722. /**
  38723. * Gets or sets if audio support is enabled
  38724. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38725. */
  38726. audioEnabled: boolean;
  38727. /**
  38728. * Gets or sets if audio will be output to headphones
  38729. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38730. */
  38731. headphone: boolean;
  38732. /**
  38733. * Gets or sets custom audio listener position provider
  38734. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  38735. */
  38736. audioListenerPositionProvider: Nullable<() => Vector3>;
  38737. /**
  38738. * Gets or sets a refresh rate when using 3D audio positioning
  38739. */
  38740. audioPositioningRefreshRate: number;
  38741. }
  38742. }
  38743. /**
  38744. * Defines the sound scene component responsible to manage any sounds
  38745. * in a given scene.
  38746. */
  38747. export class AudioSceneComponent implements ISceneSerializableComponent {
  38748. /**
  38749. * The component name helpfull to identify the component in the list of scene components.
  38750. */
  38751. readonly name: string;
  38752. /**
  38753. * The scene the component belongs to.
  38754. */
  38755. scene: Scene;
  38756. private _audioEnabled;
  38757. /**
  38758. * Gets whether audio is enabled or not.
  38759. * Please use related enable/disable method to switch state.
  38760. */
  38761. get audioEnabled(): boolean;
  38762. private _headphone;
  38763. /**
  38764. * Gets whether audio is outputing to headphone or not.
  38765. * Please use the according Switch methods to change output.
  38766. */
  38767. get headphone(): boolean;
  38768. /**
  38769. * Gets or sets a refresh rate when using 3D audio positioning
  38770. */
  38771. audioPositioningRefreshRate: number;
  38772. private _audioListenerPositionProvider;
  38773. /**
  38774. * Gets the current audio listener position provider
  38775. */
  38776. get audioListenerPositionProvider(): Nullable<() => Vector3>;
  38777. /**
  38778. * Sets a custom listener position for all sounds in the scene
  38779. * By default, this is the position of the first active camera
  38780. */
  38781. set audioListenerPositionProvider(value: Nullable<() => Vector3>);
  38782. /**
  38783. * Creates a new instance of the component for the given scene
  38784. * @param scene Defines the scene to register the component in
  38785. */
  38786. constructor(scene: Scene);
  38787. /**
  38788. * Registers the component in a given scene
  38789. */
  38790. register(): void;
  38791. /**
  38792. * Rebuilds the elements related to this component in case of
  38793. * context lost for instance.
  38794. */
  38795. rebuild(): void;
  38796. /**
  38797. * Serializes the component data to the specified json object
  38798. * @param serializationObject The object to serialize to
  38799. */
  38800. serialize(serializationObject: any): void;
  38801. /**
  38802. * Adds all the elements from the container to the scene
  38803. * @param container the container holding the elements
  38804. */
  38805. addFromContainer(container: AbstractScene): void;
  38806. /**
  38807. * Removes all the elements in the container from the scene
  38808. * @param container contains the elements to remove
  38809. * @param dispose if the removed element should be disposed (default: false)
  38810. */
  38811. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  38812. /**
  38813. * Disposes the component and the associated ressources.
  38814. */
  38815. dispose(): void;
  38816. /**
  38817. * Disables audio in the associated scene.
  38818. */
  38819. disableAudio(): void;
  38820. /**
  38821. * Enables audio in the associated scene.
  38822. */
  38823. enableAudio(): void;
  38824. /**
  38825. * Switch audio to headphone output.
  38826. */
  38827. switchAudioModeForHeadphones(): void;
  38828. /**
  38829. * Switch audio to normal speakers.
  38830. */
  38831. switchAudioModeForNormalSpeakers(): void;
  38832. private _cachedCameraDirection;
  38833. private _cachedCameraPosition;
  38834. private _lastCheck;
  38835. private _afterRender;
  38836. }
  38837. }
  38838. declare module "babylonjs/Audio/weightedsound" {
  38839. import { Sound } from "babylonjs/Audio/sound";
  38840. /**
  38841. * Wraps one or more Sound objects and selects one with random weight for playback.
  38842. */
  38843. export class WeightedSound {
  38844. /** When true a Sound will be selected and played when the current playing Sound completes. */
  38845. loop: boolean;
  38846. private _coneInnerAngle;
  38847. private _coneOuterAngle;
  38848. private _volume;
  38849. /** A Sound is currently playing. */
  38850. isPlaying: boolean;
  38851. /** A Sound is currently paused. */
  38852. isPaused: boolean;
  38853. private _sounds;
  38854. private _weights;
  38855. private _currentIndex?;
  38856. /**
  38857. * Creates a new WeightedSound from the list of sounds given.
  38858. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  38859. * @param sounds Array of Sounds that will be selected from.
  38860. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  38861. */
  38862. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  38863. /**
  38864. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  38865. */
  38866. get directionalConeInnerAngle(): number;
  38867. /**
  38868. * The size of cone in degress for a directional sound in which there will be no attenuation.
  38869. */
  38870. set directionalConeInnerAngle(value: number);
  38871. /**
  38872. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  38873. * Listener angles between innerAngle and outerAngle will falloff linearly.
  38874. */
  38875. get directionalConeOuterAngle(): number;
  38876. /**
  38877. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  38878. * Listener angles between innerAngle and outerAngle will falloff linearly.
  38879. */
  38880. set directionalConeOuterAngle(value: number);
  38881. /**
  38882. * Playback volume.
  38883. */
  38884. get volume(): number;
  38885. /**
  38886. * Playback volume.
  38887. */
  38888. set volume(value: number);
  38889. private _onended;
  38890. /**
  38891. * Suspend playback
  38892. */
  38893. pause(): void;
  38894. /**
  38895. * Stop playback
  38896. */
  38897. stop(): void;
  38898. /**
  38899. * Start playback.
  38900. * @param startOffset Position the clip head at a specific time in seconds.
  38901. */
  38902. play(startOffset?: number): void;
  38903. }
  38904. }
  38905. declare module "babylonjs/Audio/index" {
  38906. export * from "babylonjs/Audio/analyser";
  38907. export * from "babylonjs/Audio/audioEngine";
  38908. export * from "babylonjs/Audio/audioSceneComponent";
  38909. export * from "babylonjs/Audio/sound";
  38910. export * from "babylonjs/Audio/soundTrack";
  38911. export * from "babylonjs/Audio/weightedsound";
  38912. }
  38913. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  38914. import { Behavior } from "babylonjs/Behaviors/behavior";
  38915. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38916. import { BackEase } from "babylonjs/Animations/easing";
  38917. /**
  38918. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  38919. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  38920. */
  38921. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  38922. /**
  38923. * Gets the name of the behavior.
  38924. */
  38925. get name(): string;
  38926. /**
  38927. * The easing function used by animations
  38928. */
  38929. static EasingFunction: BackEase;
  38930. /**
  38931. * The easing mode used by animations
  38932. */
  38933. static EasingMode: number;
  38934. /**
  38935. * The duration of the animation, in milliseconds
  38936. */
  38937. transitionDuration: number;
  38938. /**
  38939. * Length of the distance animated by the transition when lower radius is reached
  38940. */
  38941. lowerRadiusTransitionRange: number;
  38942. /**
  38943. * Length of the distance animated by the transition when upper radius is reached
  38944. */
  38945. upperRadiusTransitionRange: number;
  38946. private _autoTransitionRange;
  38947. /**
  38948. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  38949. */
  38950. get autoTransitionRange(): boolean;
  38951. /**
  38952. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  38953. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  38954. */
  38955. set autoTransitionRange(value: boolean);
  38956. private _attachedCamera;
  38957. private _onAfterCheckInputsObserver;
  38958. private _onMeshTargetChangedObserver;
  38959. /**
  38960. * Initializes the behavior.
  38961. */
  38962. init(): void;
  38963. /**
  38964. * Attaches the behavior to its arc rotate camera.
  38965. * @param camera Defines the camera to attach the behavior to
  38966. */
  38967. attach(camera: ArcRotateCamera): void;
  38968. /**
  38969. * Detaches the behavior from its current arc rotate camera.
  38970. */
  38971. detach(): void;
  38972. private _radiusIsAnimating;
  38973. private _radiusBounceTransition;
  38974. private _animatables;
  38975. private _cachedWheelPrecision;
  38976. /**
  38977. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  38978. * @param radiusLimit The limit to check against.
  38979. * @return Bool to indicate if at limit.
  38980. */
  38981. private _isRadiusAtLimit;
  38982. /**
  38983. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  38984. * @param radiusDelta The delta by which to animate to. Can be negative.
  38985. */
  38986. private _applyBoundRadiusAnimation;
  38987. /**
  38988. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  38989. */
  38990. protected _clearAnimationLocks(): void;
  38991. /**
  38992. * Stops and removes all animations that have been applied to the camera
  38993. */
  38994. stopAllAnimations(): void;
  38995. }
  38996. }
  38997. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  38998. import { Behavior } from "babylonjs/Behaviors/behavior";
  38999. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39000. import { ExponentialEase } from "babylonjs/Animations/easing";
  39001. import { Nullable } from "babylonjs/types";
  39002. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39003. import { Vector3 } from "babylonjs/Maths/math.vector";
  39004. /**
  39005. * 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.
  39006. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  39007. */
  39008. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  39009. /**
  39010. * Gets the name of the behavior.
  39011. */
  39012. get name(): string;
  39013. private _mode;
  39014. private _radiusScale;
  39015. private _positionScale;
  39016. private _defaultElevation;
  39017. private _elevationReturnTime;
  39018. private _elevationReturnWaitTime;
  39019. private _zoomStopsAnimation;
  39020. private _framingTime;
  39021. /**
  39022. * The easing function used by animations
  39023. */
  39024. static EasingFunction: ExponentialEase;
  39025. /**
  39026. * The easing mode used by animations
  39027. */
  39028. static EasingMode: number;
  39029. /**
  39030. * Sets the current mode used by the behavior
  39031. */
  39032. set mode(mode: number);
  39033. /**
  39034. * Gets current mode used by the behavior.
  39035. */
  39036. get mode(): number;
  39037. /**
  39038. * Sets the scale applied to the radius (1 by default)
  39039. */
  39040. set radiusScale(radius: number);
  39041. /**
  39042. * Gets the scale applied to the radius
  39043. */
  39044. get radiusScale(): number;
  39045. /**
  39046. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  39047. */
  39048. set positionScale(scale: number);
  39049. /**
  39050. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  39051. */
  39052. get positionScale(): number;
  39053. /**
  39054. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  39055. * behaviour is triggered, in radians.
  39056. */
  39057. set defaultElevation(elevation: number);
  39058. /**
  39059. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  39060. * behaviour is triggered, in radians.
  39061. */
  39062. get defaultElevation(): number;
  39063. /**
  39064. * Sets the time (in milliseconds) taken to return to the default beta position.
  39065. * Negative value indicates camera should not return to default.
  39066. */
  39067. set elevationReturnTime(speed: number);
  39068. /**
  39069. * Gets the time (in milliseconds) taken to return to the default beta position.
  39070. * Negative value indicates camera should not return to default.
  39071. */
  39072. get elevationReturnTime(): number;
  39073. /**
  39074. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  39075. */
  39076. set elevationReturnWaitTime(time: number);
  39077. /**
  39078. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  39079. */
  39080. get elevationReturnWaitTime(): number;
  39081. /**
  39082. * Sets the flag that indicates if user zooming should stop animation.
  39083. */
  39084. set zoomStopsAnimation(flag: boolean);
  39085. /**
  39086. * Gets the flag that indicates if user zooming should stop animation.
  39087. */
  39088. get zoomStopsAnimation(): boolean;
  39089. /**
  39090. * Sets the transition time when framing the mesh, in milliseconds
  39091. */
  39092. set framingTime(time: number);
  39093. /**
  39094. * Gets the transition time when framing the mesh, in milliseconds
  39095. */
  39096. get framingTime(): number;
  39097. /**
  39098. * Define if the behavior should automatically change the configured
  39099. * camera limits and sensibilities.
  39100. */
  39101. autoCorrectCameraLimitsAndSensibility: boolean;
  39102. private _onPrePointerObservableObserver;
  39103. private _onAfterCheckInputsObserver;
  39104. private _onMeshTargetChangedObserver;
  39105. private _attachedCamera;
  39106. private _isPointerDown;
  39107. private _lastInteractionTime;
  39108. /**
  39109. * Initializes the behavior.
  39110. */
  39111. init(): void;
  39112. /**
  39113. * Attaches the behavior to its arc rotate camera.
  39114. * @param camera Defines the camera to attach the behavior to
  39115. */
  39116. attach(camera: ArcRotateCamera): void;
  39117. /**
  39118. * Detaches the behavior from its current arc rotate camera.
  39119. */
  39120. detach(): void;
  39121. private _animatables;
  39122. private _betaIsAnimating;
  39123. private _betaTransition;
  39124. private _radiusTransition;
  39125. private _vectorTransition;
  39126. /**
  39127. * Targets the given mesh and updates zoom level accordingly.
  39128. * @param mesh The mesh to target.
  39129. * @param radius Optional. If a cached radius position already exists, overrides default.
  39130. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  39131. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  39132. * @param onAnimationEnd Callback triggered at the end of the framing animation
  39133. */
  39134. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  39135. /**
  39136. * Targets the given mesh with its children and updates zoom level accordingly.
  39137. * @param mesh The mesh to target.
  39138. * @param radius Optional. If a cached radius position already exists, overrides default.
  39139. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  39140. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  39141. * @param onAnimationEnd Callback triggered at the end of the framing animation
  39142. */
  39143. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  39144. /**
  39145. * Targets the given meshes with their children and updates zoom level accordingly.
  39146. * @param meshes The mesh to target.
  39147. * @param radius Optional. If a cached radius position already exists, overrides default.
  39148. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  39149. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  39150. * @param onAnimationEnd Callback triggered at the end of the framing animation
  39151. */
  39152. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  39153. /**
  39154. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  39155. * @param minimumWorld Determines the smaller position of the bounding box extend
  39156. * @param maximumWorld Determines the bigger position of the bounding box extend
  39157. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  39158. * @param onAnimationEnd Callback triggered at the end of the framing animation
  39159. */
  39160. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  39161. /**
  39162. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  39163. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  39164. * frustum width.
  39165. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  39166. * to fully enclose the mesh in the viewing frustum.
  39167. */
  39168. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  39169. /**
  39170. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  39171. * is automatically returned to its default position (expected to be above ground plane).
  39172. */
  39173. private _maintainCameraAboveGround;
  39174. /**
  39175. * Returns the frustum slope based on the canvas ratio and camera FOV
  39176. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  39177. */
  39178. private _getFrustumSlope;
  39179. /**
  39180. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  39181. */
  39182. private _clearAnimationLocks;
  39183. /**
  39184. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  39185. */
  39186. private _applyUserInteraction;
  39187. /**
  39188. * Stops and removes all animations that have been applied to the camera
  39189. */
  39190. stopAllAnimations(): void;
  39191. /**
  39192. * Gets a value indicating if the user is moving the camera
  39193. */
  39194. get isUserIsMoving(): boolean;
  39195. /**
  39196. * The camera can move all the way towards the mesh.
  39197. */
  39198. static IgnoreBoundsSizeMode: number;
  39199. /**
  39200. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  39201. */
  39202. static FitFrustumSidesMode: number;
  39203. }
  39204. }
  39205. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  39206. import { Nullable } from "babylonjs/types";
  39207. import { Camera } from "babylonjs/Cameras/camera";
  39208. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39209. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39210. /**
  39211. * Base class for Camera Pointer Inputs.
  39212. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  39213. * for example usage.
  39214. */
  39215. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  39216. /**
  39217. * Defines the camera the input is attached to.
  39218. */
  39219. abstract camera: Camera;
  39220. /**
  39221. * Whether keyboard modifier keys are pressed at time of last mouse event.
  39222. */
  39223. protected _altKey: boolean;
  39224. protected _ctrlKey: boolean;
  39225. protected _metaKey: boolean;
  39226. protected _shiftKey: boolean;
  39227. /**
  39228. * Which mouse buttons were pressed at time of last mouse event.
  39229. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  39230. */
  39231. protected _buttonsPressed: number;
  39232. /**
  39233. * Defines the buttons associated with the input to handle camera move.
  39234. */
  39235. buttons: number[];
  39236. /**
  39237. * Attach the input controls to a specific dom element to get the input from.
  39238. * @param element Defines the element the controls should be listened from
  39239. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39240. */
  39241. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39242. /**
  39243. * Detach the current controls from the specified dom element.
  39244. * @param element Defines the element to stop listening the inputs from
  39245. */
  39246. detachControl(element: Nullable<HTMLElement>): void;
  39247. /**
  39248. * Gets the class name of the current input.
  39249. * @returns the class name
  39250. */
  39251. getClassName(): string;
  39252. /**
  39253. * Get the friendly name associated with the input class.
  39254. * @returns the input friendly name
  39255. */
  39256. getSimpleName(): string;
  39257. /**
  39258. * Called on pointer POINTERDOUBLETAP event.
  39259. * Override this method to provide functionality on POINTERDOUBLETAP event.
  39260. */
  39261. protected onDoubleTap(type: string): void;
  39262. /**
  39263. * Called on pointer POINTERMOVE event if only a single touch is active.
  39264. * Override this method to provide functionality.
  39265. */
  39266. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39267. /**
  39268. * Called on pointer POINTERMOVE event if multiple touches are active.
  39269. * Override this method to provide functionality.
  39270. */
  39271. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39272. /**
  39273. * Called on JS contextmenu event.
  39274. * Override this method to provide functionality.
  39275. */
  39276. protected onContextMenu(evt: PointerEvent): void;
  39277. /**
  39278. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  39279. * press.
  39280. * Override this method to provide functionality.
  39281. */
  39282. protected onButtonDown(evt: PointerEvent): void;
  39283. /**
  39284. * Called each time a new POINTERUP event occurs. Ie, for each button
  39285. * release.
  39286. * Override this method to provide functionality.
  39287. */
  39288. protected onButtonUp(evt: PointerEvent): void;
  39289. /**
  39290. * Called when window becomes inactive.
  39291. * Override this method to provide functionality.
  39292. */
  39293. protected onLostFocus(): void;
  39294. private _pointerInput;
  39295. private _observer;
  39296. private _onLostFocus;
  39297. private pointA;
  39298. private pointB;
  39299. }
  39300. }
  39301. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  39302. import { Nullable } from "babylonjs/types";
  39303. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39304. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39305. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39306. /**
  39307. * Manage the pointers inputs to control an arc rotate camera.
  39308. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39309. */
  39310. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  39311. /**
  39312. * Defines the camera the input is attached to.
  39313. */
  39314. camera: ArcRotateCamera;
  39315. /**
  39316. * Gets the class name of the current input.
  39317. * @returns the class name
  39318. */
  39319. getClassName(): string;
  39320. /**
  39321. * Defines the buttons associated with the input to handle camera move.
  39322. */
  39323. buttons: number[];
  39324. /**
  39325. * Defines the pointer angular sensibility along the X axis or how fast is
  39326. * the camera rotating.
  39327. */
  39328. angularSensibilityX: number;
  39329. /**
  39330. * Defines the pointer angular sensibility along the Y axis or how fast is
  39331. * the camera rotating.
  39332. */
  39333. angularSensibilityY: number;
  39334. /**
  39335. * Defines the pointer pinch precision or how fast is the camera zooming.
  39336. */
  39337. pinchPrecision: number;
  39338. /**
  39339. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39340. * from 0.
  39341. * It defines the percentage of current camera.radius to use as delta when
  39342. * pinch zoom is used.
  39343. */
  39344. pinchDeltaPercentage: number;
  39345. /**
  39346. * Defines the pointer panning sensibility or how fast is the camera moving.
  39347. */
  39348. panningSensibility: number;
  39349. /**
  39350. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  39351. */
  39352. multiTouchPanning: boolean;
  39353. /**
  39354. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  39355. * zoom (pinch) through multitouch.
  39356. */
  39357. multiTouchPanAndZoom: boolean;
  39358. /**
  39359. * Revers pinch action direction.
  39360. */
  39361. pinchInwards: boolean;
  39362. private _isPanClick;
  39363. private _twoFingerActivityCount;
  39364. private _isPinching;
  39365. /**
  39366. * Called on pointer POINTERMOVE event if only a single touch is active.
  39367. */
  39368. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39369. /**
  39370. * Called on pointer POINTERDOUBLETAP event.
  39371. */
  39372. protected onDoubleTap(type: string): void;
  39373. /**
  39374. * Called on pointer POINTERMOVE event if multiple touches are active.
  39375. */
  39376. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39377. /**
  39378. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  39379. * press.
  39380. */
  39381. protected onButtonDown(evt: PointerEvent): void;
  39382. /**
  39383. * Called each time a new POINTERUP event occurs. Ie, for each button
  39384. * release.
  39385. */
  39386. protected onButtonUp(evt: PointerEvent): void;
  39387. /**
  39388. * Called when window becomes inactive.
  39389. */
  39390. protected onLostFocus(): void;
  39391. }
  39392. }
  39393. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  39394. import { Nullable } from "babylonjs/types";
  39395. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39396. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39397. /**
  39398. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  39399. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39400. */
  39401. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  39402. /**
  39403. * Defines the camera the input is attached to.
  39404. */
  39405. camera: ArcRotateCamera;
  39406. /**
  39407. * Defines the list of key codes associated with the up action (increase alpha)
  39408. */
  39409. keysUp: number[];
  39410. /**
  39411. * Defines the list of key codes associated with the down action (decrease alpha)
  39412. */
  39413. keysDown: number[];
  39414. /**
  39415. * Defines the list of key codes associated with the left action (increase beta)
  39416. */
  39417. keysLeft: number[];
  39418. /**
  39419. * Defines the list of key codes associated with the right action (decrease beta)
  39420. */
  39421. keysRight: number[];
  39422. /**
  39423. * Defines the list of key codes associated with the reset action.
  39424. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  39425. */
  39426. keysReset: number[];
  39427. /**
  39428. * Defines the panning sensibility of the inputs.
  39429. * (How fast is the camera paning)
  39430. */
  39431. panningSensibility: number;
  39432. /**
  39433. * Defines the zooming sensibility of the inputs.
  39434. * (How fast is the camera zooming)
  39435. */
  39436. zoomingSensibility: number;
  39437. /**
  39438. * Defines wether maintaining the alt key down switch the movement mode from
  39439. * orientation to zoom.
  39440. */
  39441. useAltToZoom: boolean;
  39442. /**
  39443. * Rotation speed of the camera
  39444. */
  39445. angularSpeed: number;
  39446. private _keys;
  39447. private _ctrlPressed;
  39448. private _altPressed;
  39449. private _onCanvasBlurObserver;
  39450. private _onKeyboardObserver;
  39451. private _engine;
  39452. private _scene;
  39453. /**
  39454. * Attach the input controls to a specific dom element to get the input from.
  39455. * @param element Defines the element the controls should be listened from
  39456. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39457. */
  39458. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39459. /**
  39460. * Detach the current controls from the specified dom element.
  39461. * @param element Defines the element to stop listening the inputs from
  39462. */
  39463. detachControl(element: Nullable<HTMLElement>): void;
  39464. /**
  39465. * Update the current camera state depending on the inputs that have been used this frame.
  39466. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39467. */
  39468. checkInputs(): void;
  39469. /**
  39470. * Gets the class name of the current intput.
  39471. * @returns the class name
  39472. */
  39473. getClassName(): string;
  39474. /**
  39475. * Get the friendly name associated with the input class.
  39476. * @returns the input friendly name
  39477. */
  39478. getSimpleName(): string;
  39479. }
  39480. }
  39481. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  39482. import { Nullable } from "babylonjs/types";
  39483. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39484. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39485. /**
  39486. * Manage the mouse wheel inputs to control an arc rotate camera.
  39487. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39488. */
  39489. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  39490. /**
  39491. * Defines the camera the input is attached to.
  39492. */
  39493. camera: ArcRotateCamera;
  39494. /**
  39495. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  39496. */
  39497. wheelPrecision: number;
  39498. /**
  39499. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39500. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39501. */
  39502. wheelDeltaPercentage: number;
  39503. private _wheel;
  39504. private _observer;
  39505. private computeDeltaFromMouseWheelLegacyEvent;
  39506. /**
  39507. * Attach the input controls to a specific dom element to get the input from.
  39508. * @param element Defines the element the controls should be listened from
  39509. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39510. */
  39511. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39512. /**
  39513. * Detach the current controls from the specified dom element.
  39514. * @param element Defines the element to stop listening the inputs from
  39515. */
  39516. detachControl(element: Nullable<HTMLElement>): void;
  39517. /**
  39518. * Gets the class name of the current intput.
  39519. * @returns the class name
  39520. */
  39521. getClassName(): string;
  39522. /**
  39523. * Get the friendly name associated with the input class.
  39524. * @returns the input friendly name
  39525. */
  39526. getSimpleName(): string;
  39527. }
  39528. }
  39529. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  39530. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39531. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39532. /**
  39533. * Default Inputs manager for the ArcRotateCamera.
  39534. * It groups all the default supported inputs for ease of use.
  39535. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39536. */
  39537. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  39538. /**
  39539. * Instantiates a new ArcRotateCameraInputsManager.
  39540. * @param camera Defines the camera the inputs belong to
  39541. */
  39542. constructor(camera: ArcRotateCamera);
  39543. /**
  39544. * Add mouse wheel input support to the input manager.
  39545. * @returns the current input manager
  39546. */
  39547. addMouseWheel(): ArcRotateCameraInputsManager;
  39548. /**
  39549. * Add pointers input support to the input manager.
  39550. * @returns the current input manager
  39551. */
  39552. addPointers(): ArcRotateCameraInputsManager;
  39553. /**
  39554. * Add keyboard input support to the input manager.
  39555. * @returns the current input manager
  39556. */
  39557. addKeyboard(): ArcRotateCameraInputsManager;
  39558. }
  39559. }
  39560. declare module "babylonjs/Cameras/arcRotateCamera" {
  39561. import { Observable } from "babylonjs/Misc/observable";
  39562. import { Nullable } from "babylonjs/types";
  39563. import { Scene } from "babylonjs/scene";
  39564. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  39565. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39566. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  39567. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  39568. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  39569. import { Camera } from "babylonjs/Cameras/camera";
  39570. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39571. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  39572. import { Collider } from "babylonjs/Collisions/collider";
  39573. /**
  39574. * This represents an orbital type of camera.
  39575. *
  39576. * 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.
  39577. * 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.
  39578. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  39579. */
  39580. export class ArcRotateCamera extends TargetCamera {
  39581. /**
  39582. * Defines the rotation angle of the camera along the longitudinal axis.
  39583. */
  39584. alpha: number;
  39585. /**
  39586. * Defines the rotation angle of the camera along the latitudinal axis.
  39587. */
  39588. beta: number;
  39589. /**
  39590. * Defines the radius of the camera from it s target point.
  39591. */
  39592. radius: number;
  39593. protected _target: Vector3;
  39594. protected _targetHost: Nullable<AbstractMesh>;
  39595. /**
  39596. * Defines the target point of the camera.
  39597. * The camera looks towards it form the radius distance.
  39598. */
  39599. get target(): Vector3;
  39600. set target(value: Vector3);
  39601. /**
  39602. * Define the current local position of the camera in the scene
  39603. */
  39604. get position(): Vector3;
  39605. set position(newPosition: Vector3);
  39606. protected _upVector: Vector3;
  39607. protected _upToYMatrix: Matrix;
  39608. protected _YToUpMatrix: Matrix;
  39609. /**
  39610. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  39611. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  39612. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  39613. */
  39614. set upVector(vec: Vector3);
  39615. get upVector(): Vector3;
  39616. /**
  39617. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  39618. */
  39619. setMatUp(): void;
  39620. /**
  39621. * Current inertia value on the longitudinal axis.
  39622. * The bigger this number the longer it will take for the camera to stop.
  39623. */
  39624. inertialAlphaOffset: number;
  39625. /**
  39626. * Current inertia value on the latitudinal axis.
  39627. * The bigger this number the longer it will take for the camera to stop.
  39628. */
  39629. inertialBetaOffset: number;
  39630. /**
  39631. * Current inertia value on the radius axis.
  39632. * The bigger this number the longer it will take for the camera to stop.
  39633. */
  39634. inertialRadiusOffset: number;
  39635. /**
  39636. * Minimum allowed angle on the longitudinal axis.
  39637. * This can help limiting how the Camera is able to move in the scene.
  39638. */
  39639. lowerAlphaLimit: Nullable<number>;
  39640. /**
  39641. * Maximum allowed angle on the longitudinal axis.
  39642. * This can help limiting how the Camera is able to move in the scene.
  39643. */
  39644. upperAlphaLimit: Nullable<number>;
  39645. /**
  39646. * Minimum allowed angle on the latitudinal axis.
  39647. * This can help limiting how the Camera is able to move in the scene.
  39648. */
  39649. lowerBetaLimit: number;
  39650. /**
  39651. * Maximum allowed angle on the latitudinal axis.
  39652. * This can help limiting how the Camera is able to move in the scene.
  39653. */
  39654. upperBetaLimit: number;
  39655. /**
  39656. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  39657. * This can help limiting how the Camera is able to move in the scene.
  39658. */
  39659. lowerRadiusLimit: Nullable<number>;
  39660. /**
  39661. * Maximum allowed distance of the camera to the target (The camera can not get further).
  39662. * This can help limiting how the Camera is able to move in the scene.
  39663. */
  39664. upperRadiusLimit: Nullable<number>;
  39665. /**
  39666. * Defines the current inertia value used during panning of the camera along the X axis.
  39667. */
  39668. inertialPanningX: number;
  39669. /**
  39670. * Defines the current inertia value used during panning of the camera along the Y axis.
  39671. */
  39672. inertialPanningY: number;
  39673. /**
  39674. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  39675. * Basically if your fingers moves away from more than this distance you will be considered
  39676. * in pinch mode.
  39677. */
  39678. pinchToPanMaxDistance: number;
  39679. /**
  39680. * Defines the maximum distance the camera can pan.
  39681. * This could help keeping the cammera always in your scene.
  39682. */
  39683. panningDistanceLimit: Nullable<number>;
  39684. /**
  39685. * Defines the target of the camera before paning.
  39686. */
  39687. panningOriginTarget: Vector3;
  39688. /**
  39689. * Defines the value of the inertia used during panning.
  39690. * 0 would mean stop inertia and one would mean no decelleration at all.
  39691. */
  39692. panningInertia: number;
  39693. /**
  39694. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  39695. */
  39696. get angularSensibilityX(): number;
  39697. set angularSensibilityX(value: number);
  39698. /**
  39699. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  39700. */
  39701. get angularSensibilityY(): number;
  39702. set angularSensibilityY(value: number);
  39703. /**
  39704. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  39705. */
  39706. get pinchPrecision(): number;
  39707. set pinchPrecision(value: number);
  39708. /**
  39709. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  39710. * It will be used instead of pinchDeltaPrecision if different from 0.
  39711. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  39712. */
  39713. get pinchDeltaPercentage(): number;
  39714. set pinchDeltaPercentage(value: number);
  39715. /**
  39716. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  39717. */
  39718. get panningSensibility(): number;
  39719. set panningSensibility(value: number);
  39720. /**
  39721. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  39722. */
  39723. get keysUp(): number[];
  39724. set keysUp(value: number[]);
  39725. /**
  39726. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  39727. */
  39728. get keysDown(): number[];
  39729. set keysDown(value: number[]);
  39730. /**
  39731. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  39732. */
  39733. get keysLeft(): number[];
  39734. set keysLeft(value: number[]);
  39735. /**
  39736. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  39737. */
  39738. get keysRight(): number[];
  39739. set keysRight(value: number[]);
  39740. /**
  39741. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  39742. */
  39743. get wheelPrecision(): number;
  39744. set wheelPrecision(value: number);
  39745. /**
  39746. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  39747. * It will be used instead of pinchDeltaPrecision if different from 0.
  39748. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  39749. */
  39750. get wheelDeltaPercentage(): number;
  39751. set wheelDeltaPercentage(value: number);
  39752. /**
  39753. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  39754. */
  39755. zoomOnFactor: number;
  39756. /**
  39757. * Defines a screen offset for the camera position.
  39758. */
  39759. targetScreenOffset: Vector2;
  39760. /**
  39761. * Allows the camera to be completely reversed.
  39762. * If false the camera can not arrive upside down.
  39763. */
  39764. allowUpsideDown: boolean;
  39765. /**
  39766. * Define if double tap/click is used to restore the previously saved state of the camera.
  39767. */
  39768. useInputToRestoreState: boolean;
  39769. /** @hidden */
  39770. _viewMatrix: Matrix;
  39771. /** @hidden */
  39772. _useCtrlForPanning: boolean;
  39773. /** @hidden */
  39774. _panningMouseButton: number;
  39775. /**
  39776. * Defines the input associated to the camera.
  39777. */
  39778. inputs: ArcRotateCameraInputsManager;
  39779. /** @hidden */
  39780. _reset: () => void;
  39781. /**
  39782. * Defines the allowed panning axis.
  39783. */
  39784. panningAxis: Vector3;
  39785. protected _localDirection: Vector3;
  39786. protected _transformedDirection: Vector3;
  39787. private _bouncingBehavior;
  39788. /**
  39789. * Gets the bouncing behavior of the camera if it has been enabled.
  39790. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  39791. */
  39792. get bouncingBehavior(): Nullable<BouncingBehavior>;
  39793. /**
  39794. * Defines if the bouncing behavior of the camera is enabled on the camera.
  39795. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  39796. */
  39797. get useBouncingBehavior(): boolean;
  39798. set useBouncingBehavior(value: boolean);
  39799. private _framingBehavior;
  39800. /**
  39801. * Gets the framing behavior of the camera if it has been enabled.
  39802. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  39803. */
  39804. get framingBehavior(): Nullable<FramingBehavior>;
  39805. /**
  39806. * Defines if the framing behavior of the camera is enabled on the camera.
  39807. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  39808. */
  39809. get useFramingBehavior(): boolean;
  39810. set useFramingBehavior(value: boolean);
  39811. private _autoRotationBehavior;
  39812. /**
  39813. * Gets the auto rotation behavior of the camera if it has been enabled.
  39814. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  39815. */
  39816. get autoRotationBehavior(): Nullable<AutoRotationBehavior>;
  39817. /**
  39818. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  39819. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  39820. */
  39821. get useAutoRotationBehavior(): boolean;
  39822. set useAutoRotationBehavior(value: boolean);
  39823. /**
  39824. * Observable triggered when the mesh target has been changed on the camera.
  39825. */
  39826. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  39827. /**
  39828. * Event raised when the camera is colliding with a mesh.
  39829. */
  39830. onCollide: (collidedMesh: AbstractMesh) => void;
  39831. /**
  39832. * Defines whether the camera should check collision with the objects oh the scene.
  39833. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  39834. */
  39835. checkCollisions: boolean;
  39836. /**
  39837. * Defines the collision radius of the camera.
  39838. * This simulates a sphere around the camera.
  39839. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39840. */
  39841. collisionRadius: Vector3;
  39842. protected _collider: Collider;
  39843. protected _previousPosition: Vector3;
  39844. protected _collisionVelocity: Vector3;
  39845. protected _newPosition: Vector3;
  39846. protected _previousAlpha: number;
  39847. protected _previousBeta: number;
  39848. protected _previousRadius: number;
  39849. protected _collisionTriggered: boolean;
  39850. protected _targetBoundingCenter: Nullable<Vector3>;
  39851. private _computationVector;
  39852. /**
  39853. * Instantiates a new ArcRotateCamera in a given scene
  39854. * @param name Defines the name of the camera
  39855. * @param alpha Defines the camera rotation along the logitudinal axis
  39856. * @param beta Defines the camera rotation along the latitudinal axis
  39857. * @param radius Defines the camera distance from its target
  39858. * @param target Defines the camera target
  39859. * @param scene Defines the scene the camera belongs to
  39860. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  39861. */
  39862. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39863. /** @hidden */
  39864. _initCache(): void;
  39865. /** @hidden */
  39866. _updateCache(ignoreParentClass?: boolean): void;
  39867. protected _getTargetPosition(): Vector3;
  39868. private _storedAlpha;
  39869. private _storedBeta;
  39870. private _storedRadius;
  39871. private _storedTarget;
  39872. private _storedTargetScreenOffset;
  39873. /**
  39874. * Stores the current state of the camera (alpha, beta, radius and target)
  39875. * @returns the camera itself
  39876. */
  39877. storeState(): Camera;
  39878. /**
  39879. * @hidden
  39880. * Restored camera state. You must call storeState() first
  39881. */
  39882. _restoreStateValues(): boolean;
  39883. /** @hidden */
  39884. _isSynchronizedViewMatrix(): boolean;
  39885. /**
  39886. * Attached controls to the current camera.
  39887. * @param element Defines the element the controls should be listened from
  39888. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39889. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  39890. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  39891. */
  39892. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  39893. /**
  39894. * Detach the current controls from the camera.
  39895. * The camera will stop reacting to inputs.
  39896. * @param element Defines the element to stop listening the inputs from
  39897. */
  39898. detachControl(element: HTMLElement): void;
  39899. /** @hidden */
  39900. _checkInputs(): void;
  39901. protected _checkLimits(): void;
  39902. /**
  39903. * Rebuilds angles (alpha, beta) and radius from the give position and target
  39904. */
  39905. rebuildAnglesAndRadius(): void;
  39906. /**
  39907. * Use a position to define the current camera related information like alpha, beta and radius
  39908. * @param position Defines the position to set the camera at
  39909. */
  39910. setPosition(position: Vector3): void;
  39911. /**
  39912. * Defines the target the camera should look at.
  39913. * This will automatically adapt alpha beta and radius to fit within the new target.
  39914. * @param target Defines the new target as a Vector or a mesh
  39915. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  39916. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  39917. */
  39918. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  39919. /** @hidden */
  39920. _getViewMatrix(): Matrix;
  39921. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  39922. /**
  39923. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  39924. * @param meshes Defines the mesh to zoom on
  39925. * @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)
  39926. */
  39927. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  39928. /**
  39929. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  39930. * The target will be changed but the radius
  39931. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  39932. * @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)
  39933. */
  39934. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  39935. min: Vector3;
  39936. max: Vector3;
  39937. distance: number;
  39938. }, doNotUpdateMaxZ?: boolean): void;
  39939. /**
  39940. * @override
  39941. * Override Camera.createRigCamera
  39942. */
  39943. createRigCamera(name: string, cameraIndex: number): Camera;
  39944. /**
  39945. * @hidden
  39946. * @override
  39947. * Override Camera._updateRigCameras
  39948. */
  39949. _updateRigCameras(): void;
  39950. /**
  39951. * Destroy the camera and release the current resources hold by it.
  39952. */
  39953. dispose(): void;
  39954. /**
  39955. * Gets the current object class name.
  39956. * @return the class name
  39957. */
  39958. getClassName(): string;
  39959. }
  39960. }
  39961. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  39962. import { Behavior } from "babylonjs/Behaviors/behavior";
  39963. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  39964. /**
  39965. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  39966. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  39967. */
  39968. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  39969. /**
  39970. * Gets the name of the behavior.
  39971. */
  39972. get name(): string;
  39973. private _zoomStopsAnimation;
  39974. private _idleRotationSpeed;
  39975. private _idleRotationWaitTime;
  39976. private _idleRotationSpinupTime;
  39977. /**
  39978. * Sets the flag that indicates if user zooming should stop animation.
  39979. */
  39980. set zoomStopsAnimation(flag: boolean);
  39981. /**
  39982. * Gets the flag that indicates if user zooming should stop animation.
  39983. */
  39984. get zoomStopsAnimation(): boolean;
  39985. /**
  39986. * Sets the default speed at which the camera rotates around the model.
  39987. */
  39988. set idleRotationSpeed(speed: number);
  39989. /**
  39990. * Gets the default speed at which the camera rotates around the model.
  39991. */
  39992. get idleRotationSpeed(): number;
  39993. /**
  39994. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  39995. */
  39996. set idleRotationWaitTime(time: number);
  39997. /**
  39998. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  39999. */
  40000. get idleRotationWaitTime(): number;
  40001. /**
  40002. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  40003. */
  40004. set idleRotationSpinupTime(time: number);
  40005. /**
  40006. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  40007. */
  40008. get idleRotationSpinupTime(): number;
  40009. /**
  40010. * Gets a value indicating if the camera is currently rotating because of this behavior
  40011. */
  40012. get rotationInProgress(): boolean;
  40013. private _onPrePointerObservableObserver;
  40014. private _onAfterCheckInputsObserver;
  40015. private _attachedCamera;
  40016. private _isPointerDown;
  40017. private _lastFrameTime;
  40018. private _lastInteractionTime;
  40019. private _cameraRotationSpeed;
  40020. /**
  40021. * Initializes the behavior.
  40022. */
  40023. init(): void;
  40024. /**
  40025. * Attaches the behavior to its arc rotate camera.
  40026. * @param camera Defines the camera to attach the behavior to
  40027. */
  40028. attach(camera: ArcRotateCamera): void;
  40029. /**
  40030. * Detaches the behavior from its current arc rotate camera.
  40031. */
  40032. detach(): void;
  40033. /**
  40034. * Returns true if user is scrolling.
  40035. * @return true if user is scrolling.
  40036. */
  40037. private _userIsZooming;
  40038. private _lastFrameRadius;
  40039. private _shouldAnimationStopForInteraction;
  40040. /**
  40041. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  40042. */
  40043. private _applyUserInteraction;
  40044. private _userIsMoving;
  40045. }
  40046. }
  40047. declare module "babylonjs/Behaviors/Cameras/index" {
  40048. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  40049. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  40050. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  40051. }
  40052. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  40053. import { Mesh } from "babylonjs/Meshes/mesh";
  40054. import { TransformNode } from "babylonjs/Meshes/transformNode";
  40055. import { Behavior } from "babylonjs/Behaviors/behavior";
  40056. /**
  40057. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  40058. */
  40059. export class AttachToBoxBehavior implements Behavior<Mesh> {
  40060. private ui;
  40061. /**
  40062. * The name of the behavior
  40063. */
  40064. name: string;
  40065. /**
  40066. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  40067. */
  40068. distanceAwayFromFace: number;
  40069. /**
  40070. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  40071. */
  40072. distanceAwayFromBottomOfFace: number;
  40073. private _faceVectors;
  40074. private _target;
  40075. private _scene;
  40076. private _onRenderObserver;
  40077. private _tmpMatrix;
  40078. private _tmpVector;
  40079. /**
  40080. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  40081. * @param ui The transform node that should be attched to the mesh
  40082. */
  40083. constructor(ui: TransformNode);
  40084. /**
  40085. * Initializes the behavior
  40086. */
  40087. init(): void;
  40088. private _closestFace;
  40089. private _zeroVector;
  40090. private _lookAtTmpMatrix;
  40091. private _lookAtToRef;
  40092. /**
  40093. * Attaches the AttachToBoxBehavior to the passed in mesh
  40094. * @param target The mesh that the specified node will be attached to
  40095. */
  40096. attach(target: Mesh): void;
  40097. /**
  40098. * Detaches the behavior from the mesh
  40099. */
  40100. detach(): void;
  40101. }
  40102. }
  40103. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  40104. import { Behavior } from "babylonjs/Behaviors/behavior";
  40105. import { Mesh } from "babylonjs/Meshes/mesh";
  40106. /**
  40107. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  40108. */
  40109. export class FadeInOutBehavior implements Behavior<Mesh> {
  40110. /**
  40111. * Time in milliseconds to delay before fading in (Default: 0)
  40112. */
  40113. delay: number;
  40114. /**
  40115. * Time in milliseconds for the mesh to fade in (Default: 300)
  40116. */
  40117. fadeInTime: number;
  40118. private _millisecondsPerFrame;
  40119. private _hovered;
  40120. private _hoverValue;
  40121. private _ownerNode;
  40122. /**
  40123. * Instatiates the FadeInOutBehavior
  40124. */
  40125. constructor();
  40126. /**
  40127. * The name of the behavior
  40128. */
  40129. get name(): string;
  40130. /**
  40131. * Initializes the behavior
  40132. */
  40133. init(): void;
  40134. /**
  40135. * Attaches the fade behavior on the passed in mesh
  40136. * @param ownerNode The mesh that will be faded in/out once attached
  40137. */
  40138. attach(ownerNode: Mesh): void;
  40139. /**
  40140. * Detaches the behavior from the mesh
  40141. */
  40142. detach(): void;
  40143. /**
  40144. * Triggers the mesh to begin fading in or out
  40145. * @param value if the object should fade in or out (true to fade in)
  40146. */
  40147. fadeIn(value: boolean): void;
  40148. private _update;
  40149. private _setAllVisibility;
  40150. }
  40151. }
  40152. declare module "babylonjs/Misc/pivotTools" {
  40153. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40154. /**
  40155. * Class containing a set of static utilities functions for managing Pivots
  40156. * @hidden
  40157. */
  40158. export class PivotTools {
  40159. private static _PivotCached;
  40160. private static _OldPivotPoint;
  40161. private static _PivotTranslation;
  40162. private static _PivotTmpVector;
  40163. /** @hidden */
  40164. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  40165. /** @hidden */
  40166. static _RestorePivotPoint(mesh: AbstractMesh): void;
  40167. }
  40168. }
  40169. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  40170. import { Scene } from "babylonjs/scene";
  40171. import { Vector4 } from "babylonjs/Maths/math.vector";
  40172. import { Mesh } from "babylonjs/Meshes/mesh";
  40173. import { Nullable } from "babylonjs/types";
  40174. import { Plane } from "babylonjs/Maths/math.plane";
  40175. /**
  40176. * Class containing static functions to help procedurally build meshes
  40177. */
  40178. export class PlaneBuilder {
  40179. /**
  40180. * Creates a plane mesh
  40181. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  40182. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  40183. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  40184. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40185. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  40186. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  40187. * @param name defines the name of the mesh
  40188. * @param options defines the options used to create the mesh
  40189. * @param scene defines the hosting scene
  40190. * @returns the plane mesh
  40191. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  40192. */
  40193. static CreatePlane(name: string, options: {
  40194. size?: number;
  40195. width?: number;
  40196. height?: number;
  40197. sideOrientation?: number;
  40198. frontUVs?: Vector4;
  40199. backUVs?: Vector4;
  40200. updatable?: boolean;
  40201. sourcePlane?: Plane;
  40202. }, scene?: Nullable<Scene>): Mesh;
  40203. }
  40204. }
  40205. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  40206. import { Behavior } from "babylonjs/Behaviors/behavior";
  40207. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40208. import { Observable } from "babylonjs/Misc/observable";
  40209. import { Vector3 } from "babylonjs/Maths/math.vector";
  40210. import { Ray } from "babylonjs/Culling/ray";
  40211. import "babylonjs/Meshes/Builders/planeBuilder";
  40212. /**
  40213. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  40214. */
  40215. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  40216. private static _AnyMouseID;
  40217. /**
  40218. * Abstract mesh the behavior is set on
  40219. */
  40220. attachedNode: AbstractMesh;
  40221. private _dragPlane;
  40222. private _scene;
  40223. private _pointerObserver;
  40224. private _beforeRenderObserver;
  40225. private static _planeScene;
  40226. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  40227. /**
  40228. * 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)
  40229. */
  40230. maxDragAngle: number;
  40231. /**
  40232. * @hidden
  40233. */
  40234. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  40235. /**
  40236. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  40237. */
  40238. currentDraggingPointerID: number;
  40239. /**
  40240. * The last position where the pointer hit the drag plane in world space
  40241. */
  40242. lastDragPosition: Vector3;
  40243. /**
  40244. * If the behavior is currently in a dragging state
  40245. */
  40246. dragging: boolean;
  40247. /**
  40248. * 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)
  40249. */
  40250. dragDeltaRatio: number;
  40251. /**
  40252. * If the drag plane orientation should be updated during the dragging (Default: true)
  40253. */
  40254. updateDragPlane: boolean;
  40255. private _debugMode;
  40256. private _moving;
  40257. /**
  40258. * Fires each time the attached mesh is dragged with the pointer
  40259. * * delta between last drag position and current drag position in world space
  40260. * * dragDistance along the drag axis
  40261. * * dragPlaneNormal normal of the current drag plane used during the drag
  40262. * * dragPlanePoint in world space where the drag intersects the drag plane
  40263. */
  40264. onDragObservable: Observable<{
  40265. delta: Vector3;
  40266. dragPlanePoint: Vector3;
  40267. dragPlaneNormal: Vector3;
  40268. dragDistance: number;
  40269. pointerId: number;
  40270. }>;
  40271. /**
  40272. * Fires each time a drag begins (eg. mouse down on mesh)
  40273. */
  40274. onDragStartObservable: Observable<{
  40275. dragPlanePoint: Vector3;
  40276. pointerId: number;
  40277. }>;
  40278. /**
  40279. * Fires each time a drag ends (eg. mouse release after drag)
  40280. */
  40281. onDragEndObservable: Observable<{
  40282. dragPlanePoint: Vector3;
  40283. pointerId: number;
  40284. }>;
  40285. /**
  40286. * If the attached mesh should be moved when dragged
  40287. */
  40288. moveAttached: boolean;
  40289. /**
  40290. * If the drag behavior will react to drag events (Default: true)
  40291. */
  40292. enabled: boolean;
  40293. /**
  40294. * If pointer events should start and release the drag (Default: true)
  40295. */
  40296. startAndReleaseDragOnPointerEvents: boolean;
  40297. /**
  40298. * If camera controls should be detached during the drag
  40299. */
  40300. detachCameraControls: boolean;
  40301. /**
  40302. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  40303. */
  40304. useObjectOrientationForDragging: boolean;
  40305. private _options;
  40306. /**
  40307. * Gets the options used by the behavior
  40308. */
  40309. get options(): {
  40310. dragAxis?: Vector3;
  40311. dragPlaneNormal?: Vector3;
  40312. };
  40313. /**
  40314. * Sets the options used by the behavior
  40315. */
  40316. set options(options: {
  40317. dragAxis?: Vector3;
  40318. dragPlaneNormal?: Vector3;
  40319. });
  40320. /**
  40321. * Creates a pointer drag behavior that can be attached to a mesh
  40322. * @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)
  40323. */
  40324. constructor(options?: {
  40325. dragAxis?: Vector3;
  40326. dragPlaneNormal?: Vector3;
  40327. });
  40328. /**
  40329. * Predicate to determine if it is valid to move the object to a new position when it is moved
  40330. */
  40331. validateDrag: (targetPosition: Vector3) => boolean;
  40332. /**
  40333. * The name of the behavior
  40334. */
  40335. get name(): string;
  40336. /**
  40337. * Initializes the behavior
  40338. */
  40339. init(): void;
  40340. private _tmpVector;
  40341. private _alternatePickedPoint;
  40342. private _worldDragAxis;
  40343. private _targetPosition;
  40344. private _attachedElement;
  40345. /**
  40346. * Attaches the drag behavior the passed in mesh
  40347. * @param ownerNode The mesh that will be dragged around once attached
  40348. * @param predicate Predicate to use for pick filtering
  40349. */
  40350. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  40351. /**
  40352. * Force relase the drag action by code.
  40353. */
  40354. releaseDrag(): void;
  40355. private _startDragRay;
  40356. private _lastPointerRay;
  40357. /**
  40358. * Simulates the start of a pointer drag event on the behavior
  40359. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  40360. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  40361. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  40362. */
  40363. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  40364. private _startDrag;
  40365. private _dragDelta;
  40366. private _moveDrag;
  40367. private _pickWithRayOnDragPlane;
  40368. private _pointA;
  40369. private _pointB;
  40370. private _pointC;
  40371. private _lineA;
  40372. private _lineB;
  40373. private _localAxis;
  40374. private _lookAt;
  40375. private _updateDragPlanePosition;
  40376. /**
  40377. * Detaches the behavior from the mesh
  40378. */
  40379. detach(): void;
  40380. }
  40381. }
  40382. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  40383. import { Mesh } from "babylonjs/Meshes/mesh";
  40384. import { Behavior } from "babylonjs/Behaviors/behavior";
  40385. /**
  40386. * A behavior that when attached to a mesh will allow the mesh to be scaled
  40387. */
  40388. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  40389. private _dragBehaviorA;
  40390. private _dragBehaviorB;
  40391. private _startDistance;
  40392. private _initialScale;
  40393. private _targetScale;
  40394. private _ownerNode;
  40395. private _sceneRenderObserver;
  40396. /**
  40397. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  40398. */
  40399. constructor();
  40400. /**
  40401. * The name of the behavior
  40402. */
  40403. get name(): string;
  40404. /**
  40405. * Initializes the behavior
  40406. */
  40407. init(): void;
  40408. private _getCurrentDistance;
  40409. /**
  40410. * Attaches the scale behavior the passed in mesh
  40411. * @param ownerNode The mesh that will be scaled around once attached
  40412. */
  40413. attach(ownerNode: Mesh): void;
  40414. /**
  40415. * Detaches the behavior from the mesh
  40416. */
  40417. detach(): void;
  40418. }
  40419. }
  40420. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  40421. import { Behavior } from "babylonjs/Behaviors/behavior";
  40422. import { Mesh } from "babylonjs/Meshes/mesh";
  40423. import { Observable } from "babylonjs/Misc/observable";
  40424. /**
  40425. * 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
  40426. */
  40427. export class SixDofDragBehavior implements Behavior<Mesh> {
  40428. private static _virtualScene;
  40429. private _ownerNode;
  40430. private _sceneRenderObserver;
  40431. private _scene;
  40432. private _targetPosition;
  40433. private _virtualOriginMesh;
  40434. private _virtualDragMesh;
  40435. private _pointerObserver;
  40436. private _moving;
  40437. private _startingOrientation;
  40438. /**
  40439. * 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)
  40440. */
  40441. private zDragFactor;
  40442. /**
  40443. * If the object should rotate to face the drag origin
  40444. */
  40445. rotateDraggedObject: boolean;
  40446. /**
  40447. * If the behavior is currently in a dragging state
  40448. */
  40449. dragging: boolean;
  40450. /**
  40451. * 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)
  40452. */
  40453. dragDeltaRatio: number;
  40454. /**
  40455. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  40456. */
  40457. currentDraggingPointerID: number;
  40458. /**
  40459. * If camera controls should be detached during the drag
  40460. */
  40461. detachCameraControls: boolean;
  40462. /**
  40463. * Fires each time a drag starts
  40464. */
  40465. onDragStartObservable: Observable<{}>;
  40466. /**
  40467. * Fires each time a drag ends (eg. mouse release after drag)
  40468. */
  40469. onDragEndObservable: Observable<{}>;
  40470. /**
  40471. * 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
  40472. */
  40473. constructor();
  40474. /**
  40475. * The name of the behavior
  40476. */
  40477. get name(): string;
  40478. /**
  40479. * Initializes the behavior
  40480. */
  40481. init(): void;
  40482. /**
  40483. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  40484. */
  40485. private get _pointerCamera();
  40486. /**
  40487. * Attaches the scale behavior the passed in mesh
  40488. * @param ownerNode The mesh that will be scaled around once attached
  40489. */
  40490. attach(ownerNode: Mesh): void;
  40491. /**
  40492. * Detaches the behavior from the mesh
  40493. */
  40494. detach(): void;
  40495. }
  40496. }
  40497. declare module "babylonjs/Behaviors/Meshes/index" {
  40498. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  40499. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  40500. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  40501. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  40502. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  40503. }
  40504. declare module "babylonjs/Behaviors/index" {
  40505. export * from "babylonjs/Behaviors/behavior";
  40506. export * from "babylonjs/Behaviors/Cameras/index";
  40507. export * from "babylonjs/Behaviors/Meshes/index";
  40508. }
  40509. declare module "babylonjs/Bones/boneIKController" {
  40510. import { Bone } from "babylonjs/Bones/bone";
  40511. import { Vector3 } from "babylonjs/Maths/math.vector";
  40512. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40513. import { Nullable } from "babylonjs/types";
  40514. /**
  40515. * Class used to apply inverse kinematics to bones
  40516. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  40517. */
  40518. export class BoneIKController {
  40519. private static _tmpVecs;
  40520. private static _tmpQuat;
  40521. private static _tmpMats;
  40522. /**
  40523. * Gets or sets the target mesh
  40524. */
  40525. targetMesh: AbstractMesh;
  40526. /** Gets or sets the mesh used as pole */
  40527. poleTargetMesh: AbstractMesh;
  40528. /**
  40529. * Gets or sets the bone used as pole
  40530. */
  40531. poleTargetBone: Nullable<Bone>;
  40532. /**
  40533. * Gets or sets the target position
  40534. */
  40535. targetPosition: Vector3;
  40536. /**
  40537. * Gets or sets the pole target position
  40538. */
  40539. poleTargetPosition: Vector3;
  40540. /**
  40541. * Gets or sets the pole target local offset
  40542. */
  40543. poleTargetLocalOffset: Vector3;
  40544. /**
  40545. * Gets or sets the pole angle
  40546. */
  40547. poleAngle: number;
  40548. /**
  40549. * Gets or sets the mesh associated with the controller
  40550. */
  40551. mesh: AbstractMesh;
  40552. /**
  40553. * 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)
  40554. */
  40555. slerpAmount: number;
  40556. private _bone1Quat;
  40557. private _bone1Mat;
  40558. private _bone2Ang;
  40559. private _bone1;
  40560. private _bone2;
  40561. private _bone1Length;
  40562. private _bone2Length;
  40563. private _maxAngle;
  40564. private _maxReach;
  40565. private _rightHandedSystem;
  40566. private _bendAxis;
  40567. private _slerping;
  40568. private _adjustRoll;
  40569. /**
  40570. * Gets or sets maximum allowed angle
  40571. */
  40572. get maxAngle(): number;
  40573. set maxAngle(value: number);
  40574. /**
  40575. * Creates a new BoneIKController
  40576. * @param mesh defines the mesh to control
  40577. * @param bone defines the bone to control
  40578. * @param options defines options to set up the controller
  40579. */
  40580. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  40581. targetMesh?: AbstractMesh;
  40582. poleTargetMesh?: AbstractMesh;
  40583. poleTargetBone?: Bone;
  40584. poleTargetLocalOffset?: Vector3;
  40585. poleAngle?: number;
  40586. bendAxis?: Vector3;
  40587. maxAngle?: number;
  40588. slerpAmount?: number;
  40589. });
  40590. private _setMaxAngle;
  40591. /**
  40592. * Force the controller to update the bones
  40593. */
  40594. update(): void;
  40595. }
  40596. }
  40597. declare module "babylonjs/Bones/boneLookController" {
  40598. import { Vector3 } from "babylonjs/Maths/math.vector";
  40599. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40600. import { Bone } from "babylonjs/Bones/bone";
  40601. import { Space } from "babylonjs/Maths/math.axis";
  40602. /**
  40603. * Class used to make a bone look toward a point in space
  40604. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  40605. */
  40606. export class BoneLookController {
  40607. private static _tmpVecs;
  40608. private static _tmpQuat;
  40609. private static _tmpMats;
  40610. /**
  40611. * The target Vector3 that the bone will look at
  40612. */
  40613. target: Vector3;
  40614. /**
  40615. * The mesh that the bone is attached to
  40616. */
  40617. mesh: AbstractMesh;
  40618. /**
  40619. * The bone that will be looking to the target
  40620. */
  40621. bone: Bone;
  40622. /**
  40623. * The up axis of the coordinate system that is used when the bone is rotated
  40624. */
  40625. upAxis: Vector3;
  40626. /**
  40627. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  40628. */
  40629. upAxisSpace: Space;
  40630. /**
  40631. * Used to make an adjustment to the yaw of the bone
  40632. */
  40633. adjustYaw: number;
  40634. /**
  40635. * Used to make an adjustment to the pitch of the bone
  40636. */
  40637. adjustPitch: number;
  40638. /**
  40639. * Used to make an adjustment to the roll of the bone
  40640. */
  40641. adjustRoll: number;
  40642. /**
  40643. * 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)
  40644. */
  40645. slerpAmount: number;
  40646. private _minYaw;
  40647. private _maxYaw;
  40648. private _minPitch;
  40649. private _maxPitch;
  40650. private _minYawSin;
  40651. private _minYawCos;
  40652. private _maxYawSin;
  40653. private _maxYawCos;
  40654. private _midYawConstraint;
  40655. private _minPitchTan;
  40656. private _maxPitchTan;
  40657. private _boneQuat;
  40658. private _slerping;
  40659. private _transformYawPitch;
  40660. private _transformYawPitchInv;
  40661. private _firstFrameSkipped;
  40662. private _yawRange;
  40663. private _fowardAxis;
  40664. /**
  40665. * Gets or sets the minimum yaw angle that the bone can look to
  40666. */
  40667. get minYaw(): number;
  40668. set minYaw(value: number);
  40669. /**
  40670. * Gets or sets the maximum yaw angle that the bone can look to
  40671. */
  40672. get maxYaw(): number;
  40673. set maxYaw(value: number);
  40674. /**
  40675. * Gets or sets the minimum pitch angle that the bone can look to
  40676. */
  40677. get minPitch(): number;
  40678. set minPitch(value: number);
  40679. /**
  40680. * Gets or sets the maximum pitch angle that the bone can look to
  40681. */
  40682. get maxPitch(): number;
  40683. set maxPitch(value: number);
  40684. /**
  40685. * Create a BoneLookController
  40686. * @param mesh the mesh that the bone belongs to
  40687. * @param bone the bone that will be looking to the target
  40688. * @param target the target Vector3 to look at
  40689. * @param options optional settings:
  40690. * * maxYaw: the maximum angle the bone will yaw to
  40691. * * minYaw: the minimum angle the bone will yaw to
  40692. * * maxPitch: the maximum angle the bone will pitch to
  40693. * * minPitch: the minimum angle the bone will yaw to
  40694. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  40695. * * upAxis: the up axis of the coordinate system
  40696. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  40697. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  40698. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  40699. * * adjustYaw: used to make an adjustment to the yaw of the bone
  40700. * * adjustPitch: used to make an adjustment to the pitch of the bone
  40701. * * adjustRoll: used to make an adjustment to the roll of the bone
  40702. **/
  40703. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  40704. maxYaw?: number;
  40705. minYaw?: number;
  40706. maxPitch?: number;
  40707. minPitch?: number;
  40708. slerpAmount?: number;
  40709. upAxis?: Vector3;
  40710. upAxisSpace?: Space;
  40711. yawAxis?: Vector3;
  40712. pitchAxis?: Vector3;
  40713. adjustYaw?: number;
  40714. adjustPitch?: number;
  40715. adjustRoll?: number;
  40716. });
  40717. /**
  40718. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  40719. */
  40720. update(): void;
  40721. private _getAngleDiff;
  40722. private _getAngleBetween;
  40723. private _isAngleBetween;
  40724. }
  40725. }
  40726. declare module "babylonjs/Bones/index" {
  40727. export * from "babylonjs/Bones/bone";
  40728. export * from "babylonjs/Bones/boneIKController";
  40729. export * from "babylonjs/Bones/boneLookController";
  40730. export * from "babylonjs/Bones/skeleton";
  40731. }
  40732. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  40733. import { Nullable } from "babylonjs/types";
  40734. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40735. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40736. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40737. /**
  40738. * Manage the gamepad inputs to control an arc rotate camera.
  40739. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40740. */
  40741. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  40742. /**
  40743. * Defines the camera the input is attached to.
  40744. */
  40745. camera: ArcRotateCamera;
  40746. /**
  40747. * Defines the gamepad the input is gathering event from.
  40748. */
  40749. gamepad: Nullable<Gamepad>;
  40750. /**
  40751. * Defines the gamepad rotation sensiblity.
  40752. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40753. */
  40754. gamepadRotationSensibility: number;
  40755. /**
  40756. * Defines the gamepad move sensiblity.
  40757. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40758. */
  40759. gamepadMoveSensibility: number;
  40760. private _yAxisScale;
  40761. /**
  40762. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  40763. */
  40764. get invertYAxis(): boolean;
  40765. set invertYAxis(value: boolean);
  40766. private _onGamepadConnectedObserver;
  40767. private _onGamepadDisconnectedObserver;
  40768. /**
  40769. * Attach the input controls to a specific dom element to get the input from.
  40770. * @param element Defines the element the controls should be listened from
  40771. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40772. */
  40773. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40774. /**
  40775. * Detach the current controls from the specified dom element.
  40776. * @param element Defines the element to stop listening the inputs from
  40777. */
  40778. detachControl(element: Nullable<HTMLElement>): void;
  40779. /**
  40780. * Update the current camera state depending on the inputs that have been used this frame.
  40781. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40782. */
  40783. checkInputs(): void;
  40784. /**
  40785. * Gets the class name of the current intput.
  40786. * @returns the class name
  40787. */
  40788. getClassName(): string;
  40789. /**
  40790. * Get the friendly name associated with the input class.
  40791. * @returns the input friendly name
  40792. */
  40793. getSimpleName(): string;
  40794. }
  40795. }
  40796. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  40797. import { Nullable } from "babylonjs/types";
  40798. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  40799. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40800. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40801. interface ArcRotateCameraInputsManager {
  40802. /**
  40803. * Add orientation input support to the input manager.
  40804. * @returns the current input manager
  40805. */
  40806. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  40807. }
  40808. }
  40809. /**
  40810. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  40811. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40812. */
  40813. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  40814. /**
  40815. * Defines the camera the input is attached to.
  40816. */
  40817. camera: ArcRotateCamera;
  40818. /**
  40819. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  40820. */
  40821. alphaCorrection: number;
  40822. /**
  40823. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  40824. */
  40825. gammaCorrection: number;
  40826. private _alpha;
  40827. private _gamma;
  40828. private _dirty;
  40829. private _deviceOrientationHandler;
  40830. /**
  40831. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  40832. */
  40833. constructor();
  40834. /**
  40835. * Attach the input controls to a specific dom element to get the input from.
  40836. * @param element Defines the element the controls should be listened from
  40837. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40838. */
  40839. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40840. /** @hidden */
  40841. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  40842. /**
  40843. * Update the current camera state depending on the inputs that have been used this frame.
  40844. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40845. */
  40846. checkInputs(): void;
  40847. /**
  40848. * Detach the current controls from the specified dom element.
  40849. * @param element Defines the element to stop listening the inputs from
  40850. */
  40851. detachControl(element: Nullable<HTMLElement>): void;
  40852. /**
  40853. * Gets the class name of the current intput.
  40854. * @returns the class name
  40855. */
  40856. getClassName(): string;
  40857. /**
  40858. * Get the friendly name associated with the input class.
  40859. * @returns the input friendly name
  40860. */
  40861. getSimpleName(): string;
  40862. }
  40863. }
  40864. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  40865. import { Nullable } from "babylonjs/types";
  40866. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40867. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  40868. /**
  40869. * Listen to mouse events to control the camera.
  40870. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40871. */
  40872. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  40873. /**
  40874. * Defines the camera the input is attached to.
  40875. */
  40876. camera: FlyCamera;
  40877. /**
  40878. * Defines if touch is enabled. (Default is true.)
  40879. */
  40880. touchEnabled: boolean;
  40881. /**
  40882. * Defines the buttons associated with the input to handle camera rotation.
  40883. */
  40884. buttons: number[];
  40885. /**
  40886. * Assign buttons for Yaw control.
  40887. */
  40888. buttonsYaw: number[];
  40889. /**
  40890. * Assign buttons for Pitch control.
  40891. */
  40892. buttonsPitch: number[];
  40893. /**
  40894. * Assign buttons for Roll control.
  40895. */
  40896. buttonsRoll: number[];
  40897. /**
  40898. * Detect if any button is being pressed while mouse is moved.
  40899. * -1 = Mouse locked.
  40900. * 0 = Left button.
  40901. * 1 = Middle Button.
  40902. * 2 = Right Button.
  40903. */
  40904. activeButton: number;
  40905. /**
  40906. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  40907. * Higher values reduce its sensitivity.
  40908. */
  40909. angularSensibility: number;
  40910. private _mousemoveCallback;
  40911. private _observer;
  40912. private _rollObserver;
  40913. private previousPosition;
  40914. private noPreventDefault;
  40915. private element;
  40916. /**
  40917. * Listen to mouse events to control the camera.
  40918. * @param touchEnabled Define if touch is enabled. (Default is true.)
  40919. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40920. */
  40921. constructor(touchEnabled?: boolean);
  40922. /**
  40923. * Attach the mouse control to the HTML DOM element.
  40924. * @param element Defines the element that listens to the input events.
  40925. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  40926. */
  40927. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40928. /**
  40929. * Detach the current controls from the specified dom element.
  40930. * @param element Defines the element to stop listening the inputs from
  40931. */
  40932. detachControl(element: Nullable<HTMLElement>): void;
  40933. /**
  40934. * Gets the class name of the current input.
  40935. * @returns the class name.
  40936. */
  40937. getClassName(): string;
  40938. /**
  40939. * Get the friendly name associated with the input class.
  40940. * @returns the input's friendly name.
  40941. */
  40942. getSimpleName(): string;
  40943. private _pointerInput;
  40944. private _onMouseMove;
  40945. /**
  40946. * Rotate camera by mouse offset.
  40947. */
  40948. private rotateCamera;
  40949. }
  40950. }
  40951. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  40952. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  40953. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  40954. /**
  40955. * Default Inputs manager for the FlyCamera.
  40956. * It groups all the default supported inputs for ease of use.
  40957. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40958. */
  40959. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  40960. /**
  40961. * Instantiates a new FlyCameraInputsManager.
  40962. * @param camera Defines the camera the inputs belong to.
  40963. */
  40964. constructor(camera: FlyCamera);
  40965. /**
  40966. * Add keyboard input support to the input manager.
  40967. * @returns the new FlyCameraKeyboardMoveInput().
  40968. */
  40969. addKeyboard(): FlyCameraInputsManager;
  40970. /**
  40971. * Add mouse input support to the input manager.
  40972. * @param touchEnabled Enable touch screen support.
  40973. * @returns the new FlyCameraMouseInput().
  40974. */
  40975. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  40976. }
  40977. }
  40978. declare module "babylonjs/Cameras/flyCamera" {
  40979. import { Scene } from "babylonjs/scene";
  40980. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  40981. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  40982. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  40983. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  40984. /**
  40985. * This is a flying camera, designed for 3D movement and rotation in all directions,
  40986. * such as in a 3D Space Shooter or a Flight Simulator.
  40987. */
  40988. export class FlyCamera extends TargetCamera {
  40989. /**
  40990. * Define the collision ellipsoid of the camera.
  40991. * This is helpful for simulating a camera body, like a player's body.
  40992. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  40993. */
  40994. ellipsoid: Vector3;
  40995. /**
  40996. * Define an offset for the position of the ellipsoid around the camera.
  40997. * This can be helpful if the camera is attached away from the player's body center,
  40998. * such as at its head.
  40999. */
  41000. ellipsoidOffset: Vector3;
  41001. /**
  41002. * Enable or disable collisions of the camera with the rest of the scene objects.
  41003. */
  41004. checkCollisions: boolean;
  41005. /**
  41006. * Enable or disable gravity on the camera.
  41007. */
  41008. applyGravity: boolean;
  41009. /**
  41010. * Define the current direction the camera is moving to.
  41011. */
  41012. cameraDirection: Vector3;
  41013. /**
  41014. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  41015. * This overrides and empties cameraRotation.
  41016. */
  41017. rotationQuaternion: Quaternion;
  41018. /**
  41019. * Track Roll to maintain the wanted Rolling when looking around.
  41020. */
  41021. _trackRoll: number;
  41022. /**
  41023. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  41024. */
  41025. rollCorrect: number;
  41026. /**
  41027. * Mimic a banked turn, Rolling the camera when Yawing.
  41028. * It's recommended to use rollCorrect = 10 for faster banking correction.
  41029. */
  41030. bankedTurn: boolean;
  41031. /**
  41032. * Limit in radians for how much Roll banking will add. (Default: 90°)
  41033. */
  41034. bankedTurnLimit: number;
  41035. /**
  41036. * Value of 0 disables the banked Roll.
  41037. * Value of 1 is equal to the Yaw angle in radians.
  41038. */
  41039. bankedTurnMultiplier: number;
  41040. /**
  41041. * The inputs manager loads all the input sources, such as keyboard and mouse.
  41042. */
  41043. inputs: FlyCameraInputsManager;
  41044. /**
  41045. * Gets the input sensibility for mouse input.
  41046. * Higher values reduce sensitivity.
  41047. */
  41048. get angularSensibility(): number;
  41049. /**
  41050. * Sets the input sensibility for a mouse input.
  41051. * Higher values reduce sensitivity.
  41052. */
  41053. set angularSensibility(value: number);
  41054. /**
  41055. * Get the keys for camera movement forward.
  41056. */
  41057. get keysForward(): number[];
  41058. /**
  41059. * Set the keys for camera movement forward.
  41060. */
  41061. set keysForward(value: number[]);
  41062. /**
  41063. * Get the keys for camera movement backward.
  41064. */
  41065. get keysBackward(): number[];
  41066. set keysBackward(value: number[]);
  41067. /**
  41068. * Get the keys for camera movement up.
  41069. */
  41070. get keysUp(): number[];
  41071. /**
  41072. * Set the keys for camera movement up.
  41073. */
  41074. set keysUp(value: number[]);
  41075. /**
  41076. * Get the keys for camera movement down.
  41077. */
  41078. get keysDown(): number[];
  41079. /**
  41080. * Set the keys for camera movement down.
  41081. */
  41082. set keysDown(value: number[]);
  41083. /**
  41084. * Get the keys for camera movement left.
  41085. */
  41086. get keysLeft(): number[];
  41087. /**
  41088. * Set the keys for camera movement left.
  41089. */
  41090. set keysLeft(value: number[]);
  41091. /**
  41092. * Set the keys for camera movement right.
  41093. */
  41094. get keysRight(): number[];
  41095. /**
  41096. * Set the keys for camera movement right.
  41097. */
  41098. set keysRight(value: number[]);
  41099. /**
  41100. * Event raised when the camera collides with a mesh in the scene.
  41101. */
  41102. onCollide: (collidedMesh: AbstractMesh) => void;
  41103. private _collider;
  41104. private _needMoveForGravity;
  41105. private _oldPosition;
  41106. private _diffPosition;
  41107. private _newPosition;
  41108. /** @hidden */
  41109. _localDirection: Vector3;
  41110. /** @hidden */
  41111. _transformedDirection: Vector3;
  41112. /**
  41113. * Instantiates a FlyCamera.
  41114. * This is a flying camera, designed for 3D movement and rotation in all directions,
  41115. * such as in a 3D Space Shooter or a Flight Simulator.
  41116. * @param name Define the name of the camera in the scene.
  41117. * @param position Define the starting position of the camera in the scene.
  41118. * @param scene Define the scene the camera belongs to.
  41119. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  41120. */
  41121. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  41122. /**
  41123. * Attach a control to the HTML DOM element.
  41124. * @param element Defines the element that listens to the input events.
  41125. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  41126. */
  41127. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41128. /**
  41129. * Detach a control from the HTML DOM element.
  41130. * The camera will stop reacting to that input.
  41131. * @param element Defines the element that listens to the input events.
  41132. */
  41133. detachControl(element: HTMLElement): void;
  41134. private _collisionMask;
  41135. /**
  41136. * Get the mask that the camera ignores in collision events.
  41137. */
  41138. get collisionMask(): number;
  41139. /**
  41140. * Set the mask that the camera ignores in collision events.
  41141. */
  41142. set collisionMask(mask: number);
  41143. /** @hidden */
  41144. _collideWithWorld(displacement: Vector3): void;
  41145. /** @hidden */
  41146. private _onCollisionPositionChange;
  41147. /** @hidden */
  41148. _checkInputs(): void;
  41149. /** @hidden */
  41150. _decideIfNeedsToMove(): boolean;
  41151. /** @hidden */
  41152. _updatePosition(): void;
  41153. /**
  41154. * Restore the Roll to its target value at the rate specified.
  41155. * @param rate - Higher means slower restoring.
  41156. * @hidden
  41157. */
  41158. restoreRoll(rate: number): void;
  41159. /**
  41160. * Destroy the camera and release the current resources held by it.
  41161. */
  41162. dispose(): void;
  41163. /**
  41164. * Get the current object class name.
  41165. * @returns the class name.
  41166. */
  41167. getClassName(): string;
  41168. }
  41169. }
  41170. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  41171. import { Nullable } from "babylonjs/types";
  41172. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41173. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  41174. /**
  41175. * Listen to keyboard events to control the camera.
  41176. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41177. */
  41178. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  41179. /**
  41180. * Defines the camera the input is attached to.
  41181. */
  41182. camera: FlyCamera;
  41183. /**
  41184. * The list of keyboard keys used to control the forward move of the camera.
  41185. */
  41186. keysForward: number[];
  41187. /**
  41188. * The list of keyboard keys used to control the backward move of the camera.
  41189. */
  41190. keysBackward: number[];
  41191. /**
  41192. * The list of keyboard keys used to control the forward move of the camera.
  41193. */
  41194. keysUp: number[];
  41195. /**
  41196. * The list of keyboard keys used to control the backward move of the camera.
  41197. */
  41198. keysDown: number[];
  41199. /**
  41200. * The list of keyboard keys used to control the right strafe move of the camera.
  41201. */
  41202. keysRight: number[];
  41203. /**
  41204. * The list of keyboard keys used to control the left strafe move of the camera.
  41205. */
  41206. keysLeft: number[];
  41207. private _keys;
  41208. private _onCanvasBlurObserver;
  41209. private _onKeyboardObserver;
  41210. private _engine;
  41211. private _scene;
  41212. /**
  41213. * Attach the input controls to a specific dom element to get the input from.
  41214. * @param element Defines the element the controls should be listened from
  41215. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41216. */
  41217. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41218. /**
  41219. * Detach the current controls from the specified dom element.
  41220. * @param element Defines the element to stop listening the inputs from
  41221. */
  41222. detachControl(element: Nullable<HTMLElement>): void;
  41223. /**
  41224. * Gets the class name of the current intput.
  41225. * @returns the class name
  41226. */
  41227. getClassName(): string;
  41228. /** @hidden */
  41229. _onLostFocus(e: FocusEvent): void;
  41230. /**
  41231. * Get the friendly name associated with the input class.
  41232. * @returns the input friendly name
  41233. */
  41234. getSimpleName(): string;
  41235. /**
  41236. * Update the current camera state depending on the inputs that have been used this frame.
  41237. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41238. */
  41239. checkInputs(): void;
  41240. }
  41241. }
  41242. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  41243. import { Nullable } from "babylonjs/types";
  41244. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  41245. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41246. /**
  41247. * Manage the mouse wheel inputs to control a follow camera.
  41248. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41249. */
  41250. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  41251. /**
  41252. * Defines the camera the input is attached to.
  41253. */
  41254. camera: FollowCamera;
  41255. /**
  41256. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  41257. */
  41258. axisControlRadius: boolean;
  41259. /**
  41260. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  41261. */
  41262. axisControlHeight: boolean;
  41263. /**
  41264. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  41265. */
  41266. axisControlRotation: boolean;
  41267. /**
  41268. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  41269. * relation to mouseWheel events.
  41270. */
  41271. wheelPrecision: number;
  41272. /**
  41273. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  41274. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  41275. */
  41276. wheelDeltaPercentage: number;
  41277. private _wheel;
  41278. private _observer;
  41279. /**
  41280. * Attach the input controls to a specific dom element to get the input from.
  41281. * @param element Defines the element the controls should be listened from
  41282. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41283. */
  41284. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41285. /**
  41286. * Detach the current controls from the specified dom element.
  41287. * @param element Defines the element to stop listening the inputs from
  41288. */
  41289. detachControl(element: Nullable<HTMLElement>): void;
  41290. /**
  41291. * Gets the class name of the current intput.
  41292. * @returns the class name
  41293. */
  41294. getClassName(): string;
  41295. /**
  41296. * Get the friendly name associated with the input class.
  41297. * @returns the input friendly name
  41298. */
  41299. getSimpleName(): string;
  41300. }
  41301. }
  41302. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  41303. import { Nullable } from "babylonjs/types";
  41304. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  41305. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  41306. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  41307. /**
  41308. * Manage the pointers inputs to control an follow camera.
  41309. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41310. */
  41311. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  41312. /**
  41313. * Defines the camera the input is attached to.
  41314. */
  41315. camera: FollowCamera;
  41316. /**
  41317. * Gets the class name of the current input.
  41318. * @returns the class name
  41319. */
  41320. getClassName(): string;
  41321. /**
  41322. * Defines the pointer angular sensibility along the X axis or how fast is
  41323. * the camera rotating.
  41324. * A negative number will reverse the axis direction.
  41325. */
  41326. angularSensibilityX: number;
  41327. /**
  41328. * Defines the pointer angular sensibility along the Y axis or how fast is
  41329. * the camera rotating.
  41330. * A negative number will reverse the axis direction.
  41331. */
  41332. angularSensibilityY: number;
  41333. /**
  41334. * Defines the pointer pinch precision or how fast is the camera zooming.
  41335. * A negative number will reverse the axis direction.
  41336. */
  41337. pinchPrecision: number;
  41338. /**
  41339. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  41340. * from 0.
  41341. * It defines the percentage of current camera.radius to use as delta when
  41342. * pinch zoom is used.
  41343. */
  41344. pinchDeltaPercentage: number;
  41345. /**
  41346. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  41347. */
  41348. axisXControlRadius: boolean;
  41349. /**
  41350. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  41351. */
  41352. axisXControlHeight: boolean;
  41353. /**
  41354. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  41355. */
  41356. axisXControlRotation: boolean;
  41357. /**
  41358. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  41359. */
  41360. axisYControlRadius: boolean;
  41361. /**
  41362. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  41363. */
  41364. axisYControlHeight: boolean;
  41365. /**
  41366. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  41367. */
  41368. axisYControlRotation: boolean;
  41369. /**
  41370. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  41371. */
  41372. axisPinchControlRadius: boolean;
  41373. /**
  41374. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  41375. */
  41376. axisPinchControlHeight: boolean;
  41377. /**
  41378. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  41379. */
  41380. axisPinchControlRotation: boolean;
  41381. /**
  41382. * Log error messages if basic misconfiguration has occurred.
  41383. */
  41384. warningEnable: boolean;
  41385. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  41386. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  41387. private _warningCounter;
  41388. private _warning;
  41389. }
  41390. }
  41391. declare module "babylonjs/Cameras/followCameraInputsManager" {
  41392. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  41393. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  41394. /**
  41395. * Default Inputs manager for the FollowCamera.
  41396. * It groups all the default supported inputs for ease of use.
  41397. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41398. */
  41399. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  41400. /**
  41401. * Instantiates a new FollowCameraInputsManager.
  41402. * @param camera Defines the camera the inputs belong to
  41403. */
  41404. constructor(camera: FollowCamera);
  41405. /**
  41406. * Add keyboard input support to the input manager.
  41407. * @returns the current input manager
  41408. */
  41409. addKeyboard(): FollowCameraInputsManager;
  41410. /**
  41411. * Add mouse wheel input support to the input manager.
  41412. * @returns the current input manager
  41413. */
  41414. addMouseWheel(): FollowCameraInputsManager;
  41415. /**
  41416. * Add pointers input support to the input manager.
  41417. * @returns the current input manager
  41418. */
  41419. addPointers(): FollowCameraInputsManager;
  41420. /**
  41421. * Add orientation input support to the input manager.
  41422. * @returns the current input manager
  41423. */
  41424. addVRDeviceOrientation(): FollowCameraInputsManager;
  41425. }
  41426. }
  41427. declare module "babylonjs/Cameras/followCamera" {
  41428. import { Nullable } from "babylonjs/types";
  41429. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  41430. import { Scene } from "babylonjs/scene";
  41431. import { Vector3 } from "babylonjs/Maths/math.vector";
  41432. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41433. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  41434. /**
  41435. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  41436. * an arc rotate version arcFollowCamera are available.
  41437. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  41438. */
  41439. export class FollowCamera extends TargetCamera {
  41440. /**
  41441. * Distance the follow camera should follow an object at
  41442. */
  41443. radius: number;
  41444. /**
  41445. * Minimum allowed distance of the camera to the axis of rotation
  41446. * (The camera can not get closer).
  41447. * This can help limiting how the Camera is able to move in the scene.
  41448. */
  41449. lowerRadiusLimit: Nullable<number>;
  41450. /**
  41451. * Maximum allowed distance of the camera to the axis of rotation
  41452. * (The camera can not get further).
  41453. * This can help limiting how the Camera is able to move in the scene.
  41454. */
  41455. upperRadiusLimit: Nullable<number>;
  41456. /**
  41457. * Define a rotation offset between the camera and the object it follows
  41458. */
  41459. rotationOffset: number;
  41460. /**
  41461. * Minimum allowed angle to camera position relative to target object.
  41462. * This can help limiting how the Camera is able to move in the scene.
  41463. */
  41464. lowerRotationOffsetLimit: Nullable<number>;
  41465. /**
  41466. * Maximum allowed angle to camera position relative to target object.
  41467. * This can help limiting how the Camera is able to move in the scene.
  41468. */
  41469. upperRotationOffsetLimit: Nullable<number>;
  41470. /**
  41471. * Define a height offset between the camera and the object it follows.
  41472. * It can help following an object from the top (like a car chaing a plane)
  41473. */
  41474. heightOffset: number;
  41475. /**
  41476. * Minimum allowed height of camera position relative to target object.
  41477. * This can help limiting how the Camera is able to move in the scene.
  41478. */
  41479. lowerHeightOffsetLimit: Nullable<number>;
  41480. /**
  41481. * Maximum allowed height of camera position relative to target object.
  41482. * This can help limiting how the Camera is able to move in the scene.
  41483. */
  41484. upperHeightOffsetLimit: Nullable<number>;
  41485. /**
  41486. * Define how fast the camera can accelerate to follow it s target.
  41487. */
  41488. cameraAcceleration: number;
  41489. /**
  41490. * Define the speed limit of the camera following an object.
  41491. */
  41492. maxCameraSpeed: number;
  41493. /**
  41494. * Define the target of the camera.
  41495. */
  41496. lockedTarget: Nullable<AbstractMesh>;
  41497. /**
  41498. * Defines the input associated with the camera.
  41499. */
  41500. inputs: FollowCameraInputsManager;
  41501. /**
  41502. * Instantiates the follow camera.
  41503. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  41504. * @param name Define the name of the camera in the scene
  41505. * @param position Define the position of the camera
  41506. * @param scene Define the scene the camera belong to
  41507. * @param lockedTarget Define the target of the camera
  41508. */
  41509. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  41510. private _follow;
  41511. /**
  41512. * Attached controls to the current camera.
  41513. * @param element Defines the element the controls should be listened from
  41514. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41515. */
  41516. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41517. /**
  41518. * Detach the current controls from the camera.
  41519. * The camera will stop reacting to inputs.
  41520. * @param element Defines the element to stop listening the inputs from
  41521. */
  41522. detachControl(element: HTMLElement): void;
  41523. /** @hidden */
  41524. _checkInputs(): void;
  41525. private _checkLimits;
  41526. /**
  41527. * Gets the camera class name.
  41528. * @returns the class name
  41529. */
  41530. getClassName(): string;
  41531. }
  41532. /**
  41533. * Arc Rotate version of the follow camera.
  41534. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  41535. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  41536. */
  41537. export class ArcFollowCamera extends TargetCamera {
  41538. /** The longitudinal angle of the camera */
  41539. alpha: number;
  41540. /** The latitudinal angle of the camera */
  41541. beta: number;
  41542. /** The radius of the camera from its target */
  41543. radius: number;
  41544. /** Define the camera target (the messh it should follow) */
  41545. target: Nullable<AbstractMesh>;
  41546. private _cartesianCoordinates;
  41547. /**
  41548. * Instantiates a new ArcFollowCamera
  41549. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  41550. * @param name Define the name of the camera
  41551. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  41552. * @param beta Define the rotation angle of the camera around the elevation axis
  41553. * @param radius Define the radius of the camera from its target point
  41554. * @param target Define the target of the camera
  41555. * @param scene Define the scene the camera belongs to
  41556. */
  41557. constructor(name: string,
  41558. /** The longitudinal angle of the camera */
  41559. alpha: number,
  41560. /** The latitudinal angle of the camera */
  41561. beta: number,
  41562. /** The radius of the camera from its target */
  41563. radius: number,
  41564. /** Define the camera target (the messh it should follow) */
  41565. target: Nullable<AbstractMesh>, scene: Scene);
  41566. private _follow;
  41567. /** @hidden */
  41568. _checkInputs(): void;
  41569. /**
  41570. * Returns the class name of the object.
  41571. * It is mostly used internally for serialization purposes.
  41572. */
  41573. getClassName(): string;
  41574. }
  41575. }
  41576. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  41577. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41578. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  41579. import { Nullable } from "babylonjs/types";
  41580. /**
  41581. * Manage the keyboard inputs to control the movement of a follow camera.
  41582. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41583. */
  41584. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  41585. /**
  41586. * Defines the camera the input is attached to.
  41587. */
  41588. camera: FollowCamera;
  41589. /**
  41590. * Defines the list of key codes associated with the up action (increase heightOffset)
  41591. */
  41592. keysHeightOffsetIncr: number[];
  41593. /**
  41594. * Defines the list of key codes associated with the down action (decrease heightOffset)
  41595. */
  41596. keysHeightOffsetDecr: number[];
  41597. /**
  41598. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  41599. */
  41600. keysHeightOffsetModifierAlt: boolean;
  41601. /**
  41602. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  41603. */
  41604. keysHeightOffsetModifierCtrl: boolean;
  41605. /**
  41606. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  41607. */
  41608. keysHeightOffsetModifierShift: boolean;
  41609. /**
  41610. * Defines the list of key codes associated with the left action (increase rotationOffset)
  41611. */
  41612. keysRotationOffsetIncr: number[];
  41613. /**
  41614. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  41615. */
  41616. keysRotationOffsetDecr: number[];
  41617. /**
  41618. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  41619. */
  41620. keysRotationOffsetModifierAlt: boolean;
  41621. /**
  41622. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  41623. */
  41624. keysRotationOffsetModifierCtrl: boolean;
  41625. /**
  41626. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  41627. */
  41628. keysRotationOffsetModifierShift: boolean;
  41629. /**
  41630. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  41631. */
  41632. keysRadiusIncr: number[];
  41633. /**
  41634. * Defines the list of key codes associated with the zoom-out action (increase radius)
  41635. */
  41636. keysRadiusDecr: number[];
  41637. /**
  41638. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  41639. */
  41640. keysRadiusModifierAlt: boolean;
  41641. /**
  41642. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  41643. */
  41644. keysRadiusModifierCtrl: boolean;
  41645. /**
  41646. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  41647. */
  41648. keysRadiusModifierShift: boolean;
  41649. /**
  41650. * Defines the rate of change of heightOffset.
  41651. */
  41652. heightSensibility: number;
  41653. /**
  41654. * Defines the rate of change of rotationOffset.
  41655. */
  41656. rotationSensibility: number;
  41657. /**
  41658. * Defines the rate of change of radius.
  41659. */
  41660. radiusSensibility: number;
  41661. private _keys;
  41662. private _ctrlPressed;
  41663. private _altPressed;
  41664. private _shiftPressed;
  41665. private _onCanvasBlurObserver;
  41666. private _onKeyboardObserver;
  41667. private _engine;
  41668. private _scene;
  41669. /**
  41670. * Attach the input controls to a specific dom element to get the input from.
  41671. * @param element Defines the element the controls should be listened from
  41672. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41673. */
  41674. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41675. /**
  41676. * Detach the current controls from the specified dom element.
  41677. * @param element Defines the element to stop listening the inputs from
  41678. */
  41679. detachControl(element: Nullable<HTMLElement>): void;
  41680. /**
  41681. * Update the current camera state depending on the inputs that have been used this frame.
  41682. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41683. */
  41684. checkInputs(): void;
  41685. /**
  41686. * Gets the class name of the current input.
  41687. * @returns the class name
  41688. */
  41689. getClassName(): string;
  41690. /**
  41691. * Get the friendly name associated with the input class.
  41692. * @returns the input friendly name
  41693. */
  41694. getSimpleName(): string;
  41695. /**
  41696. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  41697. * allow modification of the heightOffset value.
  41698. */
  41699. private _modifierHeightOffset;
  41700. /**
  41701. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  41702. * allow modification of the rotationOffset value.
  41703. */
  41704. private _modifierRotationOffset;
  41705. /**
  41706. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  41707. * allow modification of the radius value.
  41708. */
  41709. private _modifierRadius;
  41710. }
  41711. }
  41712. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  41713. import { Nullable } from "babylonjs/types";
  41714. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41715. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41716. import { Observable } from "babylonjs/Misc/observable";
  41717. module "babylonjs/Cameras/freeCameraInputsManager" {
  41718. interface FreeCameraInputsManager {
  41719. /**
  41720. * @hidden
  41721. */
  41722. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  41723. /**
  41724. * Add orientation input support to the input manager.
  41725. * @returns the current input manager
  41726. */
  41727. addDeviceOrientation(): FreeCameraInputsManager;
  41728. }
  41729. }
  41730. /**
  41731. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  41732. * Screen rotation is taken into account.
  41733. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41734. */
  41735. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  41736. private _camera;
  41737. private _screenOrientationAngle;
  41738. private _constantTranform;
  41739. private _screenQuaternion;
  41740. private _alpha;
  41741. private _beta;
  41742. private _gamma;
  41743. /**
  41744. * Can be used to detect if a device orientation sensor is available on a device
  41745. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  41746. * @returns a promise that will resolve on orientation change
  41747. */
  41748. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  41749. /**
  41750. * @hidden
  41751. */
  41752. _onDeviceOrientationChangedObservable: Observable<void>;
  41753. /**
  41754. * Instantiates a new input
  41755. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41756. */
  41757. constructor();
  41758. /**
  41759. * Define the camera controlled by the input.
  41760. */
  41761. get camera(): FreeCamera;
  41762. set camera(camera: FreeCamera);
  41763. /**
  41764. * Attach the input controls to a specific dom element to get the input from.
  41765. * @param element Defines the element the controls should be listened from
  41766. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41767. */
  41768. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41769. private _orientationChanged;
  41770. private _deviceOrientation;
  41771. /**
  41772. * Detach the current controls from the specified dom element.
  41773. * @param element Defines the element to stop listening the inputs from
  41774. */
  41775. detachControl(element: Nullable<HTMLElement>): void;
  41776. /**
  41777. * Update the current camera state depending on the inputs that have been used this frame.
  41778. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41779. */
  41780. checkInputs(): void;
  41781. /**
  41782. * Gets the class name of the current intput.
  41783. * @returns the class name
  41784. */
  41785. getClassName(): string;
  41786. /**
  41787. * Get the friendly name associated with the input class.
  41788. * @returns the input friendly name
  41789. */
  41790. getSimpleName(): string;
  41791. }
  41792. }
  41793. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  41794. import { Nullable } from "babylonjs/types";
  41795. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41796. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41797. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  41798. /**
  41799. * Manage the gamepad inputs to control a free camera.
  41800. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41801. */
  41802. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  41803. /**
  41804. * Define the camera the input is attached to.
  41805. */
  41806. camera: FreeCamera;
  41807. /**
  41808. * Define the Gamepad controlling the input
  41809. */
  41810. gamepad: Nullable<Gamepad>;
  41811. /**
  41812. * Defines the gamepad rotation sensiblity.
  41813. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  41814. */
  41815. gamepadAngularSensibility: number;
  41816. /**
  41817. * Defines the gamepad move sensiblity.
  41818. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  41819. */
  41820. gamepadMoveSensibility: number;
  41821. private _yAxisScale;
  41822. /**
  41823. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  41824. */
  41825. get invertYAxis(): boolean;
  41826. set invertYAxis(value: boolean);
  41827. private _onGamepadConnectedObserver;
  41828. private _onGamepadDisconnectedObserver;
  41829. private _cameraTransform;
  41830. private _deltaTransform;
  41831. private _vector3;
  41832. private _vector2;
  41833. /**
  41834. * Attach the input controls to a specific dom element to get the input from.
  41835. * @param element Defines the element the controls should be listened from
  41836. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  41837. */
  41838. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  41839. /**
  41840. * Detach the current controls from the specified dom element.
  41841. * @param element Defines the element to stop listening the inputs from
  41842. */
  41843. detachControl(element: Nullable<HTMLElement>): void;
  41844. /**
  41845. * Update the current camera state depending on the inputs that have been used this frame.
  41846. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41847. */
  41848. checkInputs(): void;
  41849. /**
  41850. * Gets the class name of the current intput.
  41851. * @returns the class name
  41852. */
  41853. getClassName(): string;
  41854. /**
  41855. * Get the friendly name associated with the input class.
  41856. * @returns the input friendly name
  41857. */
  41858. getSimpleName(): string;
  41859. }
  41860. }
  41861. declare module "babylonjs/Misc/virtualJoystick" {
  41862. import { Nullable } from "babylonjs/types";
  41863. import { Vector3 } from "babylonjs/Maths/math.vector";
  41864. /**
  41865. * Defines the potential axis of a Joystick
  41866. */
  41867. export enum JoystickAxis {
  41868. /** X axis */
  41869. X = 0,
  41870. /** Y axis */
  41871. Y = 1,
  41872. /** Z axis */
  41873. Z = 2
  41874. }
  41875. /**
  41876. * Class used to define virtual joystick (used in touch mode)
  41877. */
  41878. export class VirtualJoystick {
  41879. /**
  41880. * Gets or sets a boolean indicating that left and right values must be inverted
  41881. */
  41882. reverseLeftRight: boolean;
  41883. /**
  41884. * Gets or sets a boolean indicating that up and down values must be inverted
  41885. */
  41886. reverseUpDown: boolean;
  41887. /**
  41888. * Gets the offset value for the position (ie. the change of the position value)
  41889. */
  41890. deltaPosition: Vector3;
  41891. /**
  41892. * Gets a boolean indicating if the virtual joystick was pressed
  41893. */
  41894. pressed: boolean;
  41895. /**
  41896. * Canvas the virtual joystick will render onto, default z-index of this is 5
  41897. */
  41898. static Canvas: Nullable<HTMLCanvasElement>;
  41899. private static _globalJoystickIndex;
  41900. private static vjCanvasContext;
  41901. private static vjCanvasWidth;
  41902. private static vjCanvasHeight;
  41903. private static halfWidth;
  41904. private _action;
  41905. private _axisTargetedByLeftAndRight;
  41906. private _axisTargetedByUpAndDown;
  41907. private _joystickSensibility;
  41908. private _inversedSensibility;
  41909. private _joystickPointerID;
  41910. private _joystickColor;
  41911. private _joystickPointerPos;
  41912. private _joystickPreviousPointerPos;
  41913. private _joystickPointerStartPos;
  41914. private _deltaJoystickVector;
  41915. private _leftJoystick;
  41916. private _touches;
  41917. private _onPointerDownHandlerRef;
  41918. private _onPointerMoveHandlerRef;
  41919. private _onPointerUpHandlerRef;
  41920. private _onResize;
  41921. /**
  41922. * Creates a new virtual joystick
  41923. * @param leftJoystick defines that the joystick is for left hand (false by default)
  41924. */
  41925. constructor(leftJoystick?: boolean);
  41926. /**
  41927. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  41928. * @param newJoystickSensibility defines the new sensibility
  41929. */
  41930. setJoystickSensibility(newJoystickSensibility: number): void;
  41931. private _onPointerDown;
  41932. private _onPointerMove;
  41933. private _onPointerUp;
  41934. /**
  41935. * Change the color of the virtual joystick
  41936. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  41937. */
  41938. setJoystickColor(newColor: string): void;
  41939. /**
  41940. * Defines a callback to call when the joystick is touched
  41941. * @param action defines the callback
  41942. */
  41943. setActionOnTouch(action: () => any): void;
  41944. /**
  41945. * Defines which axis you'd like to control for left & right
  41946. * @param axis defines the axis to use
  41947. */
  41948. setAxisForLeftRight(axis: JoystickAxis): void;
  41949. /**
  41950. * Defines which axis you'd like to control for up & down
  41951. * @param axis defines the axis to use
  41952. */
  41953. setAxisForUpDown(axis: JoystickAxis): void;
  41954. private _drawVirtualJoystick;
  41955. /**
  41956. * Release internal HTML canvas
  41957. */
  41958. releaseCanvas(): void;
  41959. }
  41960. }
  41961. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  41962. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  41963. import { Nullable } from "babylonjs/types";
  41964. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  41965. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41966. module "babylonjs/Cameras/freeCameraInputsManager" {
  41967. interface FreeCameraInputsManager {
  41968. /**
  41969. * Add virtual joystick input support to the input manager.
  41970. * @returns the current input manager
  41971. */
  41972. addVirtualJoystick(): FreeCameraInputsManager;
  41973. }
  41974. }
  41975. /**
  41976. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  41977. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  41978. */
  41979. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  41980. /**
  41981. * Defines the camera the input is attached to.
  41982. */
  41983. camera: FreeCamera;
  41984. private _leftjoystick;
  41985. private _rightjoystick;
  41986. /**
  41987. * Gets the left stick of the virtual joystick.
  41988. * @returns The virtual Joystick
  41989. */
  41990. getLeftJoystick(): VirtualJoystick;
  41991. /**
  41992. * Gets the right stick of the virtual joystick.
  41993. * @returns The virtual Joystick
  41994. */
  41995. getRightJoystick(): VirtualJoystick;
  41996. /**
  41997. * Update the current camera state depending on the inputs that have been used this frame.
  41998. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  41999. */
  42000. checkInputs(): void;
  42001. /**
  42002. * Attach the input controls to a specific dom element to get the input from.
  42003. * @param element Defines the element the controls should be listened from
  42004. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  42005. */
  42006. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  42007. /**
  42008. * Detach the current controls from the specified dom element.
  42009. * @param element Defines the element to stop listening the inputs from
  42010. */
  42011. detachControl(element: Nullable<HTMLElement>): void;
  42012. /**
  42013. * Gets the class name of the current intput.
  42014. * @returns the class name
  42015. */
  42016. getClassName(): string;
  42017. /**
  42018. * Get the friendly name associated with the input class.
  42019. * @returns the input friendly name
  42020. */
  42021. getSimpleName(): string;
  42022. }
  42023. }
  42024. declare module "babylonjs/Cameras/Inputs/index" {
  42025. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  42026. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  42027. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  42028. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  42029. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  42030. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  42031. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  42032. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  42033. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  42034. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  42035. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  42036. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  42037. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  42038. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  42039. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  42040. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  42041. }
  42042. declare module "babylonjs/Cameras/touchCamera" {
  42043. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42044. import { Scene } from "babylonjs/scene";
  42045. import { Vector3 } from "babylonjs/Maths/math.vector";
  42046. /**
  42047. * This represents a FPS type of camera controlled by touch.
  42048. * This is like a universal camera minus the Gamepad controls.
  42049. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42050. */
  42051. export class TouchCamera extends FreeCamera {
  42052. /**
  42053. * Defines the touch sensibility for rotation.
  42054. * The higher the faster.
  42055. */
  42056. get touchAngularSensibility(): number;
  42057. set touchAngularSensibility(value: number);
  42058. /**
  42059. * Defines the touch sensibility for move.
  42060. * The higher the faster.
  42061. */
  42062. get touchMoveSensibility(): number;
  42063. set touchMoveSensibility(value: number);
  42064. /**
  42065. * Instantiates a new touch camera.
  42066. * This represents a FPS type of camera controlled by touch.
  42067. * This is like a universal camera minus the Gamepad controls.
  42068. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42069. * @param name Define the name of the camera in the scene
  42070. * @param position Define the start position of the camera in the scene
  42071. * @param scene Define the scene the camera belongs to
  42072. */
  42073. constructor(name: string, position: Vector3, scene: Scene);
  42074. /**
  42075. * Gets the current object class name.
  42076. * @return the class name
  42077. */
  42078. getClassName(): string;
  42079. /** @hidden */
  42080. _setupInputs(): void;
  42081. }
  42082. }
  42083. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  42084. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42085. import { Scene } from "babylonjs/scene";
  42086. import { Vector3 } from "babylonjs/Maths/math.vector";
  42087. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  42088. import { Axis } from "babylonjs/Maths/math.axis";
  42089. /**
  42090. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  42091. * being tilted forward or back and left or right.
  42092. */
  42093. export class DeviceOrientationCamera extends FreeCamera {
  42094. private _initialQuaternion;
  42095. private _quaternionCache;
  42096. private _tmpDragQuaternion;
  42097. private _disablePointerInputWhenUsingDeviceOrientation;
  42098. /**
  42099. * Creates a new device orientation camera
  42100. * @param name The name of the camera
  42101. * @param position The start position camera
  42102. * @param scene The scene the camera belongs to
  42103. */
  42104. constructor(name: string, position: Vector3, scene: Scene);
  42105. /**
  42106. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  42107. */
  42108. get disablePointerInputWhenUsingDeviceOrientation(): boolean;
  42109. set disablePointerInputWhenUsingDeviceOrientation(value: boolean);
  42110. private _dragFactor;
  42111. /**
  42112. * Enabled turning on the y axis when the orientation sensor is active
  42113. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  42114. */
  42115. enableHorizontalDragging(dragFactor?: number): void;
  42116. /**
  42117. * Gets the current instance class name ("DeviceOrientationCamera").
  42118. * This helps avoiding instanceof at run time.
  42119. * @returns the class name
  42120. */
  42121. getClassName(): string;
  42122. /**
  42123. * @hidden
  42124. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  42125. */
  42126. _checkInputs(): void;
  42127. /**
  42128. * Reset the camera to its default orientation on the specified axis only.
  42129. * @param axis The axis to reset
  42130. */
  42131. resetToCurrentRotation(axis?: Axis): void;
  42132. }
  42133. }
  42134. declare module "babylonjs/Gamepads/xboxGamepad" {
  42135. import { Observable } from "babylonjs/Misc/observable";
  42136. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  42137. /**
  42138. * Defines supported buttons for XBox360 compatible gamepads
  42139. */
  42140. export enum Xbox360Button {
  42141. /** A */
  42142. A = 0,
  42143. /** B */
  42144. B = 1,
  42145. /** X */
  42146. X = 2,
  42147. /** Y */
  42148. Y = 3,
  42149. /** Start */
  42150. Start = 4,
  42151. /** Back */
  42152. Back = 5,
  42153. /** Left button */
  42154. LB = 6,
  42155. /** Right button */
  42156. RB = 7,
  42157. /** Left stick */
  42158. LeftStick = 8,
  42159. /** Right stick */
  42160. RightStick = 9
  42161. }
  42162. /** Defines values for XBox360 DPad */
  42163. export enum Xbox360Dpad {
  42164. /** Up */
  42165. Up = 0,
  42166. /** Down */
  42167. Down = 1,
  42168. /** Left */
  42169. Left = 2,
  42170. /** Right */
  42171. Right = 3
  42172. }
  42173. /**
  42174. * Defines a XBox360 gamepad
  42175. */
  42176. export class Xbox360Pad extends Gamepad {
  42177. private _leftTrigger;
  42178. private _rightTrigger;
  42179. private _onlefttriggerchanged;
  42180. private _onrighttriggerchanged;
  42181. private _onbuttondown;
  42182. private _onbuttonup;
  42183. private _ondpaddown;
  42184. private _ondpadup;
  42185. /** Observable raised when a button is pressed */
  42186. onButtonDownObservable: Observable<Xbox360Button>;
  42187. /** Observable raised when a button is released */
  42188. onButtonUpObservable: Observable<Xbox360Button>;
  42189. /** Observable raised when a pad is pressed */
  42190. onPadDownObservable: Observable<Xbox360Dpad>;
  42191. /** Observable raised when a pad is released */
  42192. onPadUpObservable: Observable<Xbox360Dpad>;
  42193. private _buttonA;
  42194. private _buttonB;
  42195. private _buttonX;
  42196. private _buttonY;
  42197. private _buttonBack;
  42198. private _buttonStart;
  42199. private _buttonLB;
  42200. private _buttonRB;
  42201. private _buttonLeftStick;
  42202. private _buttonRightStick;
  42203. private _dPadUp;
  42204. private _dPadDown;
  42205. private _dPadLeft;
  42206. private _dPadRight;
  42207. private _isXboxOnePad;
  42208. /**
  42209. * Creates a new XBox360 gamepad object
  42210. * @param id defines the id of this gamepad
  42211. * @param index defines its index
  42212. * @param gamepad defines the internal HTML gamepad object
  42213. * @param xboxOne defines if it is a XBox One gamepad
  42214. */
  42215. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  42216. /**
  42217. * Defines the callback to call when left trigger is pressed
  42218. * @param callback defines the callback to use
  42219. */
  42220. onlefttriggerchanged(callback: (value: number) => void): void;
  42221. /**
  42222. * Defines the callback to call when right trigger is pressed
  42223. * @param callback defines the callback to use
  42224. */
  42225. onrighttriggerchanged(callback: (value: number) => void): void;
  42226. /**
  42227. * Gets the left trigger value
  42228. */
  42229. get leftTrigger(): number;
  42230. /**
  42231. * Sets the left trigger value
  42232. */
  42233. set leftTrigger(newValue: number);
  42234. /**
  42235. * Gets the right trigger value
  42236. */
  42237. get rightTrigger(): number;
  42238. /**
  42239. * Sets the right trigger value
  42240. */
  42241. set rightTrigger(newValue: number);
  42242. /**
  42243. * Defines the callback to call when a button is pressed
  42244. * @param callback defines the callback to use
  42245. */
  42246. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  42247. /**
  42248. * Defines the callback to call when a button is released
  42249. * @param callback defines the callback to use
  42250. */
  42251. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  42252. /**
  42253. * Defines the callback to call when a pad is pressed
  42254. * @param callback defines the callback to use
  42255. */
  42256. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  42257. /**
  42258. * Defines the callback to call when a pad is released
  42259. * @param callback defines the callback to use
  42260. */
  42261. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  42262. private _setButtonValue;
  42263. private _setDPadValue;
  42264. /**
  42265. * Gets the value of the `A` button
  42266. */
  42267. get buttonA(): number;
  42268. /**
  42269. * Sets the value of the `A` button
  42270. */
  42271. set buttonA(value: number);
  42272. /**
  42273. * Gets the value of the `B` button
  42274. */
  42275. get buttonB(): number;
  42276. /**
  42277. * Sets the value of the `B` button
  42278. */
  42279. set buttonB(value: number);
  42280. /**
  42281. * Gets the value of the `X` button
  42282. */
  42283. get buttonX(): number;
  42284. /**
  42285. * Sets the value of the `X` button
  42286. */
  42287. set buttonX(value: number);
  42288. /**
  42289. * Gets the value of the `Y` button
  42290. */
  42291. get buttonY(): number;
  42292. /**
  42293. * Sets the value of the `Y` button
  42294. */
  42295. set buttonY(value: number);
  42296. /**
  42297. * Gets the value of the `Start` button
  42298. */
  42299. get buttonStart(): number;
  42300. /**
  42301. * Sets the value of the `Start` button
  42302. */
  42303. set buttonStart(value: number);
  42304. /**
  42305. * Gets the value of the `Back` button
  42306. */
  42307. get buttonBack(): number;
  42308. /**
  42309. * Sets the value of the `Back` button
  42310. */
  42311. set buttonBack(value: number);
  42312. /**
  42313. * Gets the value of the `Left` button
  42314. */
  42315. get buttonLB(): number;
  42316. /**
  42317. * Sets the value of the `Left` button
  42318. */
  42319. set buttonLB(value: number);
  42320. /**
  42321. * Gets the value of the `Right` button
  42322. */
  42323. get buttonRB(): number;
  42324. /**
  42325. * Sets the value of the `Right` button
  42326. */
  42327. set buttonRB(value: number);
  42328. /**
  42329. * Gets the value of the Left joystick
  42330. */
  42331. get buttonLeftStick(): number;
  42332. /**
  42333. * Sets the value of the Left joystick
  42334. */
  42335. set buttonLeftStick(value: number);
  42336. /**
  42337. * Gets the value of the Right joystick
  42338. */
  42339. get buttonRightStick(): number;
  42340. /**
  42341. * Sets the value of the Right joystick
  42342. */
  42343. set buttonRightStick(value: number);
  42344. /**
  42345. * Gets the value of D-pad up
  42346. */
  42347. get dPadUp(): number;
  42348. /**
  42349. * Sets the value of D-pad up
  42350. */
  42351. set dPadUp(value: number);
  42352. /**
  42353. * Gets the value of D-pad down
  42354. */
  42355. get dPadDown(): number;
  42356. /**
  42357. * Sets the value of D-pad down
  42358. */
  42359. set dPadDown(value: number);
  42360. /**
  42361. * Gets the value of D-pad left
  42362. */
  42363. get dPadLeft(): number;
  42364. /**
  42365. * Sets the value of D-pad left
  42366. */
  42367. set dPadLeft(value: number);
  42368. /**
  42369. * Gets the value of D-pad right
  42370. */
  42371. get dPadRight(): number;
  42372. /**
  42373. * Sets the value of D-pad right
  42374. */
  42375. set dPadRight(value: number);
  42376. /**
  42377. * Force the gamepad to synchronize with device values
  42378. */
  42379. update(): void;
  42380. /**
  42381. * Disposes the gamepad
  42382. */
  42383. dispose(): void;
  42384. }
  42385. }
  42386. declare module "babylonjs/Gamepads/dualShockGamepad" {
  42387. import { Observable } from "babylonjs/Misc/observable";
  42388. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  42389. /**
  42390. * Defines supported buttons for DualShock compatible gamepads
  42391. */
  42392. export enum DualShockButton {
  42393. /** Cross */
  42394. Cross = 0,
  42395. /** Circle */
  42396. Circle = 1,
  42397. /** Square */
  42398. Square = 2,
  42399. /** Triangle */
  42400. Triangle = 3,
  42401. /** Options */
  42402. Options = 4,
  42403. /** Share */
  42404. Share = 5,
  42405. /** L1 */
  42406. L1 = 6,
  42407. /** R1 */
  42408. R1 = 7,
  42409. /** Left stick */
  42410. LeftStick = 8,
  42411. /** Right stick */
  42412. RightStick = 9
  42413. }
  42414. /** Defines values for DualShock DPad */
  42415. export enum DualShockDpad {
  42416. /** Up */
  42417. Up = 0,
  42418. /** Down */
  42419. Down = 1,
  42420. /** Left */
  42421. Left = 2,
  42422. /** Right */
  42423. Right = 3
  42424. }
  42425. /**
  42426. * Defines a DualShock gamepad
  42427. */
  42428. export class DualShockPad extends Gamepad {
  42429. private _leftTrigger;
  42430. private _rightTrigger;
  42431. private _onlefttriggerchanged;
  42432. private _onrighttriggerchanged;
  42433. private _onbuttondown;
  42434. private _onbuttonup;
  42435. private _ondpaddown;
  42436. private _ondpadup;
  42437. /** Observable raised when a button is pressed */
  42438. onButtonDownObservable: Observable<DualShockButton>;
  42439. /** Observable raised when a button is released */
  42440. onButtonUpObservable: Observable<DualShockButton>;
  42441. /** Observable raised when a pad is pressed */
  42442. onPadDownObservable: Observable<DualShockDpad>;
  42443. /** Observable raised when a pad is released */
  42444. onPadUpObservable: Observable<DualShockDpad>;
  42445. private _buttonCross;
  42446. private _buttonCircle;
  42447. private _buttonSquare;
  42448. private _buttonTriangle;
  42449. private _buttonShare;
  42450. private _buttonOptions;
  42451. private _buttonL1;
  42452. private _buttonR1;
  42453. private _buttonLeftStick;
  42454. private _buttonRightStick;
  42455. private _dPadUp;
  42456. private _dPadDown;
  42457. private _dPadLeft;
  42458. private _dPadRight;
  42459. /**
  42460. * Creates a new DualShock gamepad object
  42461. * @param id defines the id of this gamepad
  42462. * @param index defines its index
  42463. * @param gamepad defines the internal HTML gamepad object
  42464. */
  42465. constructor(id: string, index: number, gamepad: any);
  42466. /**
  42467. * Defines the callback to call when left trigger is pressed
  42468. * @param callback defines the callback to use
  42469. */
  42470. onlefttriggerchanged(callback: (value: number) => void): void;
  42471. /**
  42472. * Defines the callback to call when right trigger is pressed
  42473. * @param callback defines the callback to use
  42474. */
  42475. onrighttriggerchanged(callback: (value: number) => void): void;
  42476. /**
  42477. * Gets the left trigger value
  42478. */
  42479. get leftTrigger(): number;
  42480. /**
  42481. * Sets the left trigger value
  42482. */
  42483. set leftTrigger(newValue: number);
  42484. /**
  42485. * Gets the right trigger value
  42486. */
  42487. get rightTrigger(): number;
  42488. /**
  42489. * Sets the right trigger value
  42490. */
  42491. set rightTrigger(newValue: number);
  42492. /**
  42493. * Defines the callback to call when a button is pressed
  42494. * @param callback defines the callback to use
  42495. */
  42496. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  42497. /**
  42498. * Defines the callback to call when a button is released
  42499. * @param callback defines the callback to use
  42500. */
  42501. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  42502. /**
  42503. * Defines the callback to call when a pad is pressed
  42504. * @param callback defines the callback to use
  42505. */
  42506. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  42507. /**
  42508. * Defines the callback to call when a pad is released
  42509. * @param callback defines the callback to use
  42510. */
  42511. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  42512. private _setButtonValue;
  42513. private _setDPadValue;
  42514. /**
  42515. * Gets the value of the `Cross` button
  42516. */
  42517. get buttonCross(): number;
  42518. /**
  42519. * Sets the value of the `Cross` button
  42520. */
  42521. set buttonCross(value: number);
  42522. /**
  42523. * Gets the value of the `Circle` button
  42524. */
  42525. get buttonCircle(): number;
  42526. /**
  42527. * Sets the value of the `Circle` button
  42528. */
  42529. set buttonCircle(value: number);
  42530. /**
  42531. * Gets the value of the `Square` button
  42532. */
  42533. get buttonSquare(): number;
  42534. /**
  42535. * Sets the value of the `Square` button
  42536. */
  42537. set buttonSquare(value: number);
  42538. /**
  42539. * Gets the value of the `Triangle` button
  42540. */
  42541. get buttonTriangle(): number;
  42542. /**
  42543. * Sets the value of the `Triangle` button
  42544. */
  42545. set buttonTriangle(value: number);
  42546. /**
  42547. * Gets the value of the `Options` button
  42548. */
  42549. get buttonOptions(): number;
  42550. /**
  42551. * Sets the value of the `Options` button
  42552. */
  42553. set buttonOptions(value: number);
  42554. /**
  42555. * Gets the value of the `Share` button
  42556. */
  42557. get buttonShare(): number;
  42558. /**
  42559. * Sets the value of the `Share` button
  42560. */
  42561. set buttonShare(value: number);
  42562. /**
  42563. * Gets the value of the `L1` button
  42564. */
  42565. get buttonL1(): number;
  42566. /**
  42567. * Sets the value of the `L1` button
  42568. */
  42569. set buttonL1(value: number);
  42570. /**
  42571. * Gets the value of the `R1` button
  42572. */
  42573. get buttonR1(): number;
  42574. /**
  42575. * Sets the value of the `R1` button
  42576. */
  42577. set buttonR1(value: number);
  42578. /**
  42579. * Gets the value of the Left joystick
  42580. */
  42581. get buttonLeftStick(): number;
  42582. /**
  42583. * Sets the value of the Left joystick
  42584. */
  42585. set buttonLeftStick(value: number);
  42586. /**
  42587. * Gets the value of the Right joystick
  42588. */
  42589. get buttonRightStick(): number;
  42590. /**
  42591. * Sets the value of the Right joystick
  42592. */
  42593. set buttonRightStick(value: number);
  42594. /**
  42595. * Gets the value of D-pad up
  42596. */
  42597. get dPadUp(): number;
  42598. /**
  42599. * Sets the value of D-pad up
  42600. */
  42601. set dPadUp(value: number);
  42602. /**
  42603. * Gets the value of D-pad down
  42604. */
  42605. get dPadDown(): number;
  42606. /**
  42607. * Sets the value of D-pad down
  42608. */
  42609. set dPadDown(value: number);
  42610. /**
  42611. * Gets the value of D-pad left
  42612. */
  42613. get dPadLeft(): number;
  42614. /**
  42615. * Sets the value of D-pad left
  42616. */
  42617. set dPadLeft(value: number);
  42618. /**
  42619. * Gets the value of D-pad right
  42620. */
  42621. get dPadRight(): number;
  42622. /**
  42623. * Sets the value of D-pad right
  42624. */
  42625. set dPadRight(value: number);
  42626. /**
  42627. * Force the gamepad to synchronize with device values
  42628. */
  42629. update(): void;
  42630. /**
  42631. * Disposes the gamepad
  42632. */
  42633. dispose(): void;
  42634. }
  42635. }
  42636. declare module "babylonjs/Gamepads/gamepadManager" {
  42637. import { Observable } from "babylonjs/Misc/observable";
  42638. import { Nullable } from "babylonjs/types";
  42639. import { Scene } from "babylonjs/scene";
  42640. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  42641. /**
  42642. * Manager for handling gamepads
  42643. */
  42644. export class GamepadManager {
  42645. private _scene?;
  42646. private _babylonGamepads;
  42647. private _oneGamepadConnected;
  42648. /** @hidden */
  42649. _isMonitoring: boolean;
  42650. private _gamepadEventSupported;
  42651. private _gamepadSupport?;
  42652. /**
  42653. * observable to be triggered when the gamepad controller has been connected
  42654. */
  42655. onGamepadConnectedObservable: Observable<Gamepad>;
  42656. /**
  42657. * observable to be triggered when the gamepad controller has been disconnected
  42658. */
  42659. onGamepadDisconnectedObservable: Observable<Gamepad>;
  42660. private _onGamepadConnectedEvent;
  42661. private _onGamepadDisconnectedEvent;
  42662. /**
  42663. * Initializes the gamepad manager
  42664. * @param _scene BabylonJS scene
  42665. */
  42666. constructor(_scene?: Scene | undefined);
  42667. /**
  42668. * The gamepads in the game pad manager
  42669. */
  42670. get gamepads(): Gamepad[];
  42671. /**
  42672. * Get the gamepad controllers based on type
  42673. * @param type The type of gamepad controller
  42674. * @returns Nullable gamepad
  42675. */
  42676. getGamepadByType(type?: number): Nullable<Gamepad>;
  42677. /**
  42678. * Disposes the gamepad manager
  42679. */
  42680. dispose(): void;
  42681. private _addNewGamepad;
  42682. private _startMonitoringGamepads;
  42683. private _stopMonitoringGamepads;
  42684. /** @hidden */
  42685. _checkGamepadsStatus(): void;
  42686. private _updateGamepadObjects;
  42687. }
  42688. }
  42689. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  42690. import { Nullable } from "babylonjs/types";
  42691. import { Scene } from "babylonjs/scene";
  42692. import { ISceneComponent } from "babylonjs/sceneComponent";
  42693. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  42694. module "babylonjs/scene" {
  42695. interface Scene {
  42696. /** @hidden */
  42697. _gamepadManager: Nullable<GamepadManager>;
  42698. /**
  42699. * Gets the gamepad manager associated with the scene
  42700. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  42701. */
  42702. gamepadManager: GamepadManager;
  42703. }
  42704. }
  42705. module "babylonjs/Cameras/freeCameraInputsManager" {
  42706. /**
  42707. * Interface representing a free camera inputs manager
  42708. */
  42709. interface FreeCameraInputsManager {
  42710. /**
  42711. * Adds gamepad input support to the FreeCameraInputsManager.
  42712. * @returns the FreeCameraInputsManager
  42713. */
  42714. addGamepad(): FreeCameraInputsManager;
  42715. }
  42716. }
  42717. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  42718. /**
  42719. * Interface representing an arc rotate camera inputs manager
  42720. */
  42721. interface ArcRotateCameraInputsManager {
  42722. /**
  42723. * Adds gamepad input support to the ArcRotateCamera InputManager.
  42724. * @returns the camera inputs manager
  42725. */
  42726. addGamepad(): ArcRotateCameraInputsManager;
  42727. }
  42728. }
  42729. /**
  42730. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  42731. */
  42732. export class GamepadSystemSceneComponent implements ISceneComponent {
  42733. /**
  42734. * The component name helpfull to identify the component in the list of scene components.
  42735. */
  42736. readonly name: string;
  42737. /**
  42738. * The scene the component belongs to.
  42739. */
  42740. scene: Scene;
  42741. /**
  42742. * Creates a new instance of the component for the given scene
  42743. * @param scene Defines the scene to register the component in
  42744. */
  42745. constructor(scene: Scene);
  42746. /**
  42747. * Registers the component in a given scene
  42748. */
  42749. register(): void;
  42750. /**
  42751. * Rebuilds the elements related to this component in case of
  42752. * context lost for instance.
  42753. */
  42754. rebuild(): void;
  42755. /**
  42756. * Disposes the component and the associated ressources
  42757. */
  42758. dispose(): void;
  42759. private _beforeCameraUpdate;
  42760. }
  42761. }
  42762. declare module "babylonjs/Cameras/universalCamera" {
  42763. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  42764. import { Scene } from "babylonjs/scene";
  42765. import { Vector3 } from "babylonjs/Maths/math.vector";
  42766. import "babylonjs/Gamepads/gamepadSceneComponent";
  42767. /**
  42768. * 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,
  42769. * which still works and will still be found in many Playgrounds.
  42770. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42771. */
  42772. export class UniversalCamera extends TouchCamera {
  42773. /**
  42774. * Defines the gamepad rotation sensiblity.
  42775. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  42776. */
  42777. get gamepadAngularSensibility(): number;
  42778. set gamepadAngularSensibility(value: number);
  42779. /**
  42780. * Defines the gamepad move sensiblity.
  42781. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  42782. */
  42783. get gamepadMoveSensibility(): number;
  42784. set gamepadMoveSensibility(value: number);
  42785. /**
  42786. * 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,
  42787. * which still works and will still be found in many Playgrounds.
  42788. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42789. * @param name Define the name of the camera in the scene
  42790. * @param position Define the start position of the camera in the scene
  42791. * @param scene Define the scene the camera belongs to
  42792. */
  42793. constructor(name: string, position: Vector3, scene: Scene);
  42794. /**
  42795. * Gets the current object class name.
  42796. * @return the class name
  42797. */
  42798. getClassName(): string;
  42799. }
  42800. }
  42801. declare module "babylonjs/Cameras/gamepadCamera" {
  42802. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  42803. import { Scene } from "babylonjs/scene";
  42804. import { Vector3 } from "babylonjs/Maths/math.vector";
  42805. /**
  42806. * This represents a FPS type of camera. This is only here for back compat purpose.
  42807. * Please use the UniversalCamera instead as both are identical.
  42808. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42809. */
  42810. export class GamepadCamera extends UniversalCamera {
  42811. /**
  42812. * Instantiates a new Gamepad Camera
  42813. * This represents a FPS type of camera. This is only here for back compat purpose.
  42814. * Please use the UniversalCamera instead as both are identical.
  42815. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  42816. * @param name Define the name of the camera in the scene
  42817. * @param position Define the start position of the camera in the scene
  42818. * @param scene Define the scene the camera belongs to
  42819. */
  42820. constructor(name: string, position: Vector3, scene: Scene);
  42821. /**
  42822. * Gets the current object class name.
  42823. * @return the class name
  42824. */
  42825. getClassName(): string;
  42826. }
  42827. }
  42828. declare module "babylonjs/Shaders/pass.fragment" {
  42829. /** @hidden */
  42830. export var passPixelShader: {
  42831. name: string;
  42832. shader: string;
  42833. };
  42834. }
  42835. declare module "babylonjs/Shaders/passCube.fragment" {
  42836. /** @hidden */
  42837. export var passCubePixelShader: {
  42838. name: string;
  42839. shader: string;
  42840. };
  42841. }
  42842. declare module "babylonjs/PostProcesses/passPostProcess" {
  42843. import { Nullable } from "babylonjs/types";
  42844. import { Camera } from "babylonjs/Cameras/camera";
  42845. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42846. import { Engine } from "babylonjs/Engines/engine";
  42847. import "babylonjs/Shaders/pass.fragment";
  42848. import "babylonjs/Shaders/passCube.fragment";
  42849. /**
  42850. * PassPostProcess which produces an output the same as it's input
  42851. */
  42852. export class PassPostProcess extends PostProcess {
  42853. /**
  42854. * Creates the PassPostProcess
  42855. * @param name The name of the effect.
  42856. * @param options The required width/height ratio to downsize to before computing the render pass.
  42857. * @param camera The camera to apply the render pass to.
  42858. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  42859. * @param engine The engine which the post process will be applied. (default: current engine)
  42860. * @param reusable If the post process can be reused on the same frame. (default: false)
  42861. * @param textureType The type of texture to be used when performing the post processing.
  42862. * @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)
  42863. */
  42864. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  42865. }
  42866. /**
  42867. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  42868. */
  42869. export class PassCubePostProcess extends PostProcess {
  42870. private _face;
  42871. /**
  42872. * Gets or sets the cube face to display.
  42873. * * 0 is +X
  42874. * * 1 is -X
  42875. * * 2 is +Y
  42876. * * 3 is -Y
  42877. * * 4 is +Z
  42878. * * 5 is -Z
  42879. */
  42880. get face(): number;
  42881. set face(value: number);
  42882. /**
  42883. * Creates the PassCubePostProcess
  42884. * @param name The name of the effect.
  42885. * @param options The required width/height ratio to downsize to before computing the render pass.
  42886. * @param camera The camera to apply the render pass to.
  42887. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  42888. * @param engine The engine which the post process will be applied. (default: current engine)
  42889. * @param reusable If the post process can be reused on the same frame. (default: false)
  42890. * @param textureType The type of texture to be used when performing the post processing.
  42891. * @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)
  42892. */
  42893. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  42894. }
  42895. }
  42896. declare module "babylonjs/Shaders/anaglyph.fragment" {
  42897. /** @hidden */
  42898. export var anaglyphPixelShader: {
  42899. name: string;
  42900. shader: string;
  42901. };
  42902. }
  42903. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  42904. import { Engine } from "babylonjs/Engines/engine";
  42905. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42906. import { Camera } from "babylonjs/Cameras/camera";
  42907. import "babylonjs/Shaders/anaglyph.fragment";
  42908. /**
  42909. * Postprocess used to generate anaglyphic rendering
  42910. */
  42911. export class AnaglyphPostProcess extends PostProcess {
  42912. private _passedProcess;
  42913. /**
  42914. * Creates a new AnaglyphPostProcess
  42915. * @param name defines postprocess name
  42916. * @param options defines creation options or target ratio scale
  42917. * @param rigCameras defines cameras using this postprocess
  42918. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  42919. * @param engine defines hosting engine
  42920. * @param reusable defines if the postprocess will be reused multiple times per frame
  42921. */
  42922. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  42923. }
  42924. }
  42925. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  42926. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  42927. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  42928. import { Scene } from "babylonjs/scene";
  42929. import { Vector3 } from "babylonjs/Maths/math.vector";
  42930. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  42931. /**
  42932. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  42933. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  42934. */
  42935. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  42936. /**
  42937. * Creates a new AnaglyphArcRotateCamera
  42938. * @param name defines camera name
  42939. * @param alpha defines alpha angle (in radians)
  42940. * @param beta defines beta angle (in radians)
  42941. * @param radius defines radius
  42942. * @param target defines camera target
  42943. * @param interaxialDistance defines distance between each color axis
  42944. * @param scene defines the hosting scene
  42945. */
  42946. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  42947. /**
  42948. * Gets camera class name
  42949. * @returns AnaglyphArcRotateCamera
  42950. */
  42951. getClassName(): string;
  42952. }
  42953. }
  42954. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  42955. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  42956. import { Scene } from "babylonjs/scene";
  42957. import { Vector3 } from "babylonjs/Maths/math.vector";
  42958. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  42959. /**
  42960. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  42961. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  42962. */
  42963. export class AnaglyphFreeCamera extends FreeCamera {
  42964. /**
  42965. * Creates a new AnaglyphFreeCamera
  42966. * @param name defines camera name
  42967. * @param position defines initial position
  42968. * @param interaxialDistance defines distance between each color axis
  42969. * @param scene defines the hosting scene
  42970. */
  42971. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  42972. /**
  42973. * Gets camera class name
  42974. * @returns AnaglyphFreeCamera
  42975. */
  42976. getClassName(): string;
  42977. }
  42978. }
  42979. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  42980. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  42981. import { Scene } from "babylonjs/scene";
  42982. import { Vector3 } from "babylonjs/Maths/math.vector";
  42983. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  42984. /**
  42985. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  42986. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  42987. */
  42988. export class AnaglyphGamepadCamera extends GamepadCamera {
  42989. /**
  42990. * Creates a new AnaglyphGamepadCamera
  42991. * @param name defines camera name
  42992. * @param position defines initial position
  42993. * @param interaxialDistance defines distance between each color axis
  42994. * @param scene defines the hosting scene
  42995. */
  42996. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  42997. /**
  42998. * Gets camera class name
  42999. * @returns AnaglyphGamepadCamera
  43000. */
  43001. getClassName(): string;
  43002. }
  43003. }
  43004. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  43005. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  43006. import { Scene } from "babylonjs/scene";
  43007. import { Vector3 } from "babylonjs/Maths/math.vector";
  43008. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  43009. /**
  43010. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  43011. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  43012. */
  43013. export class AnaglyphUniversalCamera extends UniversalCamera {
  43014. /**
  43015. * Creates a new AnaglyphUniversalCamera
  43016. * @param name defines camera name
  43017. * @param position defines initial position
  43018. * @param interaxialDistance defines distance between each color axis
  43019. * @param scene defines the hosting scene
  43020. */
  43021. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  43022. /**
  43023. * Gets camera class name
  43024. * @returns AnaglyphUniversalCamera
  43025. */
  43026. getClassName(): string;
  43027. }
  43028. }
  43029. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  43030. /** @hidden */
  43031. export var stereoscopicInterlacePixelShader: {
  43032. name: string;
  43033. shader: string;
  43034. };
  43035. }
  43036. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  43037. import { Camera } from "babylonjs/Cameras/camera";
  43038. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  43039. import { Engine } from "babylonjs/Engines/engine";
  43040. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  43041. /**
  43042. * StereoscopicInterlacePostProcessI used to render stereo views from a rigged camera with support for alternate line interlacing
  43043. */
  43044. export class StereoscopicInterlacePostProcessI extends PostProcess {
  43045. private _stepSize;
  43046. private _passedProcess;
  43047. /**
  43048. * Initializes a StereoscopicInterlacePostProcessI
  43049. * @param name The name of the effect.
  43050. * @param rigCameras The rig cameras to be appled to the post process
  43051. * @param isStereoscopicHoriz If the rendered results are horizontal or vertical
  43052. * @param isStereoscopicInterlaced If the rendered results are alternate line interlaced
  43053. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  43054. * @param engine The engine which the post process will be applied. (default: current engine)
  43055. * @param reusable If the post process can be reused on the same frame. (default: false)
  43056. */
  43057. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, isStereoscopicInterlaced: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  43058. }
  43059. /**
  43060. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  43061. */
  43062. export class StereoscopicInterlacePostProcess extends PostProcess {
  43063. private _stepSize;
  43064. private _passedProcess;
  43065. /**
  43066. * Initializes a StereoscopicInterlacePostProcess
  43067. * @param name The name of the effect.
  43068. * @param rigCameras The rig cameras to be appled to the post process
  43069. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  43070. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  43071. * @param engine The engine which the post process will be applied. (default: current engine)
  43072. * @param reusable If the post process can be reused on the same frame. (default: false)
  43073. */
  43074. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  43075. }
  43076. }
  43077. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  43078. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  43079. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  43080. import { Scene } from "babylonjs/scene";
  43081. import { Vector3 } from "babylonjs/Maths/math.vector";
  43082. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43083. /**
  43084. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  43085. * @see http://doc.babylonjs.com/features/cameras
  43086. */
  43087. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  43088. /**
  43089. * Creates a new StereoscopicArcRotateCamera
  43090. * @param name defines camera name
  43091. * @param alpha defines alpha angle (in radians)
  43092. * @param beta defines beta angle (in radians)
  43093. * @param radius defines radius
  43094. * @param target defines camera target
  43095. * @param interaxialDistance defines distance between each color axis
  43096. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  43097. * @param scene defines the hosting scene
  43098. */
  43099. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  43100. /**
  43101. * Gets camera class name
  43102. * @returns StereoscopicArcRotateCamera
  43103. */
  43104. getClassName(): string;
  43105. }
  43106. }
  43107. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  43108. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43109. import { Scene } from "babylonjs/scene";
  43110. import { Vector3 } from "babylonjs/Maths/math.vector";
  43111. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43112. /**
  43113. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  43114. * @see http://doc.babylonjs.com/features/cameras
  43115. */
  43116. export class StereoscopicFreeCamera extends FreeCamera {
  43117. /**
  43118. * Creates a new StereoscopicFreeCamera
  43119. * @param name defines camera name
  43120. * @param position defines initial position
  43121. * @param interaxialDistance defines distance between each color axis
  43122. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  43123. * @param scene defines the hosting scene
  43124. */
  43125. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  43126. /**
  43127. * Gets camera class name
  43128. * @returns StereoscopicFreeCamera
  43129. */
  43130. getClassName(): string;
  43131. }
  43132. }
  43133. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  43134. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  43135. import { Scene } from "babylonjs/scene";
  43136. import { Vector3 } from "babylonjs/Maths/math.vector";
  43137. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43138. /**
  43139. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  43140. * @see http://doc.babylonjs.com/features/cameras
  43141. */
  43142. export class StereoscopicGamepadCamera extends GamepadCamera {
  43143. /**
  43144. * Creates a new StereoscopicGamepadCamera
  43145. * @param name defines camera name
  43146. * @param position defines initial position
  43147. * @param interaxialDistance defines distance between each color axis
  43148. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  43149. * @param scene defines the hosting scene
  43150. */
  43151. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  43152. /**
  43153. * Gets camera class name
  43154. * @returns StereoscopicGamepadCamera
  43155. */
  43156. getClassName(): string;
  43157. }
  43158. }
  43159. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  43160. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  43161. import { Scene } from "babylonjs/scene";
  43162. import { Vector3 } from "babylonjs/Maths/math.vector";
  43163. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  43164. /**
  43165. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  43166. * @see http://doc.babylonjs.com/features/cameras
  43167. */
  43168. export class StereoscopicUniversalCamera extends UniversalCamera {
  43169. /**
  43170. * Creates a new StereoscopicUniversalCamera
  43171. * @param name defines camera name
  43172. * @param position defines initial position
  43173. * @param interaxialDistance defines distance between each color axis
  43174. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  43175. * @param scene defines the hosting scene
  43176. */
  43177. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  43178. /**
  43179. * Gets camera class name
  43180. * @returns StereoscopicUniversalCamera
  43181. */
  43182. getClassName(): string;
  43183. }
  43184. }
  43185. declare module "babylonjs/Cameras/Stereoscopic/index" {
  43186. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  43187. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  43188. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  43189. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  43190. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  43191. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  43192. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  43193. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  43194. }
  43195. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  43196. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43197. import { Scene } from "babylonjs/scene";
  43198. import { Vector3 } from "babylonjs/Maths/math.vector";
  43199. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  43200. /**
  43201. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  43202. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  43203. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  43204. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  43205. */
  43206. export class VirtualJoysticksCamera extends FreeCamera {
  43207. /**
  43208. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  43209. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  43210. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  43211. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  43212. * @param name Define the name of the camera in the scene
  43213. * @param position Define the start position of the camera in the scene
  43214. * @param scene Define the scene the camera belongs to
  43215. */
  43216. constructor(name: string, position: Vector3, scene: Scene);
  43217. /**
  43218. * Gets the current object class name.
  43219. * @return the class name
  43220. */
  43221. getClassName(): string;
  43222. }
  43223. }
  43224. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  43225. import { Matrix } from "babylonjs/Maths/math.vector";
  43226. /**
  43227. * This represents all the required metrics to create a VR camera.
  43228. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  43229. */
  43230. export class VRCameraMetrics {
  43231. /**
  43232. * Define the horizontal resolution off the screen.
  43233. */
  43234. hResolution: number;
  43235. /**
  43236. * Define the vertical resolution off the screen.
  43237. */
  43238. vResolution: number;
  43239. /**
  43240. * Define the horizontal screen size.
  43241. */
  43242. hScreenSize: number;
  43243. /**
  43244. * Define the vertical screen size.
  43245. */
  43246. vScreenSize: number;
  43247. /**
  43248. * Define the vertical screen center position.
  43249. */
  43250. vScreenCenter: number;
  43251. /**
  43252. * Define the distance of the eyes to the screen.
  43253. */
  43254. eyeToScreenDistance: number;
  43255. /**
  43256. * Define the distance between both lenses
  43257. */
  43258. lensSeparationDistance: number;
  43259. /**
  43260. * Define the distance between both viewer's eyes.
  43261. */
  43262. interpupillaryDistance: number;
  43263. /**
  43264. * Define the distortion factor of the VR postprocess.
  43265. * Please, touch with care.
  43266. */
  43267. distortionK: number[];
  43268. /**
  43269. * Define the chromatic aberration correction factors for the VR post process.
  43270. */
  43271. chromaAbCorrection: number[];
  43272. /**
  43273. * Define the scale factor of the post process.
  43274. * The smaller the better but the slower.
  43275. */
  43276. postProcessScaleFactor: number;
  43277. /**
  43278. * Define an offset for the lens center.
  43279. */
  43280. lensCenterOffset: number;
  43281. /**
  43282. * Define if the current vr camera should compensate the distortion of the lense or not.
  43283. */
  43284. compensateDistortion: boolean;
  43285. /**
  43286. * Defines if multiview should be enabled when rendering (Default: false)
  43287. */
  43288. multiviewEnabled: boolean;
  43289. /**
  43290. * Gets the rendering aspect ratio based on the provided resolutions.
  43291. */
  43292. get aspectRatio(): number;
  43293. /**
  43294. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  43295. */
  43296. get aspectRatioFov(): number;
  43297. /**
  43298. * @hidden
  43299. */
  43300. get leftHMatrix(): Matrix;
  43301. /**
  43302. * @hidden
  43303. */
  43304. get rightHMatrix(): Matrix;
  43305. /**
  43306. * @hidden
  43307. */
  43308. get leftPreViewMatrix(): Matrix;
  43309. /**
  43310. * @hidden
  43311. */
  43312. get rightPreViewMatrix(): Matrix;
  43313. /**
  43314. * Get the default VRMetrics based on the most generic setup.
  43315. * @returns the default vr metrics
  43316. */
  43317. static GetDefault(): VRCameraMetrics;
  43318. }
  43319. }
  43320. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  43321. /** @hidden */
  43322. export var vrDistortionCorrectionPixelShader: {
  43323. name: string;
  43324. shader: string;
  43325. };
  43326. }
  43327. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  43328. import { Camera } from "babylonjs/Cameras/camera";
  43329. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43330. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  43331. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  43332. /**
  43333. * VRDistortionCorrectionPostProcess used for mobile VR
  43334. */
  43335. export class VRDistortionCorrectionPostProcess extends PostProcess {
  43336. private _isRightEye;
  43337. private _distortionFactors;
  43338. private _postProcessScaleFactor;
  43339. private _lensCenterOffset;
  43340. private _scaleIn;
  43341. private _scaleFactor;
  43342. private _lensCenter;
  43343. /**
  43344. * Initializes the VRDistortionCorrectionPostProcess
  43345. * @param name The name of the effect.
  43346. * @param camera The camera to apply the render pass to.
  43347. * @param isRightEye If this is for the right eye distortion
  43348. * @param vrMetrics All the required metrics for the VR camera
  43349. */
  43350. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  43351. }
  43352. }
  43353. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  43354. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  43355. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  43356. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43357. import { Scene } from "babylonjs/scene";
  43358. import { Vector3 } from "babylonjs/Maths/math.vector";
  43359. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  43360. import "babylonjs/Cameras/RigModes/vrRigMode";
  43361. /**
  43362. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  43363. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  43364. */
  43365. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  43366. /**
  43367. * Creates a new VRDeviceOrientationArcRotateCamera
  43368. * @param name defines camera name
  43369. * @param alpha defines the camera rotation along the logitudinal axis
  43370. * @param beta defines the camera rotation along the latitudinal axis
  43371. * @param radius defines the camera distance from its target
  43372. * @param target defines the camera target
  43373. * @param scene defines the scene the camera belongs to
  43374. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  43375. * @param vrCameraMetrics defines the vr metrics associated to the camera
  43376. */
  43377. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  43378. /**
  43379. * Gets camera class name
  43380. * @returns VRDeviceOrientationArcRotateCamera
  43381. */
  43382. getClassName(): string;
  43383. }
  43384. }
  43385. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  43386. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  43387. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43388. import { Scene } from "babylonjs/scene";
  43389. import { Vector3 } from "babylonjs/Maths/math.vector";
  43390. import "babylonjs/Cameras/RigModes/vrRigMode";
  43391. /**
  43392. * Camera used to simulate VR rendering (based on FreeCamera)
  43393. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  43394. */
  43395. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  43396. /**
  43397. * Creates a new VRDeviceOrientationFreeCamera
  43398. * @param name defines camera name
  43399. * @param position defines the start position of the camera
  43400. * @param scene defines the scene the camera belongs to
  43401. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  43402. * @param vrCameraMetrics defines the vr metrics associated to the camera
  43403. */
  43404. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  43405. /**
  43406. * Gets camera class name
  43407. * @returns VRDeviceOrientationFreeCamera
  43408. */
  43409. getClassName(): string;
  43410. }
  43411. }
  43412. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  43413. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43414. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  43415. import { Scene } from "babylonjs/scene";
  43416. import { Vector3 } from "babylonjs/Maths/math.vector";
  43417. import "babylonjs/Gamepads/gamepadSceneComponent";
  43418. /**
  43419. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  43420. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  43421. */
  43422. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  43423. /**
  43424. * Creates a new VRDeviceOrientationGamepadCamera
  43425. * @param name defines camera name
  43426. * @param position defines the start position of the camera
  43427. * @param scene defines the scene the camera belongs to
  43428. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  43429. * @param vrCameraMetrics defines the vr metrics associated to the camera
  43430. */
  43431. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  43432. /**
  43433. * Gets camera class name
  43434. * @returns VRDeviceOrientationGamepadCamera
  43435. */
  43436. getClassName(): string;
  43437. }
  43438. }
  43439. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  43440. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  43441. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  43442. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  43443. /** @hidden */
  43444. export var imageProcessingPixelShader: {
  43445. name: string;
  43446. shader: string;
  43447. };
  43448. }
  43449. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  43450. import { Nullable } from "babylonjs/types";
  43451. import { Color4 } from "babylonjs/Maths/math.color";
  43452. import { Camera } from "babylonjs/Cameras/camera";
  43453. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  43454. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  43455. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  43456. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  43457. import { Engine } from "babylonjs/Engines/engine";
  43458. import "babylonjs/Shaders/imageProcessing.fragment";
  43459. import "babylonjs/Shaders/postprocess.vertex";
  43460. /**
  43461. * ImageProcessingPostProcess
  43462. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  43463. */
  43464. export class ImageProcessingPostProcess extends PostProcess {
  43465. /**
  43466. * Default configuration related to image processing available in the PBR Material.
  43467. */
  43468. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  43469. /**
  43470. * Gets the image processing configuration used either in this material.
  43471. */
  43472. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  43473. /**
  43474. * Sets the Default image processing configuration used either in the this material.
  43475. *
  43476. * If sets to null, the scene one is in use.
  43477. */
  43478. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  43479. /**
  43480. * Keep track of the image processing observer to allow dispose and replace.
  43481. */
  43482. private _imageProcessingObserver;
  43483. /**
  43484. * Attaches a new image processing configuration to the PBR Material.
  43485. * @param configuration
  43486. */
  43487. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  43488. /**
  43489. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  43490. */
  43491. get colorCurves(): Nullable<ColorCurves>;
  43492. /**
  43493. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  43494. */
  43495. set colorCurves(value: Nullable<ColorCurves>);
  43496. /**
  43497. * Gets wether the color curves effect is enabled.
  43498. */
  43499. get colorCurvesEnabled(): boolean;
  43500. /**
  43501. * Sets wether the color curves effect is enabled.
  43502. */
  43503. set colorCurvesEnabled(value: boolean);
  43504. /**
  43505. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  43506. */
  43507. get colorGradingTexture(): Nullable<BaseTexture>;
  43508. /**
  43509. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  43510. */
  43511. set colorGradingTexture(value: Nullable<BaseTexture>);
  43512. /**
  43513. * Gets wether the color grading effect is enabled.
  43514. */
  43515. get colorGradingEnabled(): boolean;
  43516. /**
  43517. * Gets wether the color grading effect is enabled.
  43518. */
  43519. set colorGradingEnabled(value: boolean);
  43520. /**
  43521. * Gets exposure used in the effect.
  43522. */
  43523. get exposure(): number;
  43524. /**
  43525. * Sets exposure used in the effect.
  43526. */
  43527. set exposure(value: number);
  43528. /**
  43529. * Gets wether tonemapping is enabled or not.
  43530. */
  43531. get toneMappingEnabled(): boolean;
  43532. /**
  43533. * Sets wether tonemapping is enabled or not
  43534. */
  43535. set toneMappingEnabled(value: boolean);
  43536. /**
  43537. * Gets the type of tone mapping effect.
  43538. */
  43539. get toneMappingType(): number;
  43540. /**
  43541. * Sets the type of tone mapping effect.
  43542. */
  43543. set toneMappingType(value: number);
  43544. /**
  43545. * Gets contrast used in the effect.
  43546. */
  43547. get contrast(): number;
  43548. /**
  43549. * Sets contrast used in the effect.
  43550. */
  43551. set contrast(value: number);
  43552. /**
  43553. * Gets Vignette stretch size.
  43554. */
  43555. get vignetteStretch(): number;
  43556. /**
  43557. * Sets Vignette stretch size.
  43558. */
  43559. set vignetteStretch(value: number);
  43560. /**
  43561. * Gets Vignette centre X Offset.
  43562. */
  43563. get vignetteCentreX(): number;
  43564. /**
  43565. * Sets Vignette centre X Offset.
  43566. */
  43567. set vignetteCentreX(value: number);
  43568. /**
  43569. * Gets Vignette centre Y Offset.
  43570. */
  43571. get vignetteCentreY(): number;
  43572. /**
  43573. * Sets Vignette centre Y Offset.
  43574. */
  43575. set vignetteCentreY(value: number);
  43576. /**
  43577. * Gets Vignette weight or intensity of the vignette effect.
  43578. */
  43579. get vignetteWeight(): number;
  43580. /**
  43581. * Sets Vignette weight or intensity of the vignette effect.
  43582. */
  43583. set vignetteWeight(value: number);
  43584. /**
  43585. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  43586. * if vignetteEnabled is set to true.
  43587. */
  43588. get vignetteColor(): Color4;
  43589. /**
  43590. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  43591. * if vignetteEnabled is set to true.
  43592. */
  43593. set vignetteColor(value: Color4);
  43594. /**
  43595. * Gets Camera field of view used by the Vignette effect.
  43596. */
  43597. get vignetteCameraFov(): number;
  43598. /**
  43599. * Sets Camera field of view used by the Vignette effect.
  43600. */
  43601. set vignetteCameraFov(value: number);
  43602. /**
  43603. * Gets the vignette blend mode allowing different kind of effect.
  43604. */
  43605. get vignetteBlendMode(): number;
  43606. /**
  43607. * Sets the vignette blend mode allowing different kind of effect.
  43608. */
  43609. set vignetteBlendMode(value: number);
  43610. /**
  43611. * Gets wether the vignette effect is enabled.
  43612. */
  43613. get vignetteEnabled(): boolean;
  43614. /**
  43615. * Sets wether the vignette effect is enabled.
  43616. */
  43617. set vignetteEnabled(value: boolean);
  43618. private _fromLinearSpace;
  43619. /**
  43620. * Gets wether the input of the processing is in Gamma or Linear Space.
  43621. */
  43622. get fromLinearSpace(): boolean;
  43623. /**
  43624. * Sets wether the input of the processing is in Gamma or Linear Space.
  43625. */
  43626. set fromLinearSpace(value: boolean);
  43627. /**
  43628. * Defines cache preventing GC.
  43629. */
  43630. private _defines;
  43631. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  43632. /**
  43633. * "ImageProcessingPostProcess"
  43634. * @returns "ImageProcessingPostProcess"
  43635. */
  43636. getClassName(): string;
  43637. protected _updateParameters(): void;
  43638. dispose(camera?: Camera): void;
  43639. }
  43640. }
  43641. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  43642. import { Scene } from "babylonjs/scene";
  43643. import { Color3 } from "babylonjs/Maths/math.color";
  43644. import { Mesh } from "babylonjs/Meshes/mesh";
  43645. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  43646. import { Nullable } from "babylonjs/types";
  43647. /**
  43648. * Class containing static functions to help procedurally build meshes
  43649. */
  43650. export class GroundBuilder {
  43651. /**
  43652. * Creates a ground mesh
  43653. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  43654. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  43655. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  43656. * @param name defines the name of the mesh
  43657. * @param options defines the options used to create the mesh
  43658. * @param scene defines the hosting scene
  43659. * @returns the ground mesh
  43660. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  43661. */
  43662. static CreateGround(name: string, options: {
  43663. width?: number;
  43664. height?: number;
  43665. subdivisions?: number;
  43666. subdivisionsX?: number;
  43667. subdivisionsY?: number;
  43668. updatable?: boolean;
  43669. }, scene: any): Mesh;
  43670. /**
  43671. * Creates a tiled ground mesh
  43672. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  43673. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  43674. * * 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
  43675. * * 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
  43676. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  43677. * @param name defines the name of the mesh
  43678. * @param options defines the options used to create the mesh
  43679. * @param scene defines the hosting scene
  43680. * @returns the tiled ground mesh
  43681. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  43682. */
  43683. static CreateTiledGround(name: string, options: {
  43684. xmin: number;
  43685. zmin: number;
  43686. xmax: number;
  43687. zmax: number;
  43688. subdivisions?: {
  43689. w: number;
  43690. h: number;
  43691. };
  43692. precision?: {
  43693. w: number;
  43694. h: number;
  43695. };
  43696. updatable?: boolean;
  43697. }, scene?: Nullable<Scene>): Mesh;
  43698. /**
  43699. * Creates a ground mesh from a height map
  43700. * * The parameter `url` sets the URL of the height map image resource.
  43701. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  43702. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  43703. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  43704. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  43705. * * 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.
  43706. * * 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).
  43707. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  43708. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  43709. * @param name defines the name of the mesh
  43710. * @param url defines the url to the height map
  43711. * @param options defines the options used to create the mesh
  43712. * @param scene defines the hosting scene
  43713. * @returns the ground mesh
  43714. * @see https://doc.babylonjs.com/babylon101/height_map
  43715. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  43716. */
  43717. static CreateGroundFromHeightMap(name: string, url: string, options: {
  43718. width?: number;
  43719. height?: number;
  43720. subdivisions?: number;
  43721. minHeight?: number;
  43722. maxHeight?: number;
  43723. colorFilter?: Color3;
  43724. alphaFilter?: number;
  43725. updatable?: boolean;
  43726. onReady?: (mesh: GroundMesh) => void;
  43727. }, scene?: Nullable<Scene>): GroundMesh;
  43728. }
  43729. }
  43730. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  43731. import { Vector4 } from "babylonjs/Maths/math.vector";
  43732. import { Mesh } from "babylonjs/Meshes/mesh";
  43733. /**
  43734. * Class containing static functions to help procedurally build meshes
  43735. */
  43736. export class TorusBuilder {
  43737. /**
  43738. * Creates a torus mesh
  43739. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  43740. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  43741. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  43742. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  43743. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  43744. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  43745. * @param name defines the name of the mesh
  43746. * @param options defines the options used to create the mesh
  43747. * @param scene defines the hosting scene
  43748. * @returns the torus mesh
  43749. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  43750. */
  43751. static CreateTorus(name: string, options: {
  43752. diameter?: number;
  43753. thickness?: number;
  43754. tessellation?: number;
  43755. updatable?: boolean;
  43756. sideOrientation?: number;
  43757. frontUVs?: Vector4;
  43758. backUVs?: Vector4;
  43759. }, scene: any): Mesh;
  43760. }
  43761. }
  43762. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  43763. import { Vector4 } from "babylonjs/Maths/math.vector";
  43764. import { Color4 } from "babylonjs/Maths/math.color";
  43765. import { Mesh } from "babylonjs/Meshes/mesh";
  43766. /**
  43767. * Class containing static functions to help procedurally build meshes
  43768. */
  43769. export class CylinderBuilder {
  43770. /**
  43771. * Creates a cylinder or a cone mesh
  43772. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  43773. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  43774. * * 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.
  43775. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  43776. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  43777. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  43778. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  43779. * * 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).
  43780. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  43781. * * 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).
  43782. * * 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
  43783. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  43784. * * 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
  43785. * * 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.
  43786. * * If `enclose` is false, a ring surface is one element.
  43787. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  43788. * * 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
  43789. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  43790. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  43791. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  43792. * @param name defines the name of the mesh
  43793. * @param options defines the options used to create the mesh
  43794. * @param scene defines the hosting scene
  43795. * @returns the cylinder mesh
  43796. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  43797. */
  43798. static CreateCylinder(name: string, options: {
  43799. height?: number;
  43800. diameterTop?: number;
  43801. diameterBottom?: number;
  43802. diameter?: number;
  43803. tessellation?: number;
  43804. subdivisions?: number;
  43805. arc?: number;
  43806. faceColors?: Color4[];
  43807. faceUV?: Vector4[];
  43808. updatable?: boolean;
  43809. hasRings?: boolean;
  43810. enclose?: boolean;
  43811. cap?: number;
  43812. sideOrientation?: number;
  43813. frontUVs?: Vector4;
  43814. backUVs?: Vector4;
  43815. }, scene: any): Mesh;
  43816. }
  43817. }
  43818. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43819. import { Nullable } from "babylonjs/types";
  43820. import { IDisposable } from "babylonjs/scene";
  43821. /**
  43822. * States of the webXR experience
  43823. */
  43824. export enum WebXRState {
  43825. /**
  43826. * Transitioning to being in XR mode
  43827. */
  43828. ENTERING_XR = 0,
  43829. /**
  43830. * Transitioning to non XR mode
  43831. */
  43832. EXITING_XR = 1,
  43833. /**
  43834. * In XR mode and presenting
  43835. */
  43836. IN_XR = 2,
  43837. /**
  43838. * Not entered XR mode
  43839. */
  43840. NOT_IN_XR = 3
  43841. }
  43842. /**
  43843. * Abstraction of the XR render target
  43844. */
  43845. export interface WebXRRenderTarget extends IDisposable {
  43846. /**
  43847. * xrpresent context of the canvas which can be used to display/mirror xr content
  43848. */
  43849. canvasContext: WebGLRenderingContext;
  43850. /**
  43851. * xr layer for the canvas
  43852. */
  43853. xrLayer: Nullable<XRWebGLLayer>;
  43854. /**
  43855. * Initializes the xr layer for the session
  43856. * @param xrSession xr session
  43857. * @returns a promise that will resolve once the XR Layer has been created
  43858. */
  43859. initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer>;
  43860. }
  43861. }
  43862. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43863. import { Nullable } from "babylonjs/types";
  43864. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43865. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43866. /**
  43867. * COnfiguration object for WebXR output canvas
  43868. */
  43869. export class WebXRManagedOutputCanvasOptions {
  43870. /**
  43871. * Options for this XR Layer output
  43872. */
  43873. canvasOptions?: XRWebGLLayerOptions;
  43874. /**
  43875. * CSS styling for a newly created canvas (if not provided)
  43876. */
  43877. newCanvasCssStyle?: string;
  43878. /**
  43879. * An optional canvas in case you wish to create it yourself and provide it here.
  43880. * If not provided, a new canvas will be created
  43881. */
  43882. canvasElement?: HTMLCanvasElement;
  43883. /**
  43884. * Get the default values of the configuration object
  43885. * @returns default values of this configuration object
  43886. */
  43887. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  43888. }
  43889. /**
  43890. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43891. */
  43892. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43893. private _options;
  43894. private _engine;
  43895. private _canvas;
  43896. /**
  43897. * Rendering context of the canvas which can be used to display/mirror xr content
  43898. */
  43899. canvasContext: WebGLRenderingContext;
  43900. /**
  43901. * xr layer for the canvas
  43902. */
  43903. xrLayer: Nullable<XRWebGLLayer>;
  43904. /**
  43905. * Initializes the xr layer for the session
  43906. * @param xrSession xr session
  43907. * @returns a promise that will resolve once the XR Layer has been created
  43908. */
  43909. initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer>;
  43910. /**
  43911. * Initializes the canvas to be added/removed upon entering/exiting xr
  43912. * @param _xrSessionManager The XR Session manager
  43913. * @param _options optional configuration for this canvas output. defaults will be used if not provided
  43914. */
  43915. constructor(_xrSessionManager: WebXRSessionManager, _options?: WebXRManagedOutputCanvasOptions);
  43916. /**
  43917. * Disposes of the object
  43918. */
  43919. dispose(): void;
  43920. private _setManagedOutputCanvas;
  43921. private _addCanvas;
  43922. private _removeCanvas;
  43923. }
  43924. }
  43925. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43926. import { Observable } from "babylonjs/Misc/observable";
  43927. import { Nullable } from "babylonjs/types";
  43928. import { IDisposable, Scene } from "babylonjs/scene";
  43929. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43930. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43931. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  43932. /**
  43933. * Manages an XRSession to work with Babylon's engine
  43934. * @see https://doc.babylonjs.com/how_to/webxr
  43935. */
  43936. export class WebXRSessionManager implements IDisposable {
  43937. /** The scene which the session should be created for */
  43938. scene: Scene;
  43939. /**
  43940. * Fires every time a new xrFrame arrives which can be used to update the camera
  43941. */
  43942. onXRFrameObservable: Observable<XRFrame>;
  43943. /**
  43944. * Fires when the xr session is ended either by the device or manually done
  43945. */
  43946. onXRSessionEnded: Observable<any>;
  43947. /**
  43948. * Fires when the xr session is ended either by the device or manually done
  43949. */
  43950. onXRSessionInit: Observable<XRSession>;
  43951. /**
  43952. * Fires when the reference space changed
  43953. */
  43954. onXRReferenceSpaceChanged: Observable<XRReferenceSpace>;
  43955. /**
  43956. * Underlying xr session
  43957. */
  43958. session: XRSession;
  43959. /**
  43960. * The viewer (head position) reference space. This can be used to get the XR world coordinates
  43961. * or get the offset the player is currently at.
  43962. */
  43963. viewerReferenceSpace: XRReferenceSpace;
  43964. private _referenceSpace;
  43965. /**
  43966. * The current reference space used in this session. This reference space can constantly change!
  43967. * It is mainly used to offset the camera's position.
  43968. */
  43969. get referenceSpace(): XRReferenceSpace;
  43970. /**
  43971. * Set a new reference space and triggers the observable
  43972. */
  43973. set referenceSpace(newReferenceSpace: XRReferenceSpace);
  43974. /**
  43975. * The base reference space from which the session started. good if you want to reset your
  43976. * reference space
  43977. */
  43978. baseReferenceSpace: XRReferenceSpace;
  43979. /**
  43980. * Used just in case of a failure to initialize an immersive session.
  43981. * The viewer reference space is compensated using this height, creating a kind of "viewer-floor" reference space
  43982. */
  43983. defaultHeightCompensation: number;
  43984. /**
  43985. * Current XR frame
  43986. */
  43987. currentFrame: Nullable<XRFrame>;
  43988. /** WebXR timestamp updated every frame */
  43989. currentTimestamp: number;
  43990. private _xrNavigator;
  43991. private baseLayer;
  43992. private _rttProvider;
  43993. private _sessionEnded;
  43994. /**
  43995. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43996. * @param scene The scene which the session should be created for
  43997. */
  43998. constructor(
  43999. /** The scene which the session should be created for */
  44000. scene: Scene);
  44001. /**
  44002. * Initializes the manager
  44003. * After initialization enterXR can be called to start an XR session
  44004. * @returns Promise which resolves after it is initialized
  44005. */
  44006. initializeAsync(): Promise<void>;
  44007. /**
  44008. * Initializes an xr session
  44009. * @param xrSessionMode mode to initialize
  44010. * @param optionalFeatures defines optional values to pass to the session builder
  44011. * @returns a promise which will resolve once the session has been initialized
  44012. */
  44013. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  44014. /**
  44015. * Sets the reference space on the xr session
  44016. * @param referenceSpace space to set
  44017. * @returns a promise that will resolve once the reference space has been set
  44018. */
  44019. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  44020. /**
  44021. * Resets the reference space to the one started the session
  44022. */
  44023. resetReferenceSpace(): void;
  44024. /**
  44025. * Updates the render state of the session
  44026. * @param state state to set
  44027. * @returns a promise that resolves once the render state has been updated
  44028. */
  44029. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  44030. /**
  44031. * Starts rendering to the xr layer
  44032. * @returns a promise that will resolve once rendering has started
  44033. */
  44034. startRenderingToXRAsync(): Promise<void>;
  44035. /**
  44036. * Gets the correct render target texture to be rendered this frame for this eye
  44037. * @param eye the eye for which to get the render target
  44038. * @returns the render target for the specified eye
  44039. */
  44040. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  44041. /**
  44042. * Stops the xrSession and restores the renderloop
  44043. * @returns Promise which resolves after it exits XR
  44044. */
  44045. exitXRAsync(): Promise<void>;
  44046. /**
  44047. * Checks if a session would be supported for the creation options specified
  44048. * @param sessionMode session mode to check if supported eg. immersive-vr
  44049. * @returns true if supported
  44050. */
  44051. supportsSessionAsync(sessionMode: XRSessionMode): Promise<boolean>;
  44052. /**
  44053. * Creates a WebXRRenderTarget object for the XR session
  44054. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  44055. * @param options optional options to provide when creating a new render target
  44056. * @returns a WebXR render target to which the session can render
  44057. */
  44058. getWebXRRenderTarget(options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  44059. /**
  44060. * @hidden
  44061. * Converts the render layer of xrSession to a render target
  44062. * @param session session to create render target for
  44063. * @param scene scene the new render target should be created for
  44064. * @param baseLayer the webgl layer to create the render target for
  44065. */
  44066. static _CreateRenderTargetTextureFromSession(_session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  44067. /**
  44068. * Disposes of the session manager
  44069. */
  44070. dispose(): void;
  44071. /**
  44072. * Returns a promise that resolves with a boolean indicating if the provided session mode is supported by this browser
  44073. * @param sessionMode defines the session to test
  44074. * @returns a promise with boolean as final value
  44075. */
  44076. static IsSessionSupportedAsync(sessionMode: XRSessionMode): Promise<boolean>;
  44077. }
  44078. }
  44079. declare module "babylonjs/Cameras/XR/webXRCamera" {
  44080. import { Scene } from "babylonjs/scene";
  44081. import { Camera } from "babylonjs/Cameras/camera";
  44082. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  44083. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  44084. /**
  44085. * WebXR Camera which holds the views for the xrSession
  44086. * @see https://doc.babylonjs.com/how_to/webxr
  44087. */
  44088. export class WebXRCamera extends FreeCamera {
  44089. private _xrSessionManager;
  44090. /**
  44091. * Is the camera in debug mode. Used when using an emulator
  44092. */
  44093. debugMode: boolean;
  44094. private _firstFrame;
  44095. private _referencedPosition;
  44096. private _referenceQuaternion;
  44097. private _xrInvPositionCache;
  44098. private _xrInvQuaternionCache;
  44099. /**
  44100. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  44101. * @param name the name of the camera
  44102. * @param scene the scene to add the camera to
  44103. */
  44104. constructor(name: string, scene: Scene, _xrSessionManager: WebXRSessionManager);
  44105. private _updateNumberOfRigCameras;
  44106. /**
  44107. * Sets this camera's transformation based on a non-vr camera
  44108. * @param otherCamera the non-vr camera to copy the transformation from
  44109. * @param resetToBaseReferenceSpace should XR reset to the base reference space
  44110. */
  44111. setTransformationFromNonVRCamera(otherCamera: Camera, resetToBaseReferenceSpace?: boolean): void;
  44112. /** @hidden */
  44113. _updateForDualEyeDebugging(): void;
  44114. private _updateReferenceSpace;
  44115. private _updateReferenceSpaceOffset;
  44116. private _updateFromXRSession;
  44117. }
  44118. }
  44119. declare module "babylonjs/Cameras/XR/webXRFeaturesManager" {
  44120. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  44121. import { IDisposable } from "babylonjs/scene";
  44122. /**
  44123. * Defining the interface required for a (webxr) feature
  44124. */
  44125. export interface IWebXRFeature extends IDisposable {
  44126. /**
  44127. * Is this feature attached
  44128. */
  44129. attached: boolean;
  44130. /**
  44131. * Attach the feature to the session
  44132. * Will usually be called by the features manager
  44133. *
  44134. * @returns true if successful.
  44135. */
  44136. attach(): boolean;
  44137. /**
  44138. * Detach the feature from the session
  44139. * Will usually be called by the features manager
  44140. *
  44141. * @returns true if successful.
  44142. */
  44143. detach(): boolean;
  44144. }
  44145. /**
  44146. * Defining the constructor of a feature. Used to register the modules.
  44147. */
  44148. export type WebXRFeatureConstructor = (xrSessionManager: WebXRSessionManager, options?: any) => (() => IWebXRFeature);
  44149. /**
  44150. * The WebXR features manager is responsible of enabling or disabling features required for the current XR session.
  44151. * It is mainly used in AR sessions.
  44152. *
  44153. * A feature can have a version that is defined by Babylon (and does not correspond with the webxr version).
  44154. */
  44155. export class WebXRFeaturesManager implements IDisposable {
  44156. private _xrSessionManager;
  44157. private static readonly _AvailableFeatures;
  44158. /**
  44159. * Used to register a module. After calling this function a developer can use this feature in the scene.
  44160. * Mainly used internally.
  44161. *
  44162. * @param featureName the name of the feature to register
  44163. * @param constructorFunction the function used to construct the module
  44164. * @param version the (babylon) version of the module
  44165. * @param stable is that a stable version of this module
  44166. */
  44167. static AddWebXRFeature(featureName: string, constructorFunction: WebXRFeatureConstructor, version?: number, stable?: boolean): void;
  44168. /**
  44169. * Returns a constructor of a specific feature.
  44170. *
  44171. * @param featureName the name of the feature to construct
  44172. * @param version the version of the feature to load
  44173. * @param xrSessionManager the xrSessionManager. Used to construct the module
  44174. * @param options optional options provided to the module.
  44175. * @returns a function that, when called, will return a new instance of this feature
  44176. */
  44177. static ConstructFeature(featureName: string, version: number | undefined, xrSessionManager: WebXRSessionManager, options?: any): (() => IWebXRFeature);
  44178. /**
  44179. * Return the latest unstable version of this feature
  44180. * @param featureName the name of the feature to search
  44181. * @returns the version number. if not found will return -1
  44182. */
  44183. static GetLatestVersionOfFeature(featureName: string): number;
  44184. /**
  44185. * Return the latest stable version of this feature
  44186. * @param featureName the name of the feature to search
  44187. * @returns the version number. if not found will return -1
  44188. */
  44189. static GetStableVersionOfFeature(featureName: string): number;
  44190. /**
  44191. * Can be used to return the list of features currently registered
  44192. *
  44193. * @returns an Array of available features
  44194. */
  44195. static GetAvailableFeatures(): string[];
  44196. /**
  44197. * Gets the versions available for a specific feature
  44198. * @param featureName the name of the feature
  44199. * @returns an array with the available versions
  44200. */
  44201. static GetAvailableVersions(featureName: string): string[];
  44202. private _features;
  44203. /**
  44204. * constructs a new features manages.
  44205. *
  44206. * @param _xrSessionManager an instance of WebXRSessionManager
  44207. */
  44208. constructor(_xrSessionManager: WebXRSessionManager);
  44209. /**
  44210. * Enable a feature using its name and a version. This will enable it in the scene, and will be responsible to attach it when the session starts.
  44211. * If used twice, the old version will be disposed and a new one will be constructed. This way you can re-enable with different configuration.
  44212. *
  44213. * @param featureName the name of the feature to load or the class of the feature
  44214. * @param version optional version to load. if not provided the latest version will be enabled
  44215. * @param moduleOptions options provided to the module. Ses the module documentation / constructor
  44216. * @param attachIfPossible if set to true (default) the feature will be automatically attached, if it is currently possible
  44217. * @returns a new constructed feature or throws an error if feature not found.
  44218. */
  44219. enableFeature(featureName: string | {
  44220. Name: string;
  44221. }, version?: number | string, moduleOptions?: any, attachIfPossible?: boolean): IWebXRFeature;
  44222. /**
  44223. * Used to disable an already-enabled feature
  44224. * The feature will be disposed and will be recreated once enabled.
  44225. * @param featureName the feature to disable
  44226. * @returns true if disable was successful
  44227. */
  44228. disableFeature(featureName: string | {
  44229. Name: string;
  44230. }): boolean;
  44231. /**
  44232. * Attach a feature to the current session. Mainly used when session started to start the feature effect.
  44233. * Can be used during a session to start a feature
  44234. * @param featureName the name of feature to attach
  44235. */
  44236. attachFeature(featureName: string): void;
  44237. /**
  44238. * Can be used inside a session or when the session ends to detach a specific feature
  44239. * @param featureName the name of the feature to detach
  44240. */
  44241. detachFeature(featureName: string): void;
  44242. /**
  44243. * Get the list of enabled features
  44244. * @returns an array of enabled features
  44245. */
  44246. getEnabledFeatures(): string[];
  44247. /**
  44248. * get the implementation of an enabled feature.
  44249. * @param featureName the name of the feature to load
  44250. * @returns the feature class, if found
  44251. */
  44252. getEnabledFeature(featureName: string): IWebXRFeature;
  44253. /**
  44254. * dispose this features manager
  44255. */
  44256. dispose(): void;
  44257. }
  44258. }
  44259. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  44260. import { Observable } from "babylonjs/Misc/observable";
  44261. import { IDisposable, Scene } from "babylonjs/scene";
  44262. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  44263. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  44264. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  44265. import { WebXRFeaturesManager } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  44266. /**
  44267. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  44268. * @see https://doc.babylonjs.com/how_to/webxr
  44269. */
  44270. export class WebXRExperienceHelper implements IDisposable {
  44271. private scene;
  44272. /**
  44273. * Camera used to render xr content
  44274. */
  44275. camera: WebXRCamera;
  44276. /**
  44277. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  44278. */
  44279. state: WebXRState;
  44280. private _setState;
  44281. /**
  44282. * Fires when the state of the experience helper has changed
  44283. */
  44284. onStateChangedObservable: Observable<WebXRState>;
  44285. /**
  44286. * Observers registered here will be triggered after the camera's initial transformation is set
  44287. * This can be used to set a different ground level or an extra rotation.
  44288. *
  44289. * Note that ground level is considered to be at 0. The height defined by the XR camera will be added
  44290. * to the position set after this observable is done executing.
  44291. */
  44292. onInitialXRPoseSetObservable: Observable<WebXRCamera>;
  44293. /** Session manager used to keep track of xr session */
  44294. sessionManager: WebXRSessionManager;
  44295. /** A features manager for this xr session */
  44296. featuresManager: WebXRFeaturesManager;
  44297. private _nonVRCamera;
  44298. private _originalSceneAutoClear;
  44299. private _supported;
  44300. /**
  44301. * Creates the experience helper
  44302. * @param scene the scene to attach the experience helper to
  44303. * @returns a promise for the experience helper
  44304. */
  44305. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  44306. /**
  44307. * Creates a WebXRExperienceHelper
  44308. * @param scene The scene the helper should be created in
  44309. */
  44310. private constructor();
  44311. /**
  44312. * Exits XR mode and returns the scene to its original state
  44313. * @returns promise that resolves after xr mode has exited
  44314. */
  44315. exitXRAsync(): Promise<void>;
  44316. /**
  44317. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  44318. * @param sessionMode options for the XR session
  44319. * @param referenceSpaceType frame of reference of the XR session
  44320. * @param renderTarget the output canvas that will be used to enter XR mode
  44321. * @returns promise that resolves after xr mode has entered
  44322. */
  44323. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  44324. /**
  44325. * Disposes of the experience helper
  44326. */
  44327. dispose(): void;
  44328. private _nonXRToXRCamera;
  44329. }
  44330. }
  44331. declare module "babylonjs/Cameras/XR/motionController/webXRControllerComponent" {
  44332. import { IMinimalMotionControllerObject, MotionControllerComponentType } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  44333. import { Observable } from "babylonjs/Misc/observable";
  44334. import { IDisposable } from "babylonjs/scene";
  44335. /**
  44336. * X-Y values for axes in WebXR
  44337. */
  44338. export interface IWebXRMotionControllerAxesValue {
  44339. /**
  44340. * The value of the x axis
  44341. */
  44342. x: number;
  44343. /**
  44344. * The value of the y-axis
  44345. */
  44346. y: number;
  44347. }
  44348. /**
  44349. * changed / previous values for the values of this component
  44350. */
  44351. export interface IWebXRMotionControllerComponentChangesValues<T> {
  44352. /**
  44353. * current (this frame) value
  44354. */
  44355. current: T;
  44356. /**
  44357. * previous (last change) value
  44358. */
  44359. previous: T;
  44360. }
  44361. /**
  44362. * Represents changes in the component between current frame and last values recorded
  44363. */
  44364. export interface IWebXRMotionControllerComponentChanges {
  44365. /**
  44366. * will be populated with previous and current values if touched changed
  44367. */
  44368. touched?: IWebXRMotionControllerComponentChangesValues<boolean>;
  44369. /**
  44370. * will be populated with previous and current values if pressed changed
  44371. */
  44372. pressed?: IWebXRMotionControllerComponentChangesValues<boolean>;
  44373. /**
  44374. * will be populated with previous and current values if value changed
  44375. */
  44376. value?: IWebXRMotionControllerComponentChangesValues<number>;
  44377. /**
  44378. * will be populated with previous and current values if axes changed
  44379. */
  44380. axes?: IWebXRMotionControllerComponentChangesValues<IWebXRMotionControllerAxesValue>;
  44381. }
  44382. /**
  44383. * This class represents a single component (for example button or thumbstick) of a motion controller
  44384. */
  44385. export class WebXRControllerComponent implements IDisposable {
  44386. /**
  44387. * the id of this component
  44388. */
  44389. id: string;
  44390. /**
  44391. * the type of the component
  44392. */
  44393. type: MotionControllerComponentType;
  44394. private _buttonIndex;
  44395. private _axesIndices;
  44396. /**
  44397. * Thumbstick component type
  44398. */
  44399. static THUMBSTICK: string;
  44400. /**
  44401. * Touchpad component type
  44402. */
  44403. static TOUCHPAD: string;
  44404. /**
  44405. * trigger component type
  44406. */
  44407. static TRIGGER: string;
  44408. /**
  44409. * squeeze component type
  44410. */
  44411. static SQUEEZE: string;
  44412. /**
  44413. * Observers registered here will be triggered when the state of a button changes
  44414. * State change is either pressed / touched / value
  44415. */
  44416. onButtonStateChanged: Observable<WebXRControllerComponent>;
  44417. /**
  44418. * If axes are available for this component (like a touchpad or thumbstick) the observers will be notified when
  44419. * the axes data changes
  44420. */
  44421. onAxisValueChanged: Observable<{
  44422. x: number;
  44423. y: number;
  44424. }>;
  44425. private _currentValue;
  44426. private _touched;
  44427. private _pressed;
  44428. private _axes;
  44429. private _changes;
  44430. /**
  44431. * Creates a new component for a motion controller.
  44432. * It is created by the motion controller itself
  44433. *
  44434. * @param id the id of this component
  44435. * @param type the type of the component
  44436. * @param _buttonIndex index in the buttons array of the gamepad
  44437. * @param _axesIndices indices of the values in the axes array of the gamepad
  44438. */
  44439. constructor(
  44440. /**
  44441. * the id of this component
  44442. */
  44443. id: string,
  44444. /**
  44445. * the type of the component
  44446. */
  44447. type: MotionControllerComponentType, _buttonIndex?: number, _axesIndices?: number[]);
  44448. /**
  44449. * Get the current value of this component
  44450. */
  44451. get value(): number;
  44452. /**
  44453. * is the button currently pressed
  44454. */
  44455. get pressed(): boolean;
  44456. /**
  44457. * is the button currently touched
  44458. */
  44459. get touched(): boolean;
  44460. /**
  44461. * The current axes data. If this component has no axes it will still return an object { x: 0, y: 0 }
  44462. */
  44463. get axes(): IWebXRMotionControllerAxesValue;
  44464. /**
  44465. * Get the changes. Elements will be populated only if they changed with their previous and current value
  44466. */
  44467. get changes(): IWebXRMotionControllerComponentChanges;
  44468. /**
  44469. * Is this component a button (hence - pressable)
  44470. * @returns true if can be pressed
  44471. */
  44472. isButton(): boolean;
  44473. /**
  44474. * Are there axes correlating to this component
  44475. * @return true is axes data is available
  44476. */
  44477. isAxes(): boolean;
  44478. /**
  44479. * update this component using the gamepad object it is in. Called on every frame
  44480. * @param nativeController the native gamepad controller object
  44481. */
  44482. update(nativeController: IMinimalMotionControllerObject): void;
  44483. /**
  44484. * Dispose this component
  44485. */
  44486. dispose(): void;
  44487. }
  44488. }
  44489. declare module "babylonjs/Loading/sceneLoader" {
  44490. import { Observable } from "babylonjs/Misc/observable";
  44491. import { Nullable } from "babylonjs/types";
  44492. import { Scene } from "babylonjs/scene";
  44493. import { Engine } from "babylonjs/Engines/engine";
  44494. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44495. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  44496. import { AssetContainer } from "babylonjs/assetContainer";
  44497. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  44498. import { Skeleton } from "babylonjs/Bones/skeleton";
  44499. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  44500. import { WebRequest } from "babylonjs/Misc/webRequest";
  44501. /**
  44502. * Class used to represent data loading progression
  44503. */
  44504. export class SceneLoaderProgressEvent {
  44505. /** defines if data length to load can be evaluated */
  44506. readonly lengthComputable: boolean;
  44507. /** defines the loaded data length */
  44508. readonly loaded: number;
  44509. /** defines the data length to load */
  44510. readonly total: number;
  44511. /**
  44512. * Create a new progress event
  44513. * @param lengthComputable defines if data length to load can be evaluated
  44514. * @param loaded defines the loaded data length
  44515. * @param total defines the data length to load
  44516. */
  44517. constructor(
  44518. /** defines if data length to load can be evaluated */
  44519. lengthComputable: boolean,
  44520. /** defines the loaded data length */
  44521. loaded: number,
  44522. /** defines the data length to load */
  44523. total: number);
  44524. /**
  44525. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  44526. * @param event defines the source event
  44527. * @returns a new SceneLoaderProgressEvent
  44528. */
  44529. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  44530. }
  44531. /**
  44532. * Interface used by SceneLoader plugins to define supported file extensions
  44533. */
  44534. export interface ISceneLoaderPluginExtensions {
  44535. /**
  44536. * Defines the list of supported extensions
  44537. */
  44538. [extension: string]: {
  44539. isBinary: boolean;
  44540. };
  44541. }
  44542. /**
  44543. * Interface used by SceneLoader plugin factory
  44544. */
  44545. export interface ISceneLoaderPluginFactory {
  44546. /**
  44547. * Defines the name of the factory
  44548. */
  44549. name: string;
  44550. /**
  44551. * Function called to create a new plugin
  44552. * @return the new plugin
  44553. */
  44554. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  44555. /**
  44556. * The callback that returns true if the data can be directly loaded.
  44557. * @param data string containing the file data
  44558. * @returns if the data can be loaded directly
  44559. */
  44560. canDirectLoad?(data: string): boolean;
  44561. }
  44562. /**
  44563. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  44564. */
  44565. export interface ISceneLoaderPluginBase {
  44566. /**
  44567. * The friendly name of this plugin.
  44568. */
  44569. name: string;
  44570. /**
  44571. * The file extensions supported by this plugin.
  44572. */
  44573. extensions: string | ISceneLoaderPluginExtensions;
  44574. /**
  44575. * The callback called when loading from a url.
  44576. * @param scene scene loading this url
  44577. * @param url url to load
  44578. * @param onSuccess callback called when the file successfully loads
  44579. * @param onProgress callback called while file is loading (if the server supports this mode)
  44580. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  44581. * @param onError callback called when the file fails to load
  44582. * @returns a file request object
  44583. */
  44584. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44585. /**
  44586. * The callback called when loading from a file object.
  44587. * @param scene scene loading this file
  44588. * @param file defines the file to load
  44589. * @param onSuccess defines the callback to call when data is loaded
  44590. * @param onProgress defines the callback to call during loading process
  44591. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  44592. * @param onError defines the callback to call when an error occurs
  44593. * @returns a file request object
  44594. */
  44595. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  44596. /**
  44597. * The callback that returns true if the data can be directly loaded.
  44598. * @param data string containing the file data
  44599. * @returns if the data can be loaded directly
  44600. */
  44601. canDirectLoad?(data: string): boolean;
  44602. /**
  44603. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  44604. * @param scene scene loading this data
  44605. * @param data string containing the data
  44606. * @returns data to pass to the plugin
  44607. */
  44608. directLoad?(scene: Scene, data: string): any;
  44609. /**
  44610. * The callback that allows custom handling of the root url based on the response url.
  44611. * @param rootUrl the original root url
  44612. * @param responseURL the response url if available
  44613. * @returns the new root url
  44614. */
  44615. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  44616. }
  44617. /**
  44618. * Interface used to define a SceneLoader plugin
  44619. */
  44620. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  44621. /**
  44622. * Import meshes into a scene.
  44623. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44624. * @param scene The scene to import into
  44625. * @param data The data to import
  44626. * @param rootUrl The root url for scene and resources
  44627. * @param meshes The meshes array to import into
  44628. * @param particleSystems The particle systems array to import into
  44629. * @param skeletons The skeletons array to import into
  44630. * @param onError The callback when import fails
  44631. * @returns True if successful or false otherwise
  44632. */
  44633. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  44634. /**
  44635. * Load into a scene.
  44636. * @param scene The scene to load into
  44637. * @param data The data to import
  44638. * @param rootUrl The root url for scene and resources
  44639. * @param onError The callback when import fails
  44640. * @returns True if successful or false otherwise
  44641. */
  44642. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  44643. /**
  44644. * Load into an asset container.
  44645. * @param scene The scene to load into
  44646. * @param data The data to import
  44647. * @param rootUrl The root url for scene and resources
  44648. * @param onError The callback when import fails
  44649. * @returns The loaded asset container
  44650. */
  44651. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  44652. }
  44653. /**
  44654. * Interface used to define an async SceneLoader plugin
  44655. */
  44656. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  44657. /**
  44658. * Import meshes into a scene.
  44659. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44660. * @param scene The scene to import into
  44661. * @param data The data to import
  44662. * @param rootUrl The root url for scene and resources
  44663. * @param onProgress The callback when the load progresses
  44664. * @param fileName Defines the name of the file to load
  44665. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  44666. */
  44667. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  44668. meshes: AbstractMesh[];
  44669. particleSystems: IParticleSystem[];
  44670. skeletons: Skeleton[];
  44671. animationGroups: AnimationGroup[];
  44672. }>;
  44673. /**
  44674. * Load into a scene.
  44675. * @param scene The scene to load into
  44676. * @param data The data to import
  44677. * @param rootUrl The root url for scene and resources
  44678. * @param onProgress The callback when the load progresses
  44679. * @param fileName Defines the name of the file to load
  44680. * @returns Nothing
  44681. */
  44682. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  44683. /**
  44684. * Load into an asset container.
  44685. * @param scene The scene to load into
  44686. * @param data The data to import
  44687. * @param rootUrl The root url for scene and resources
  44688. * @param onProgress The callback when the load progresses
  44689. * @param fileName Defines the name of the file to load
  44690. * @returns The loaded asset container
  44691. */
  44692. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  44693. }
  44694. /**
  44695. * Mode that determines how to handle old animation groups before loading new ones.
  44696. */
  44697. export enum SceneLoaderAnimationGroupLoadingMode {
  44698. /**
  44699. * Reset all old animations to initial state then dispose them.
  44700. */
  44701. Clean = 0,
  44702. /**
  44703. * Stop all old animations.
  44704. */
  44705. Stop = 1,
  44706. /**
  44707. * Restart old animations from first frame.
  44708. */
  44709. Sync = 2,
  44710. /**
  44711. * Old animations remains untouched.
  44712. */
  44713. NoSync = 3
  44714. }
  44715. /**
  44716. * Class used to load scene from various file formats using registered plugins
  44717. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  44718. */
  44719. export class SceneLoader {
  44720. /**
  44721. * No logging while loading
  44722. */
  44723. static readonly NO_LOGGING: number;
  44724. /**
  44725. * Minimal logging while loading
  44726. */
  44727. static readonly MINIMAL_LOGGING: number;
  44728. /**
  44729. * Summary logging while loading
  44730. */
  44731. static readonly SUMMARY_LOGGING: number;
  44732. /**
  44733. * Detailled logging while loading
  44734. */
  44735. static readonly DETAILED_LOGGING: number;
  44736. /**
  44737. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  44738. */
  44739. static get ForceFullSceneLoadingForIncremental(): boolean;
  44740. static set ForceFullSceneLoadingForIncremental(value: boolean);
  44741. /**
  44742. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  44743. */
  44744. static get ShowLoadingScreen(): boolean;
  44745. static set ShowLoadingScreen(value: boolean);
  44746. /**
  44747. * Defines the current logging level (while loading the scene)
  44748. * @ignorenaming
  44749. */
  44750. static get loggingLevel(): number;
  44751. static set loggingLevel(value: number);
  44752. /**
  44753. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  44754. */
  44755. static get CleanBoneMatrixWeights(): boolean;
  44756. static set CleanBoneMatrixWeights(value: boolean);
  44757. /**
  44758. * Event raised when a plugin is used to load a scene
  44759. */
  44760. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  44761. private static _registeredPlugins;
  44762. private static _getDefaultPlugin;
  44763. private static _getPluginForExtension;
  44764. private static _getPluginForDirectLoad;
  44765. private static _getPluginForFilename;
  44766. private static _getDirectLoad;
  44767. private static _loadData;
  44768. private static _getFileInfo;
  44769. /**
  44770. * Gets a plugin that can load the given extension
  44771. * @param extension defines the extension to load
  44772. * @returns a plugin or null if none works
  44773. */
  44774. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  44775. /**
  44776. * Gets a boolean indicating that the given extension can be loaded
  44777. * @param extension defines the extension to load
  44778. * @returns true if the extension is supported
  44779. */
  44780. static IsPluginForExtensionAvailable(extension: string): boolean;
  44781. /**
  44782. * Adds a new plugin to the list of registered plugins
  44783. * @param plugin defines the plugin to add
  44784. */
  44785. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44786. /**
  44787. * Import meshes into a scene
  44788. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44789. * @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)
  44790. * @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)
  44791. * @param scene the instance of BABYLON.Scene to append to
  44792. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44793. * @param onProgress a callback with a progress event for each file being loaded
  44794. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44795. * @param pluginExtension the extension used to determine the plugin
  44796. * @returns The loaded plugin
  44797. */
  44798. 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>;
  44799. /**
  44800. * Import meshes into a scene
  44801. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44802. * @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)
  44803. * @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)
  44804. * @param scene the instance of BABYLON.Scene to append to
  44805. * @param onProgress a callback with a progress event for each file being loaded
  44806. * @param pluginExtension the extension used to determine the plugin
  44807. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44808. */
  44809. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44810. meshes: AbstractMesh[];
  44811. particleSystems: IParticleSystem[];
  44812. skeletons: Skeleton[];
  44813. animationGroups: AnimationGroup[];
  44814. }>;
  44815. /**
  44816. * Load a scene
  44817. * @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)
  44818. * @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)
  44819. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44820. * @param onSuccess a callback with the scene when import succeeds
  44821. * @param onProgress a callback with a progress event for each file being loaded
  44822. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44823. * @param pluginExtension the extension used to determine the plugin
  44824. * @returns The loaded plugin
  44825. */
  44826. 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>;
  44827. /**
  44828. * Load a scene
  44829. * @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)
  44830. * @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)
  44831. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44832. * @param onProgress a callback with a progress event for each file being loaded
  44833. * @param pluginExtension the extension used to determine the plugin
  44834. * @returns The loaded scene
  44835. */
  44836. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44837. /**
  44838. * Append a scene
  44839. * @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)
  44840. * @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)
  44841. * @param scene is the instance of BABYLON.Scene to append to
  44842. * @param onSuccess a callback with the scene when import succeeds
  44843. * @param onProgress a callback with a progress event for each file being loaded
  44844. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44845. * @param pluginExtension the extension used to determine the plugin
  44846. * @returns The loaded plugin
  44847. */
  44848. 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>;
  44849. /**
  44850. * Append a scene
  44851. * @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)
  44852. * @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)
  44853. * @param scene is the instance of BABYLON.Scene to append to
  44854. * @param onProgress a callback with a progress event for each file being loaded
  44855. * @param pluginExtension the extension used to determine the plugin
  44856. * @returns The given scene
  44857. */
  44858. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44859. /**
  44860. * Load a scene into an asset container
  44861. * @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)
  44862. * @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)
  44863. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44864. * @param onSuccess a callback with the scene when import succeeds
  44865. * @param onProgress a callback with a progress event for each file being loaded
  44866. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44867. * @param pluginExtension the extension used to determine the plugin
  44868. * @returns The loaded plugin
  44869. */
  44870. 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>;
  44871. /**
  44872. * Load a scene into an asset container
  44873. * @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)
  44874. * @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)
  44875. * @param scene is the instance of Scene to append to
  44876. * @param onProgress a callback with a progress event for each file being loaded
  44877. * @param pluginExtension the extension used to determine the plugin
  44878. * @returns The loaded asset container
  44879. */
  44880. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44881. /**
  44882. * Import animations from a file into a scene
  44883. * @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)
  44884. * @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)
  44885. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44886. * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
  44887. * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
  44888. * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
  44889. * @param onSuccess a callback with the scene when import succeeds
  44890. * @param onProgress a callback with a progress event for each file being loaded
  44891. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44892. */
  44893. static ImportAnimations(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
  44894. /**
  44895. * Import animations from a file into a scene
  44896. * @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)
  44897. * @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)
  44898. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44899. * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
  44900. * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
  44901. * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
  44902. * @param onSuccess a callback with the scene when import succeeds
  44903. * @param onProgress a callback with a progress event for each file being loaded
  44904. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44905. * @returns the updated scene with imported animations
  44906. */
  44907. static ImportAnimationsAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): Promise<Scene>;
  44908. }
  44909. }
  44910. declare module "babylonjs/Cameras/XR/motionController/webXRAbstractController" {
  44911. import { IDisposable, Scene } from "babylonjs/scene";
  44912. import { WebXRControllerComponent } from "babylonjs/Cameras/XR/motionController/webXRControllerComponent";
  44913. import { Observable } from "babylonjs/Misc/observable";
  44914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44915. import { Nullable } from "babylonjs/types";
  44916. /**
  44917. * Handness type in xrInput profiles. These can be used to define layouts in the Layout Map.
  44918. */
  44919. export type MotionControllerHandness = "none" | "left" | "right" | "left-right" | "left-right-none";
  44920. /**
  44921. * The type of components available in motion controllers.
  44922. * This is not the name of the component.
  44923. */
  44924. export type MotionControllerComponentType = "trigger" | "squeeze" | "touchpad" | "thumbstick" | "button";
  44925. /**
  44926. * The schema of motion controller layout.
  44927. * No object will be initialized using this interface
  44928. * This is used just to define the profile.
  44929. */
  44930. export interface IMotionControllerLayout {
  44931. /**
  44932. * Defines the main button component id
  44933. */
  44934. selectComponentId: string;
  44935. /**
  44936. * Available components (unsorted)
  44937. */
  44938. components: {
  44939. /**
  44940. * A map of component Ids
  44941. */
  44942. [componentId: string]: {
  44943. /**
  44944. * The type of input the component outputs
  44945. */
  44946. type: MotionControllerComponentType;
  44947. };
  44948. };
  44949. /**
  44950. * An optional gamepad object. If no gamepad object is not defined, no models will be loaded
  44951. */
  44952. gamepad?: {
  44953. /**
  44954. * Is the mapping based on the xr-standard defined here:
  44955. * https://www.w3.org/TR/webxr-gamepads-module-1/#xr-standard-gamepad-mapping
  44956. */
  44957. mapping: "" | "xr-standard";
  44958. /**
  44959. * The buttons available in this input in the right order
  44960. * index of this button will be the index in the gamepadObject.buttons array
  44961. * correlates to the componentId in components
  44962. */
  44963. buttons: Array<string | null>;
  44964. /**
  44965. * Definition of the axes of the gamepad input, sorted
  44966. * Correlates to componentIds in the components map
  44967. */
  44968. axes: Array<{
  44969. /**
  44970. * The component id that the axis correlates to
  44971. */
  44972. componentId: string;
  44973. /**
  44974. * X or Y Axis
  44975. */
  44976. axis: "x-axis" | "y-axis";
  44977. } | null>;
  44978. };
  44979. }
  44980. /**
  44981. * A definition for the layout map in the input profile
  44982. */
  44983. export interface IMotionControllerLayoutMap {
  44984. /**
  44985. * Layouts with handness type as a key
  44986. */
  44987. [handness: string]: IMotionControllerLayout;
  44988. }
  44989. /**
  44990. * The XR Input profile schema
  44991. * Profiles can be found here:
  44992. * https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry/profiles
  44993. */
  44994. export interface IMotionControllerProfile {
  44995. /**
  44996. * The id of this profile
  44997. * correlates to the profile(s) in the xrInput.profiles array
  44998. */
  44999. profileId: string;
  45000. /**
  45001. * fallback profiles for this profileId
  45002. */
  45003. fallbackProfileIds: string[];
  45004. /**
  45005. * The layout map, with handness as key
  45006. */
  45007. layouts: IMotionControllerLayoutMap;
  45008. }
  45009. /**
  45010. * A helper-interface for the 3 meshes needed for controller button animation
  45011. * The meshes are provided to the _lerpButtonTransform function to calculate the current position of the value mesh
  45012. */
  45013. export interface IMotionControllerButtonMeshMap {
  45014. /**
  45015. * The mesh that will be changed when value changes
  45016. */
  45017. valueMesh: AbstractMesh;
  45018. /**
  45019. * the mesh that defines the pressed value mesh position.
  45020. * This is used to find the max-position of this button
  45021. */
  45022. pressedMesh: AbstractMesh;
  45023. /**
  45024. * the mesh that defines the unpressed value mesh position.
  45025. * This is used to find the min (or initial) position of this button
  45026. */
  45027. unpressedMesh: AbstractMesh;
  45028. }
  45029. /**
  45030. * A helper-interface for the 3 meshes needed for controller axis animation.
  45031. * This will be expanded when touchpad animations are fully supported
  45032. * The meshes are provided to the _lerpAxisTransform function to calculate the current position of the value mesh
  45033. */
  45034. export interface IMotionControllerAxisMeshMap {
  45035. /**
  45036. * The mesh that will be changed when axis value changes
  45037. */
  45038. valueMesh: AbstractMesh;
  45039. /**
  45040. * the mesh that defines the minimum value mesh position.
  45041. */
  45042. minMesh: AbstractMesh;
  45043. /**
  45044. * the mesh that defines the maximum value mesh position.
  45045. */
  45046. maxMesh: AbstractMesh;
  45047. }
  45048. /**
  45049. * The elements needed for change-detection of the gamepad objects in motion controllers
  45050. */
  45051. export interface IMinimalMotionControllerObject {
  45052. /**
  45053. * An array of available buttons
  45054. */
  45055. buttons: Array<{
  45056. /**
  45057. * Value of the button/trigger
  45058. */
  45059. value: number;
  45060. /**
  45061. * If the button/trigger is currently touched
  45062. */
  45063. touched: boolean;
  45064. /**
  45065. * If the button/trigger is currently pressed
  45066. */
  45067. pressed: boolean;
  45068. }>;
  45069. /**
  45070. * Available axes of this controller
  45071. */
  45072. axes: number[];
  45073. }
  45074. /**
  45075. * An Abstract Motion controller
  45076. * This class receives an xrInput and a profile layout and uses those to initialize the components
  45077. * Each component has an observable to check for changes in value and state
  45078. */
  45079. export abstract class WebXRAbstractMotionController implements IDisposable {
  45080. protected scene: Scene;
  45081. protected layout: IMotionControllerLayout;
  45082. /**
  45083. * The gamepad object correlating to this controller
  45084. */
  45085. gamepadObject: IMinimalMotionControllerObject;
  45086. /**
  45087. * handness (left/right/none) of this controller
  45088. */
  45089. handness: MotionControllerHandness;
  45090. /**
  45091. * Component type map
  45092. */
  45093. static ComponentType: {
  45094. TRIGGER: string;
  45095. SQUEEZE: string;
  45096. TOUCHPAD: string;
  45097. THUMBSTICK: string;
  45098. BUTTON: string;
  45099. };
  45100. /**
  45101. * The profile id of this motion controller
  45102. */
  45103. abstract profileId: string;
  45104. /**
  45105. * A map of components (WebXRControllerComponent) in this motion controller
  45106. * Components have a ComponentType and can also have both button and axis definitions
  45107. */
  45108. readonly components: {
  45109. [id: string]: WebXRControllerComponent;
  45110. };
  45111. /**
  45112. * Observers registered here will be triggered when the model of this controller is done loading
  45113. */
  45114. onModelLoadedObservable: Observable<WebXRAbstractMotionController>;
  45115. /**
  45116. * The root mesh of the model. It is null if the model was not yet initialized
  45117. */
  45118. rootMesh: Nullable<AbstractMesh>;
  45119. private _modelReady;
  45120. /**
  45121. * constructs a new abstract motion controller
  45122. * @param scene the scene to which the model of the controller will be added
  45123. * @param layout The profile layout to load
  45124. * @param gamepadObject The gamepad object correlating to this controller
  45125. * @param handness handness (left/right/none) of this controller
  45126. * @param _doNotLoadControllerMesh set this flag to ignore the mesh loading
  45127. */
  45128. constructor(scene: Scene, layout: IMotionControllerLayout,
  45129. /**
  45130. * The gamepad object correlating to this controller
  45131. */
  45132. gamepadObject: IMinimalMotionControllerObject,
  45133. /**
  45134. * handness (left/right/none) of this controller
  45135. */
  45136. handness: MotionControllerHandness, _doNotLoadControllerMesh?: boolean);
  45137. private _initComponent;
  45138. /**
  45139. * Update this model using the current XRFrame
  45140. * @param xrFrame the current xr frame to use and update the model
  45141. */
  45142. updateFromXRFrame(xrFrame: XRFrame): void;
  45143. /**
  45144. * Get the list of components available in this motion controller
  45145. * @returns an array of strings correlating to available components
  45146. */
  45147. getComponentTypes(): string[];
  45148. /**
  45149. * Get the main (Select) component of this controller as defined in the layout
  45150. * @returns the main component of this controller
  45151. */
  45152. getMainComponent(): WebXRControllerComponent;
  45153. /**
  45154. * get a component based an its component id as defined in layout.components
  45155. * @param id the id of the component
  45156. * @returns the component correlates to the id or undefined if not found
  45157. */
  45158. getComponent(id: string): WebXRControllerComponent;
  45159. /**
  45160. * Loads the model correlating to this controller
  45161. * When the mesh is loaded, the onModelLoadedObservable will be triggered
  45162. * @returns A promise fulfilled with the result of the model loading
  45163. */
  45164. loadModel(): Promise<boolean>;
  45165. /**
  45166. * Update the model itself with the current frame data
  45167. * @param xrFrame the frame to use for updating the model mesh
  45168. */
  45169. protected updateModel(xrFrame: XRFrame): void;
  45170. /**
  45171. * Moves the axis on the controller mesh based on its current state
  45172. * @param axis the index of the axis
  45173. * @param axisValue the value of the axis which determines the meshes new position
  45174. * @hidden
  45175. */
  45176. protected _lerpAxisTransform(axisMap: IMotionControllerAxisMeshMap, axisValue: number): void;
  45177. /**
  45178. * Moves the buttons on the controller mesh based on their current state
  45179. * @param buttonName the name of the button to move
  45180. * @param buttonValue the value of the button which determines the buttons new position
  45181. */
  45182. protected _lerpButtonTransform(buttonMap: IMotionControllerButtonMeshMap, buttonValue: number): void;
  45183. private _getGenericFilenameAndPath;
  45184. private _getGenericParentMesh;
  45185. /**
  45186. * Get the filename and path for this controller's model
  45187. * @returns a map of filename and path
  45188. */
  45189. protected abstract _getFilenameAndPath(): {
  45190. filename: string;
  45191. path: string;
  45192. };
  45193. /**
  45194. * This function will be called after the model was successfully loaded and can be used
  45195. * for mesh transformations before it is available for the user
  45196. * @param meshes the loaded meshes
  45197. */
  45198. protected abstract _processLoadedModel(meshes: AbstractMesh[]): void;
  45199. /**
  45200. * Set the root mesh for this controller. Important for the WebXR controller class
  45201. * @param meshes the loaded meshes
  45202. */
  45203. protected abstract _setRootMesh(meshes: AbstractMesh[]): void;
  45204. /**
  45205. * A function executed each frame that updates the mesh (if needed)
  45206. * @param xrFrame the current xrFrame
  45207. */
  45208. protected abstract _updateModel(xrFrame: XRFrame): void;
  45209. /**
  45210. * This function is called before the mesh is loaded. It checks for loading constraints.
  45211. * For example, this function can check if the GLB loader is available
  45212. * If this function returns false, the generic controller will be loaded instead
  45213. * @returns Is the client ready to load the mesh
  45214. */
  45215. protected abstract _getModelLoadingConstraints(): boolean;
  45216. /**
  45217. * Dispose this controller, the model mesh and all its components
  45218. */
  45219. dispose(): void;
  45220. }
  45221. }
  45222. declare module "babylonjs/Cameras/XR/motionController/webXRGenericMotionController" {
  45223. import { WebXRAbstractMotionController, IMinimalMotionControllerObject, MotionControllerHandness } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  45224. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45225. import { Scene } from "babylonjs/scene";
  45226. /**
  45227. * A generic trigger-only motion controller for WebXR
  45228. */
  45229. export class WebXRGenericTriggerMotionController extends WebXRAbstractMotionController {
  45230. /**
  45231. * Static version of the profile id of this controller
  45232. */
  45233. static ProfileId: string;
  45234. profileId: string;
  45235. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness);
  45236. protected _processLoadedModel(meshes: AbstractMesh[]): void;
  45237. protected _updateModel(): void;
  45238. protected _getFilenameAndPath(): {
  45239. filename: string;
  45240. path: string;
  45241. };
  45242. protected _setRootMesh(meshes: AbstractMesh[]): void;
  45243. protected _getModelLoadingConstraints(): boolean;
  45244. }
  45245. }
  45246. declare module "babylonjs/Cameras/XR/motionController/webXRMotionControllerManager" {
  45247. import { WebXRAbstractMotionController } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  45248. import { Scene } from "babylonjs/scene";
  45249. /**
  45250. * A construction function type to create a new controller based on an xrInput object
  45251. */
  45252. export type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;
  45253. /**
  45254. * The MotionController Manager manages all registered motion controllers and loads the right one when needed.
  45255. *
  45256. * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets
  45257. * it should be replaced with auto-loaded controllers.
  45258. *
  45259. * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes
  45260. */
  45261. export class WebXRMotionControllerManager {
  45262. private static _AvailableControllers;
  45263. private static _Fallbacks;
  45264. /**
  45265. * Register a new controller based on its profile. This function will be called by the controller classes themselves.
  45266. *
  45267. * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.
  45268. *
  45269. * @param type the profile type to register
  45270. * @param constructFunction the function to be called when loading this profile
  45271. */
  45272. static RegisterController(type: string, constructFunction: MotionControllerConstructor): void;
  45273. /**
  45274. * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.
  45275. * The order of search:
  45276. *
  45277. * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller
  45278. * 2) (If not found) search in the gamepad id and try using it (legacy versions only)
  45279. * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)
  45280. * 4) return the generic trigger controller if none were found
  45281. *
  45282. * @param xrInput the xrInput to which a new controller is initialized
  45283. * @param scene the scene to which the model will be added
  45284. * @param forceProfile force a certain profile for this controller
  45285. * @return the motion controller class for this profile id or the generic standard class if none was found
  45286. */
  45287. static GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): WebXRAbstractMotionController;
  45288. /**
  45289. * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.
  45290. * @param profileId the profile to which a fallback needs to be found
  45291. * @return an array with corresponding fallback profiles
  45292. */
  45293. static FindFallbackWithProfileId(profileId: string): string[];
  45294. /**
  45295. * Register a fallback to a specific profile.
  45296. * @param profileId the profileId that will receive the fallbacks
  45297. * @param fallbacks A list of fallback profiles
  45298. */
  45299. static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void;
  45300. /**
  45301. * Register the default fallbacks.
  45302. * This function is called automatically when this file is imported.
  45303. */
  45304. static DefaultFallbacks(): void;
  45305. }
  45306. }
  45307. declare module "babylonjs/Cameras/XR/webXRController" {
  45308. import { Observable } from "babylonjs/Misc/observable";
  45309. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45310. import { Ray } from "babylonjs/Culling/ray";
  45311. import { Scene } from "babylonjs/scene";
  45312. import { WebXRAbstractMotionController } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  45313. /**
  45314. * Configuration options for the WebXR controller creation
  45315. */
  45316. export interface IWebXRControllerOptions {
  45317. /**
  45318. * Force a specific controller type for this controller.
  45319. * This can be used when creating your own profile or when testing different controllers
  45320. */
  45321. forceControllerProfile?: string;
  45322. }
  45323. /**
  45324. * Represents an XR controller
  45325. */
  45326. export class WebXRController {
  45327. private _scene;
  45328. /** The underlying input source for the controller */
  45329. inputSource: XRInputSource;
  45330. private _options;
  45331. /**
  45332. * 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
  45333. */
  45334. grip?: AbstractMesh;
  45335. /**
  45336. * Pointer which can be used to select objects or attach a visible laser to
  45337. */
  45338. pointer: AbstractMesh;
  45339. /**
  45340. * If available, this is the gamepad object related to this controller.
  45341. * Using this object it is possible to get click events and trackpad changes of the
  45342. * webxr controller that is currently being used.
  45343. */
  45344. gamepadController?: WebXRAbstractMotionController;
  45345. /**
  45346. * Event that fires when the controller is removed/disposed
  45347. */
  45348. onDisposeObservable: Observable<{}>;
  45349. private _tmpQuaternion;
  45350. private _tmpVector;
  45351. private _uniqueId;
  45352. /**
  45353. * Creates the controller
  45354. * @see https://doc.babylonjs.com/how_to/webxr
  45355. * @param _scene the scene which the controller should be associated to
  45356. * @param inputSource the underlying input source for the controller
  45357. * @param _options options for this controller creation
  45358. */
  45359. constructor(_scene: Scene,
  45360. /** The underlying input source for the controller */
  45361. inputSource: XRInputSource, _options?: IWebXRControllerOptions);
  45362. /**
  45363. * Get this controllers unique id
  45364. */
  45365. get uniqueId(): string;
  45366. /**
  45367. * Updates the controller pose based on the given XRFrame
  45368. * @param xrFrame xr frame to update the pose with
  45369. * @param referenceSpace reference space to use
  45370. */
  45371. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  45372. /**
  45373. * Gets a world space ray coming from the controller
  45374. * @param result the resulting ray
  45375. */
  45376. getWorldPointerRayToRef(result: Ray): void;
  45377. /**
  45378. * Disposes of the object
  45379. */
  45380. dispose(): void;
  45381. }
  45382. }
  45383. declare module "babylonjs/Cameras/XR/webXRInput" {
  45384. import { Observable } from "babylonjs/Misc/observable";
  45385. import { IDisposable } from "babylonjs/scene";
  45386. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  45387. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  45388. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  45389. /**
  45390. * The schema for initialization options of the XR Input class
  45391. */
  45392. export interface IWebXRInputOptions {
  45393. /**
  45394. * If set to true no model will be automatically loaded
  45395. */
  45396. doNotLoadControllerMeshes?: boolean;
  45397. /**
  45398. * If set, this profile will be used for all controllers loaded (for example "microsoft-mixed-reality")
  45399. * If not found, the xr input profile data will be used.
  45400. * Profiles are defined here - https://github.com/immersive-web/webxr-input-profiles/
  45401. */
  45402. forceInputProfile?: string;
  45403. }
  45404. /**
  45405. * XR input used to track XR inputs such as controllers/rays
  45406. */
  45407. export class WebXRInput implements IDisposable {
  45408. /**
  45409. * the xr session manager for this session
  45410. */
  45411. xrSessionManager: WebXRSessionManager;
  45412. /**
  45413. * the WebXR camera for this session. Mainly used for teleportation
  45414. */
  45415. xrCamera: WebXRCamera;
  45416. private readonly options;
  45417. /**
  45418. * XR controllers being tracked
  45419. */
  45420. controllers: Array<WebXRController>;
  45421. private _frameObserver;
  45422. private _sessionEndedObserver;
  45423. private _sessionInitObserver;
  45424. /**
  45425. * Event when a controller has been connected/added
  45426. */
  45427. onControllerAddedObservable: Observable<WebXRController>;
  45428. /**
  45429. * Event when a controller has been removed/disconnected
  45430. */
  45431. onControllerRemovedObservable: Observable<WebXRController>;
  45432. /**
  45433. * Initializes the WebXRInput
  45434. * @param xrSessionManager the xr session manager for this session
  45435. * @param xrCamera the WebXR camera for this session. Mainly used for teleportation
  45436. * @param options = initialization options for this xr input
  45437. */
  45438. constructor(
  45439. /**
  45440. * the xr session manager for this session
  45441. */
  45442. xrSessionManager: WebXRSessionManager,
  45443. /**
  45444. * the WebXR camera for this session. Mainly used for teleportation
  45445. */
  45446. xrCamera: WebXRCamera, options?: IWebXRInputOptions);
  45447. private _onInputSourcesChange;
  45448. private _addAndRemoveControllers;
  45449. /**
  45450. * Disposes of the object
  45451. */
  45452. dispose(): void;
  45453. }
  45454. }
  45455. declare module "babylonjs/Cameras/XR/features/WebXRAbstractFeature" {
  45456. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  45457. import { Observable, EventState } from "babylonjs/Misc/observable";
  45458. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  45459. /**
  45460. * This is the base class for all WebXR features.
  45461. * Since most features require almost the same resources and callbacks, this class can be used to simplify the development
  45462. * Note that since the features manager is using the `IWebXRFeature` you are in no way obligated to use this class
  45463. */
  45464. export abstract class WebXRAbstractFeature implements IWebXRFeature {
  45465. protected _xrSessionManager: WebXRSessionManager;
  45466. /**
  45467. * Construct a new (abstract) webxr feature
  45468. * @param _xrSessionManager the xr session manager for this feature
  45469. */
  45470. constructor(_xrSessionManager: WebXRSessionManager);
  45471. private _attached;
  45472. private _removeOnDetach;
  45473. /**
  45474. * Is this feature attached
  45475. */
  45476. get attached(): boolean;
  45477. /**
  45478. * attach this feature
  45479. *
  45480. * @returns true if successful.
  45481. */
  45482. attach(): boolean;
  45483. /**
  45484. * detach this feature.
  45485. *
  45486. * @returns true if successful.
  45487. */
  45488. detach(): boolean;
  45489. /**
  45490. * Dispose this feature and all of the resources attached
  45491. */
  45492. dispose(): void;
  45493. /**
  45494. * Code in this function will be executed on each xrFrame received from the browser.
  45495. * This function will not execute after the feature is detached.
  45496. * @param _xrFrame the current frame
  45497. */
  45498. protected _onXRFrame(_xrFrame: XRFrame): void;
  45499. /**
  45500. * This is used to register callbacks that will automatically be removed when detach is called.
  45501. * @param observable the observable to which the observer will be attached
  45502. * @param callback the callback to register
  45503. */
  45504. protected _addNewAttachObserver<T>(observable: Observable<T>, callback: (eventData: T, eventState: EventState) => void): void;
  45505. }
  45506. }
  45507. declare module "babylonjs/Cameras/XR/features/WebXRControllerPointerSelection" {
  45508. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  45509. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  45510. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  45511. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  45512. import { Nullable } from "babylonjs/types";
  45513. import { Color3 } from "babylonjs/Maths/math.color";
  45514. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  45515. /**
  45516. * Options interface for the pointer selection module
  45517. */
  45518. export interface IWebXRControllerPointerSelectionOptions {
  45519. /**
  45520. * the xr input to use with this pointer selection
  45521. */
  45522. xrInput: WebXRInput;
  45523. /**
  45524. * Different button type to use instead of the main component
  45525. */
  45526. overrideButtonId?: string;
  45527. /**
  45528. * The amount of time in miliseconds it takes between pick found something to a pointer down event.
  45529. * Used in gaze modes. Tracked pointer uses the trigger, screen uses touch events
  45530. * 3000 means 3 seconds between pointing at something and selecting it
  45531. */
  45532. timeToSelect?: number;
  45533. /**
  45534. * Disable the pointer up event when the xr controller in screen and gaze mode is disposed (meaning - when the user removed the finger from the screen)
  45535. * If not disabled, the last picked point will be used to execute a pointer up event
  45536. * If disabled, pointer up event will be triggered right after the pointer down event.
  45537. * Used in screen and gaze target ray mode only
  45538. */
  45539. disablePointerUpOnTouchOut: boolean;
  45540. /**
  45541. * For gaze mode (time to select instead of press)
  45542. */
  45543. forceGazeMode: boolean;
  45544. /**
  45545. * Factor to be applied to the pointer-moved function in the gaze mode. How sensitive should the gaze mode be when checking if the pointer moved
  45546. * to start a new countdown to the pointer down event.
  45547. * Defaults to 1.
  45548. */
  45549. gazeModePointerMovedFactor?: number;
  45550. }
  45551. /**
  45552. * A module that will enable pointer selection for motion controllers of XR Input Sources
  45553. */
  45554. export class WebXRControllerPointerSelection extends WebXRAbstractFeature implements IWebXRFeature {
  45555. private readonly _options;
  45556. /**
  45557. * The module's name
  45558. */
  45559. static readonly Name: string;
  45560. /**
  45561. * The (Babylon) version of this module.
  45562. * This is an integer representing the implementation version.
  45563. * This number does not correspond to the webxr specs version
  45564. */
  45565. static readonly Version: number;
  45566. /**
  45567. * This color will be set to the laser pointer when selection is triggered
  45568. */
  45569. laserPointerPickedColor: Color3;
  45570. /**
  45571. * This color will be applied to the selection ring when selection is triggered
  45572. */
  45573. selectionMeshPickedColor: Color3;
  45574. /**
  45575. * default color of the selection ring
  45576. */
  45577. selectionMeshDefaultColor: Color3;
  45578. /**
  45579. * Default color of the laser pointer
  45580. */
  45581. lasterPointerDefaultColor: Color3;
  45582. private static _idCounter;
  45583. private _tmpRay;
  45584. private _controllers;
  45585. private _scene;
  45586. /**
  45587. * constructs a new background remover module
  45588. * @param _xrSessionManager the session manager for this module
  45589. * @param _options read-only options to be used in this module
  45590. */
  45591. constructor(_xrSessionManager: WebXRSessionManager, _options: IWebXRControllerPointerSelectionOptions);
  45592. /**
  45593. * attach this feature
  45594. * Will usually be called by the features manager
  45595. *
  45596. * @returns true if successful.
  45597. */
  45598. attach(): boolean;
  45599. /**
  45600. * detach this feature.
  45601. * Will usually be called by the features manager
  45602. *
  45603. * @returns true if successful.
  45604. */
  45605. detach(): boolean;
  45606. /**
  45607. * Get the xr controller that correlates to the pointer id in the pointer event
  45608. *
  45609. * @param id the pointer id to search for
  45610. * @returns the controller that correlates to this id or null if not found
  45611. */
  45612. getXRControllerByPointerId(id: number): Nullable<WebXRController>;
  45613. protected _onXRFrame(_xrFrame: XRFrame): void;
  45614. private _attachController;
  45615. private _attachScreenRayMode;
  45616. private _attachGazeMode;
  45617. private _tmpVectorForPickCompare;
  45618. private _pickingMoved;
  45619. private _attachTrackedPointerRayMode;
  45620. private _detachController;
  45621. private _generateNewMeshPair;
  45622. private _convertNormalToDirectionOfRay;
  45623. private _updatePointerDistance;
  45624. }
  45625. }
  45626. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  45627. import { Nullable } from "babylonjs/types";
  45628. import { Observable } from "babylonjs/Misc/observable";
  45629. import { IDisposable, Scene } from "babylonjs/scene";
  45630. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  45631. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  45632. /**
  45633. * Button which can be used to enter a different mode of XR
  45634. */
  45635. export class WebXREnterExitUIButton {
  45636. /** button element */
  45637. element: HTMLElement;
  45638. /** XR initialization options for the button */
  45639. sessionMode: XRSessionMode;
  45640. /** Reference space type */
  45641. referenceSpaceType: XRReferenceSpaceType;
  45642. /**
  45643. * Creates a WebXREnterExitUIButton
  45644. * @param element button element
  45645. * @param sessionMode XR initialization session mode
  45646. * @param referenceSpaceType the type of reference space to be used
  45647. */
  45648. constructor(
  45649. /** button element */
  45650. element: HTMLElement,
  45651. /** XR initialization options for the button */
  45652. sessionMode: XRSessionMode,
  45653. /** Reference space type */
  45654. referenceSpaceType: XRReferenceSpaceType);
  45655. /**
  45656. * Overwritable function which can be used to update the button's visuals when the state changes
  45657. * @param activeButton the current active button in the UI
  45658. */
  45659. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  45660. }
  45661. /**
  45662. * Options to create the webXR UI
  45663. */
  45664. export class WebXREnterExitUIOptions {
  45665. /**
  45666. * Context to enter xr with
  45667. */
  45668. renderTarget?: Nullable<WebXRRenderTarget>;
  45669. /**
  45670. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  45671. */
  45672. customButtons?: Array<WebXREnterExitUIButton>;
  45673. /**
  45674. * A session mode to use when creating the default button.
  45675. * Default is immersive-vr
  45676. */
  45677. sessionMode?: XRSessionMode;
  45678. /**
  45679. * A reference space type to use when creating the default button.
  45680. * Default is local-floor
  45681. */
  45682. referenceSpaceType?: XRReferenceSpaceType;
  45683. }
  45684. /**
  45685. * UI to allow the user to enter/exit XR mode
  45686. */
  45687. export class WebXREnterExitUI implements IDisposable {
  45688. private scene;
  45689. /** version of the options passed to this UI */
  45690. options: WebXREnterExitUIOptions;
  45691. private _overlay;
  45692. private _buttons;
  45693. private _activeButton;
  45694. /**
  45695. * Fired every time the active button is changed.
  45696. *
  45697. * When xr is entered via a button that launches xr that button will be the callback parameter
  45698. *
  45699. * When exiting xr the callback parameter will be null)
  45700. */
  45701. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  45702. /**
  45703. * Creates UI to allow the user to enter/exit XR mode
  45704. * @param scene the scene to add the ui to
  45705. * @param helper the xr experience helper to enter/exit xr with
  45706. * @param options options to configure the UI
  45707. * @returns the created ui
  45708. */
  45709. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  45710. /**
  45711. *
  45712. * @param scene babylon scene object to use
  45713. * @param options (read-only) version of the options passed to this UI
  45714. */
  45715. private constructor();
  45716. private _updateButtons;
  45717. /**
  45718. * Disposes of the object
  45719. */
  45720. dispose(): void;
  45721. }
  45722. }
  45723. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45724. import { Vector3 } from "babylonjs/Maths/math.vector";
  45725. import { Color4 } from "babylonjs/Maths/math.color";
  45726. import { Nullable } from "babylonjs/types";
  45727. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45728. import { Scene } from "babylonjs/scene";
  45729. /**
  45730. * Class containing static functions to help procedurally build meshes
  45731. */
  45732. export class LinesBuilder {
  45733. /**
  45734. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45735. * * 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
  45736. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45737. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45738. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45739. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45740. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45741. * * 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
  45742. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45743. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45744. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45745. * @param name defines the name of the new line system
  45746. * @param options defines the options used to create the line system
  45747. * @param scene defines the hosting scene
  45748. * @returns a new line system mesh
  45749. */
  45750. static CreateLineSystem(name: string, options: {
  45751. lines: Vector3[][];
  45752. updatable?: boolean;
  45753. instance?: Nullable<LinesMesh>;
  45754. colors?: Nullable<Color4[][]>;
  45755. useVertexAlpha?: boolean;
  45756. }, scene: Nullable<Scene>): LinesMesh;
  45757. /**
  45758. * Creates a line mesh
  45759. * 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
  45760. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45761. * * The parameter `points` is an array successive Vector3
  45762. * * 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
  45763. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45764. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45765. * * When updating an instance, remember that only point positions can change, not the number of points
  45766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45767. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45768. * @param name defines the name of the new line system
  45769. * @param options defines the options used to create the line system
  45770. * @param scene defines the hosting scene
  45771. * @returns a new line mesh
  45772. */
  45773. static CreateLines(name: string, options: {
  45774. points: Vector3[];
  45775. updatable?: boolean;
  45776. instance?: Nullable<LinesMesh>;
  45777. colors?: Color4[];
  45778. useVertexAlpha?: boolean;
  45779. }, scene?: Nullable<Scene>): LinesMesh;
  45780. /**
  45781. * Creates a dashed line mesh
  45782. * * 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
  45783. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45784. * * The parameter `points` is an array successive Vector3
  45785. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45786. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45787. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45788. * * 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
  45789. * * When updating an instance, remember that only point positions can change, not the number of points
  45790. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45791. * @param name defines the name of the mesh
  45792. * @param options defines the options used to create the mesh
  45793. * @param scene defines the hosting scene
  45794. * @returns the dashed line mesh
  45795. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45796. */
  45797. static CreateDashedLines(name: string, options: {
  45798. points: Vector3[];
  45799. dashSize?: number;
  45800. gapSize?: number;
  45801. dashNb?: number;
  45802. updatable?: boolean;
  45803. instance?: LinesMesh;
  45804. }, scene?: Nullable<Scene>): LinesMesh;
  45805. }
  45806. }
  45807. declare module "babylonjs/Cameras/XR/features/WebXRControllerTeleportation" {
  45808. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  45809. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  45810. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  45811. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45812. import { Material } from "babylonjs/Materials/material";
  45813. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  45814. /**
  45815. * The options container for the teleportation module
  45816. */
  45817. export interface IWebXRTeleportationOptions {
  45818. /**
  45819. * Babylon XR Input class for controller
  45820. */
  45821. xrInput: WebXRInput;
  45822. /**
  45823. * A list of meshes to use as floor meshes.
  45824. * Meshes can be added and removed after initializing the feature using the
  45825. * addFloorMesh and removeFloorMesh functions
  45826. */
  45827. floorMeshes: AbstractMesh[];
  45828. /**
  45829. * Provide your own teleportation mesh instead of babylon's wonderful doughnut.
  45830. * If you want to support rotation, make sure your mesh has a direction indicator.
  45831. *
  45832. * When left untouched, the default mesh will be initialized.
  45833. */
  45834. teleportationTargetMesh?: AbstractMesh;
  45835. /**
  45836. * Values to configure the default target mesh
  45837. */
  45838. defaultTargetMeshOptions?: {
  45839. /**
  45840. * Fill color of the teleportation area
  45841. */
  45842. teleportationFillColor?: string;
  45843. /**
  45844. * Border color for the teleportation area
  45845. */
  45846. teleportationBorderColor?: string;
  45847. /**
  45848. * Override the default material of the torus and arrow
  45849. */
  45850. torusArrowMaterial?: Material;
  45851. /**
  45852. * Disable the mesh's animation sequence
  45853. */
  45854. disableAnimation?: boolean;
  45855. };
  45856. /**
  45857. * Disable using the thumbstick and use the main component (usuallly trigger) on long press.
  45858. * This will be automatically true if the controller doesnt have a thumbstick or touchpad.
  45859. */
  45860. useMainComponentOnly?: boolean;
  45861. /**
  45862. * If main component is used (no thumbstick), how long should the "long press" take before teleporting
  45863. */
  45864. timeToTeleport?: number;
  45865. }
  45866. /**
  45867. * This is a teleportation feature to be used with webxr-enabled motion controllers.
  45868. * When enabled and attached, the feature will allow a user to move aroundand rotate in the scene using
  45869. * the input of the attached controllers.
  45870. */
  45871. export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature implements IWebXRFeature {
  45872. private _options;
  45873. /**
  45874. * The module's name
  45875. */
  45876. static readonly Name: string;
  45877. /**
  45878. * The (Babylon) version of this module.
  45879. * This is an integer representing the implementation version.
  45880. * This number does not correspond to the webxr specs version
  45881. */
  45882. static readonly Version: number;
  45883. /**
  45884. * Is rotation enabled when moving forward?
  45885. * Disabling this feature will prevent the user from deciding the direction when teleporting
  45886. */
  45887. rotationEnabled: boolean;
  45888. /**
  45889. * Should the module support parabolic ray on top of direct ray
  45890. * If enabled, the user will be able to point "at the sky" and move according to predefined radius distance
  45891. * Very helpful when moving between floors / different heights
  45892. */
  45893. parabolicRayEnabled: boolean;
  45894. /**
  45895. * The distance from the user to the inspection point in the direction of the controller
  45896. * A higher number will allow the user to move further
  45897. * defaults to 5 (meters, in xr units)
  45898. */
  45899. parabolicCheckRadius: number;
  45900. /**
  45901. * How much rotation should be applied when rotating right and left
  45902. */
  45903. rotationAngle: number;
  45904. /**
  45905. * Distance to travel when moving backwards
  45906. */
  45907. backwardsTeleportationDistance: number;
  45908. /**
  45909. * Add a new mesh to the floor meshes array
  45910. * @param mesh the mesh to use as floor mesh
  45911. */
  45912. addFloorMesh(mesh: AbstractMesh): void;
  45913. /**
  45914. * Remove a mesh from the floor meshes array
  45915. * @param mesh the mesh to remove
  45916. */
  45917. removeFloorMesh(mesh: AbstractMesh): void;
  45918. /**
  45919. * Remove a mesh from the floor meshes array using its name
  45920. * @param name the mesh name to remove
  45921. */
  45922. removeFloorMeshByName(name: string): void;
  45923. private _tmpRay;
  45924. private _tmpVector;
  45925. private _controllers;
  45926. /**
  45927. * constructs a new anchor system
  45928. * @param _xrSessionManager an instance of WebXRSessionManager
  45929. * @param _options configuration object for this feature
  45930. */
  45931. constructor(_xrSessionManager: WebXRSessionManager, _options: IWebXRTeleportationOptions);
  45932. private _selectionFeature;
  45933. /**
  45934. * This function sets a selection feature that will be disabled when
  45935. * the forward ray is shown and will be reattached when hidden.
  45936. * This is used to remove the selection rays when moving.
  45937. * @param selectionFeature the feature to disable when forward movement is enabled
  45938. */
  45939. setSelectionFeature(selectionFeature: IWebXRFeature): void;
  45940. attach(): boolean;
  45941. detach(): boolean;
  45942. dispose(): void;
  45943. protected _onXRFrame(_xrFrame: XRFrame): void;
  45944. private _currentTeleportationControllerId;
  45945. private _attachController;
  45946. private _teleportForward;
  45947. private _detachController;
  45948. private createDefaultTargetMesh;
  45949. private setTargetMeshVisibility;
  45950. private setTargetMeshPosition;
  45951. private _quadraticBezierCurve;
  45952. private showParabolicPath;
  45953. }
  45954. }
  45955. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  45956. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  45957. import { Scene } from "babylonjs/scene";
  45958. import { WebXRInput, IWebXRInputOptions } from "babylonjs/Cameras/XR/webXRInput";
  45959. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/features/WebXRControllerPointerSelection";
  45960. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  45961. import { WebXREnterExitUI, WebXREnterExitUIOptions } from "babylonjs/Cameras/XR/webXREnterExitUI";
  45962. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45963. import { WebXRManagedOutputCanvasOptions } from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  45964. import { WebXRMotionControllerTeleportation } from "babylonjs/Cameras/XR/features/WebXRControllerTeleportation";
  45965. /**
  45966. * Options for the default xr helper
  45967. */
  45968. export class WebXRDefaultExperienceOptions {
  45969. /**
  45970. * Floor meshes that should be used for teleporting
  45971. */
  45972. floorMeshes?: Array<AbstractMesh>;
  45973. /**
  45974. * Enable or disable default UI to enter XR
  45975. */
  45976. disableDefaultUI?: boolean;
  45977. /**
  45978. * optional configuration for the output canvas
  45979. */
  45980. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  45981. /**
  45982. * optional UI options. This can be used among other to change session mode and reference space type
  45983. */
  45984. uiOptions?: WebXREnterExitUIOptions;
  45985. /**
  45986. * Disable the controller mesh-loading. Can be used if you want to load your own meshes
  45987. */
  45988. inputOptions?: IWebXRInputOptions;
  45989. }
  45990. /**
  45991. * Default experience which provides a similar setup to the previous webVRExperience
  45992. */
  45993. export class WebXRDefaultExperience {
  45994. /**
  45995. * Base experience
  45996. */
  45997. baseExperience: WebXRExperienceHelper;
  45998. /**
  45999. * Input experience extension
  46000. */
  46001. input: WebXRInput;
  46002. /**
  46003. * Enables laser pointer and selection
  46004. */
  46005. pointerSelection: WebXRControllerPointerSelection;
  46006. /**
  46007. * Enables teleportation
  46008. */
  46009. teleportation: WebXRMotionControllerTeleportation;
  46010. /**
  46011. * Enables ui for entering/exiting xr
  46012. */
  46013. enterExitUI: WebXREnterExitUI;
  46014. /**
  46015. * Default target xr should render to
  46016. */
  46017. renderTarget: WebXRRenderTarget;
  46018. /**
  46019. * Creates the default xr experience
  46020. * @param scene scene
  46021. * @param options options for basic configuration
  46022. * @returns resulting WebXRDefaultExperience
  46023. */
  46024. static CreateAsync(scene: Scene, options?: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  46025. private constructor();
  46026. /**
  46027. * DIsposes of the experience helper
  46028. */
  46029. dispose(): void;
  46030. }
  46031. }
  46032. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  46033. import { Observable } from "babylonjs/Misc/observable";
  46034. import { Nullable } from "babylonjs/types";
  46035. import { Camera } from "babylonjs/Cameras/camera";
  46036. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  46037. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  46038. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  46039. import { Scene } from "babylonjs/scene";
  46040. import { Vector3 } from "babylonjs/Maths/math.vector";
  46041. import { Color3 } from "babylonjs/Maths/math.color";
  46042. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  46043. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46044. import { Mesh } from "babylonjs/Meshes/mesh";
  46045. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  46046. import { EasingFunction } from "babylonjs/Animations/easing";
  46047. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  46048. import "babylonjs/Meshes/Builders/groundBuilder";
  46049. import "babylonjs/Meshes/Builders/torusBuilder";
  46050. import "babylonjs/Meshes/Builders/cylinderBuilder";
  46051. import "babylonjs/Gamepads/gamepadSceneComponent";
  46052. import "babylonjs/Animations/animatable";
  46053. import { WebXRDefaultExperience } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  46054. /**
  46055. * Options to modify the vr teleportation behavior.
  46056. */
  46057. export interface VRTeleportationOptions {
  46058. /**
  46059. * The name of the mesh which should be used as the teleportation floor. (default: null)
  46060. */
  46061. floorMeshName?: string;
  46062. /**
  46063. * A list of meshes to be used as the teleportation floor. (default: empty)
  46064. */
  46065. floorMeshes?: Mesh[];
  46066. /**
  46067. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  46068. */
  46069. teleportationMode?: number;
  46070. /**
  46071. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  46072. */
  46073. teleportationTime?: number;
  46074. /**
  46075. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  46076. */
  46077. teleportationSpeed?: number;
  46078. /**
  46079. * The easing function used in the animation or null for Linear. (default CircleEase)
  46080. */
  46081. easingFunction?: EasingFunction;
  46082. }
  46083. /**
  46084. * Options to modify the vr experience helper's behavior.
  46085. */
  46086. export interface VRExperienceHelperOptions extends WebVROptions {
  46087. /**
  46088. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  46089. */
  46090. createDeviceOrientationCamera?: boolean;
  46091. /**
  46092. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  46093. */
  46094. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  46095. /**
  46096. * Uses the main button on the controller to toggle the laser casted. (default: true)
  46097. */
  46098. laserToggle?: boolean;
  46099. /**
  46100. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  46101. */
  46102. floorMeshes?: Mesh[];
  46103. /**
  46104. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  46105. */
  46106. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  46107. /**
  46108. * Defines if WebXR should be used instead of WebVR (if available)
  46109. */
  46110. useXR?: boolean;
  46111. }
  46112. /**
  46113. * Event containing information after VR has been entered
  46114. */
  46115. export class OnAfterEnteringVRObservableEvent {
  46116. /**
  46117. * If entering vr was successful
  46118. */
  46119. success: boolean;
  46120. }
  46121. /**
  46122. * Helps to quickly add VR support to an existing scene.
  46123. * See http://doc.babylonjs.com/how_to/webvr_helper
  46124. */
  46125. export class VRExperienceHelper {
  46126. /** Options to modify the vr experience helper's behavior. */
  46127. webVROptions: VRExperienceHelperOptions;
  46128. private _scene;
  46129. private _position;
  46130. private _btnVR;
  46131. private _btnVRDisplayed;
  46132. private _webVRsupported;
  46133. private _webVRready;
  46134. private _webVRrequesting;
  46135. private _webVRpresenting;
  46136. private _hasEnteredVR;
  46137. private _fullscreenVRpresenting;
  46138. private _inputElement;
  46139. private _webVRCamera;
  46140. private _vrDeviceOrientationCamera;
  46141. private _deviceOrientationCamera;
  46142. private _existingCamera;
  46143. private _onKeyDown;
  46144. private _onVrDisplayPresentChange;
  46145. private _onVRDisplayChanged;
  46146. private _onVRRequestPresentStart;
  46147. private _onVRRequestPresentComplete;
  46148. /**
  46149. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  46150. */
  46151. enableGazeEvenWhenNoPointerLock: boolean;
  46152. /**
  46153. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  46154. */
  46155. exitVROnDoubleTap: boolean;
  46156. /**
  46157. * Observable raised right before entering VR.
  46158. */
  46159. onEnteringVRObservable: Observable<VRExperienceHelper>;
  46160. /**
  46161. * Observable raised when entering VR has completed.
  46162. */
  46163. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  46164. /**
  46165. * Observable raised when exiting VR.
  46166. */
  46167. onExitingVRObservable: Observable<VRExperienceHelper>;
  46168. /**
  46169. * Observable raised when controller mesh is loaded.
  46170. */
  46171. onControllerMeshLoadedObservable: Observable<WebVRController>;
  46172. /** Return this.onEnteringVRObservable
  46173. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  46174. */
  46175. get onEnteringVR(): Observable<VRExperienceHelper>;
  46176. /** Return this.onExitingVRObservable
  46177. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  46178. */
  46179. get onExitingVR(): Observable<VRExperienceHelper>;
  46180. /** Return this.onControllerMeshLoadedObservable
  46181. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  46182. */
  46183. get onControllerMeshLoaded(): Observable<WebVRController>;
  46184. private _rayLength;
  46185. private _useCustomVRButton;
  46186. private _teleportationRequested;
  46187. private _teleportActive;
  46188. private _floorMeshName;
  46189. private _floorMeshesCollection;
  46190. private _teleportationMode;
  46191. private _teleportationTime;
  46192. private _teleportationSpeed;
  46193. private _teleportationEasing;
  46194. private _rotationAllowed;
  46195. private _teleportBackwardsVector;
  46196. private _teleportationTarget;
  46197. private _isDefaultTeleportationTarget;
  46198. private _postProcessMove;
  46199. private _teleportationFillColor;
  46200. private _teleportationBorderColor;
  46201. private _rotationAngle;
  46202. private _haloCenter;
  46203. private _cameraGazer;
  46204. private _padSensibilityUp;
  46205. private _padSensibilityDown;
  46206. private _leftController;
  46207. private _rightController;
  46208. private _gazeColor;
  46209. private _laserColor;
  46210. private _pickedLaserColor;
  46211. private _pickedGazeColor;
  46212. /**
  46213. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  46214. */
  46215. onNewMeshSelected: Observable<AbstractMesh>;
  46216. /**
  46217. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  46218. * This observable will provide the mesh and the controller used to select the mesh
  46219. */
  46220. onMeshSelectedWithController: Observable<{
  46221. mesh: AbstractMesh;
  46222. controller: WebVRController;
  46223. }>;
  46224. /**
  46225. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  46226. */
  46227. onNewMeshPicked: Observable<PickingInfo>;
  46228. private _circleEase;
  46229. /**
  46230. * Observable raised before camera teleportation
  46231. */
  46232. onBeforeCameraTeleport: Observable<Vector3>;
  46233. /**
  46234. * Observable raised after camera teleportation
  46235. */
  46236. onAfterCameraTeleport: Observable<Vector3>;
  46237. /**
  46238. * Observable raised when current selected mesh gets unselected
  46239. */
  46240. onSelectedMeshUnselected: Observable<AbstractMesh>;
  46241. private _raySelectionPredicate;
  46242. /**
  46243. * To be optionaly changed by user to define custom ray selection
  46244. */
  46245. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  46246. /**
  46247. * To be optionaly changed by user to define custom selection logic (after ray selection)
  46248. */
  46249. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  46250. /**
  46251. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  46252. */
  46253. teleportationEnabled: boolean;
  46254. private _defaultHeight;
  46255. private _teleportationInitialized;
  46256. private _interactionsEnabled;
  46257. private _interactionsRequested;
  46258. private _displayGaze;
  46259. private _displayLaserPointer;
  46260. /**
  46261. * The mesh used to display where the user is going to teleport.
  46262. */
  46263. get teleportationTarget(): Mesh;
  46264. /**
  46265. * Sets the mesh to be used to display where the user is going to teleport.
  46266. */
  46267. set teleportationTarget(value: Mesh);
  46268. /**
  46269. * 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
  46270. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  46271. * See http://doc.babylonjs.com/resources/baking_transformations
  46272. */
  46273. get gazeTrackerMesh(): Mesh;
  46274. set gazeTrackerMesh(value: Mesh);
  46275. /**
  46276. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  46277. */
  46278. updateGazeTrackerScale: boolean;
  46279. /**
  46280. * If the gaze trackers color should be updated when selecting meshes
  46281. */
  46282. updateGazeTrackerColor: boolean;
  46283. /**
  46284. * If the controller laser color should be updated when selecting meshes
  46285. */
  46286. updateControllerLaserColor: boolean;
  46287. /**
  46288. * The gaze tracking mesh corresponding to the left controller
  46289. */
  46290. get leftControllerGazeTrackerMesh(): Nullable<Mesh>;
  46291. /**
  46292. * The gaze tracking mesh corresponding to the right controller
  46293. */
  46294. get rightControllerGazeTrackerMesh(): Nullable<Mesh>;
  46295. /**
  46296. * If the ray of the gaze should be displayed.
  46297. */
  46298. get displayGaze(): boolean;
  46299. /**
  46300. * Sets if the ray of the gaze should be displayed.
  46301. */
  46302. set displayGaze(value: boolean);
  46303. /**
  46304. * If the ray of the LaserPointer should be displayed.
  46305. */
  46306. get displayLaserPointer(): boolean;
  46307. /**
  46308. * Sets if the ray of the LaserPointer should be displayed.
  46309. */
  46310. set displayLaserPointer(value: boolean);
  46311. /**
  46312. * The deviceOrientationCamera used as the camera when not in VR.
  46313. */
  46314. get deviceOrientationCamera(): Nullable<DeviceOrientationCamera>;
  46315. /**
  46316. * Based on the current WebVR support, returns the current VR camera used.
  46317. */
  46318. get currentVRCamera(): Nullable<Camera>;
  46319. /**
  46320. * The webVRCamera which is used when in VR.
  46321. */
  46322. get webVRCamera(): WebVRFreeCamera;
  46323. /**
  46324. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  46325. */
  46326. get vrDeviceOrientationCamera(): Nullable<VRDeviceOrientationFreeCamera>;
  46327. /**
  46328. * The html button that is used to trigger entering into VR.
  46329. */
  46330. get vrButton(): Nullable<HTMLButtonElement>;
  46331. private get _teleportationRequestInitiated();
  46332. /**
  46333. * Defines wether or not Pointer lock should be requested when switching to
  46334. * full screen.
  46335. */
  46336. requestPointerLockOnFullScreen: boolean;
  46337. /**
  46338. * If asking to force XR, this will be populated with the default xr experience
  46339. */
  46340. xr: WebXRDefaultExperience;
  46341. /**
  46342. * Was the XR test done already. If this is true AND this.xr exists, xr is initialized.
  46343. * If this is true and no this.xr, xr exists but is not supported, using WebVR.
  46344. */
  46345. xrTestDone: boolean;
  46346. /**
  46347. * Instantiates a VRExperienceHelper.
  46348. * Helps to quickly add VR support to an existing scene.
  46349. * @param scene The scene the VRExperienceHelper belongs to.
  46350. * @param webVROptions Options to modify the vr experience helper's behavior.
  46351. */
  46352. constructor(scene: Scene,
  46353. /** Options to modify the vr experience helper's behavior. */
  46354. webVROptions?: VRExperienceHelperOptions);
  46355. private completeVRInit;
  46356. private _onDefaultMeshLoaded;
  46357. private _onResize;
  46358. private _onFullscreenChange;
  46359. /**
  46360. * Gets a value indicating if we are currently in VR mode.
  46361. */
  46362. get isInVRMode(): boolean;
  46363. private onVrDisplayPresentChange;
  46364. private onVRDisplayChanged;
  46365. private moveButtonToBottomRight;
  46366. private displayVRButton;
  46367. private updateButtonVisibility;
  46368. private _cachedAngularSensibility;
  46369. /**
  46370. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  46371. * Otherwise, will use the fullscreen API.
  46372. */
  46373. enterVR(): void;
  46374. /**
  46375. * Attempt to exit VR, or fullscreen.
  46376. */
  46377. exitVR(): void;
  46378. /**
  46379. * The position of the vr experience helper.
  46380. */
  46381. get position(): Vector3;
  46382. /**
  46383. * Sets the position of the vr experience helper.
  46384. */
  46385. set position(value: Vector3);
  46386. /**
  46387. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  46388. */
  46389. enableInteractions(): void;
  46390. private get _noControllerIsActive();
  46391. private beforeRender;
  46392. private _isTeleportationFloor;
  46393. /**
  46394. * Adds a floor mesh to be used for teleportation.
  46395. * @param floorMesh the mesh to be used for teleportation.
  46396. */
  46397. addFloorMesh(floorMesh: Mesh): void;
  46398. /**
  46399. * Removes a floor mesh from being used for teleportation.
  46400. * @param floorMesh the mesh to be removed.
  46401. */
  46402. removeFloorMesh(floorMesh: Mesh): void;
  46403. /**
  46404. * Enables interactions and teleportation using the VR controllers and gaze.
  46405. * @param vrTeleportationOptions options to modify teleportation behavior.
  46406. */
  46407. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  46408. private _onNewGamepadConnected;
  46409. private _tryEnableInteractionOnController;
  46410. private _onNewGamepadDisconnected;
  46411. private _enableInteractionOnController;
  46412. private _checkTeleportWithRay;
  46413. private _checkRotate;
  46414. private _checkTeleportBackwards;
  46415. private _enableTeleportationOnController;
  46416. private _createTeleportationCircles;
  46417. private _displayTeleportationTarget;
  46418. private _hideTeleportationTarget;
  46419. private _rotateCamera;
  46420. private _moveTeleportationSelectorTo;
  46421. private _workingVector;
  46422. private _workingQuaternion;
  46423. private _workingMatrix;
  46424. /**
  46425. * Time Constant Teleportation Mode
  46426. */
  46427. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  46428. /**
  46429. * Speed Constant Teleportation Mode
  46430. */
  46431. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  46432. /**
  46433. * Teleports the users feet to the desired location
  46434. * @param location The location where the user's feet should be placed
  46435. */
  46436. teleportCamera(location: Vector3): void;
  46437. private _convertNormalToDirectionOfRay;
  46438. private _castRayAndSelectObject;
  46439. private _notifySelectedMeshUnselected;
  46440. /**
  46441. * Permanently set new colors for the laser pointer
  46442. * @param color the new laser color
  46443. * @param pickedColor the new laser color when picked mesh detected
  46444. */
  46445. setLaserColor(color: Color3, pickedColor?: Color3): void;
  46446. /**
  46447. * Permanently set new colors for the gaze pointer
  46448. * @param color the new gaze color
  46449. * @param pickedColor the new gaze color when picked mesh detected
  46450. */
  46451. setGazeColor(color: Color3, pickedColor?: Color3): void;
  46452. /**
  46453. * Sets the color of the laser ray from the vr controllers.
  46454. * @param color new color for the ray.
  46455. */
  46456. changeLaserColor(color: Color3): void;
  46457. /**
  46458. * Sets the color of the ray from the vr headsets gaze.
  46459. * @param color new color for the ray.
  46460. */
  46461. changeGazeColor(color: Color3): void;
  46462. /**
  46463. * Exits VR and disposes of the vr experience helper
  46464. */
  46465. dispose(): void;
  46466. /**
  46467. * Gets the name of the VRExperienceHelper class
  46468. * @returns "VRExperienceHelper"
  46469. */
  46470. getClassName(): string;
  46471. }
  46472. }
  46473. declare module "babylonjs/Cameras/VR/index" {
  46474. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  46475. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  46476. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  46477. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  46478. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  46479. export * from "babylonjs/Cameras/VR/webVRCamera";
  46480. }
  46481. declare module "babylonjs/Cameras/XR/features/WebXRHitTestLegacy" {
  46482. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  46483. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  46484. import { Observable } from "babylonjs/Misc/observable";
  46485. import { Matrix } from "babylonjs/Maths/math.vector";
  46486. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46487. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  46488. /**
  46489. * Options used for hit testing
  46490. */
  46491. export interface IWebXRHitTestOptions {
  46492. /**
  46493. * Only test when user interacted with the scene. Default - hit test every frame
  46494. */
  46495. testOnPointerDownOnly?: boolean;
  46496. /**
  46497. * The node to use to transform the local results to world coordinates
  46498. */
  46499. worldParentNode?: TransformNode;
  46500. }
  46501. /**
  46502. * Interface defining the babylon result of raycasting/hit-test
  46503. */
  46504. export interface IWebXRHitResult {
  46505. /**
  46506. * The native hit test result
  46507. */
  46508. xrHitResult: XRHitResult;
  46509. /**
  46510. * Transformation matrix that can be applied to a node that will put it in the hit point location
  46511. */
  46512. transformationMatrix: Matrix;
  46513. }
  46514. /**
  46515. * The currently-working hit-test module.
  46516. * Hit test (or raycasting) is used to interact with the real world.
  46517. * For further information read here - https://github.com/immersive-web/hit-test
  46518. */
  46519. export class WebXRHitTestLegacy extends WebXRAbstractFeature implements IWebXRFeature {
  46520. /**
  46521. * options to use when constructing this feature
  46522. */
  46523. readonly options: IWebXRHitTestOptions;
  46524. /**
  46525. * The module's name
  46526. */
  46527. static readonly Name: string;
  46528. /**
  46529. * The (Babylon) version of this module.
  46530. * This is an integer representing the implementation version.
  46531. * This number does not correspond to the webxr specs version
  46532. */
  46533. static readonly Version: number;
  46534. /**
  46535. * Execute a hit test on the current running session using a select event returned from a transient input (such as touch)
  46536. * @param event the (select) event to use to select with
  46537. * @param referenceSpace the reference space to use for this hit test
  46538. * @returns a promise that resolves with an array of native XR hit result in xr coordinates system
  46539. */
  46540. static XRHitTestWithSelectEvent(event: XRInputSourceEvent, referenceSpace: XRReferenceSpace): Promise<XRHitResult[]>;
  46541. /**
  46542. * execute a hit test with an XR Ray
  46543. *
  46544. * @param xrSession a native xrSession that will execute this hit test
  46545. * @param xrRay the ray (position and direction) to use for raycasting
  46546. * @param referenceSpace native XR reference space to use for the hit-test
  46547. * @param filter filter function that will filter the results
  46548. * @returns a promise that resolves with an array of native XR hit result in xr coordinates system
  46549. */
  46550. static XRHitTestWithRay(xrSession: XRSession, xrRay: XRRay, referenceSpace: XRReferenceSpace, filter?: (result: XRHitResult) => boolean): Promise<XRHitResult[]>;
  46551. /**
  46552. * Triggered when new babylon (transformed) hit test results are available
  46553. */
  46554. onHitTestResultObservable: Observable<IWebXRHitResult[]>;
  46555. private _onSelectEnabled;
  46556. /**
  46557. * Creates a new instance of the (legacy version) hit test feature
  46558. * @param _xrSessionManager an instance of WebXRSessionManager
  46559. * @param options options to use when constructing this feature
  46560. */
  46561. constructor(_xrSessionManager: WebXRSessionManager,
  46562. /**
  46563. * options to use when constructing this feature
  46564. */
  46565. options?: IWebXRHitTestOptions);
  46566. /**
  46567. * Populated with the last native XR Hit Results
  46568. */
  46569. lastNativeXRHitResults: XRHitResult[];
  46570. /**
  46571. * attach this feature
  46572. * Will usually be called by the features manager
  46573. *
  46574. * @returns true if successful.
  46575. */
  46576. attach(): boolean;
  46577. /**
  46578. * detach this feature.
  46579. * Will usually be called by the features manager
  46580. *
  46581. * @returns true if successful.
  46582. */
  46583. detach(): boolean;
  46584. private _onHitTestResults;
  46585. private _origin;
  46586. private _direction;
  46587. private _mat;
  46588. protected _onXRFrame(frame: XRFrame): void;
  46589. private _onSelect;
  46590. /**
  46591. * Dispose this feature and all of the resources attached
  46592. */
  46593. dispose(): void;
  46594. }
  46595. }
  46596. declare module "babylonjs/Cameras/XR/features/WebXRPlaneDetector" {
  46597. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  46598. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46599. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  46600. import { Observable } from "babylonjs/Misc/observable";
  46601. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  46602. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  46603. /**
  46604. * Options used in the plane detector module
  46605. */
  46606. export interface IWebXRPlaneDetectorOptions {
  46607. /**
  46608. * The node to use to transform the local results to world coordinates
  46609. */
  46610. worldParentNode?: TransformNode;
  46611. }
  46612. /**
  46613. * A babylon interface for a webxr plane.
  46614. * A Plane is actually a polygon, built from N points in space
  46615. */
  46616. export interface IWebXRPlane {
  46617. /**
  46618. * a babylon-assigned ID for this polygon
  46619. */
  46620. id: number;
  46621. /**
  46622. * the native xr-plane object
  46623. */
  46624. xrPlane: XRPlane;
  46625. /**
  46626. * an array of vector3 points in babylon space. right/left hand system is taken into account.
  46627. */
  46628. polygonDefinition: Array<Vector3>;
  46629. /**
  46630. * A transformation matrix to apply on the mesh that will be built using the polygonDefinition
  46631. * Local vs. World are decided if worldParentNode was provided or not in the options when constructing the module
  46632. */
  46633. transformationMatrix: Matrix;
  46634. }
  46635. /**
  46636. * The plane detector is used to detect planes in the real world when in AR
  46637. * For more information see https://github.com/immersive-web/real-world-geometry/
  46638. */
  46639. export class WebXRPlaneDetector extends WebXRAbstractFeature implements IWebXRFeature {
  46640. private _options;
  46641. /**
  46642. * The module's name
  46643. */
  46644. static readonly Name: string;
  46645. /**
  46646. * The (Babylon) version of this module.
  46647. * This is an integer representing the implementation version.
  46648. * This number does not correspond to the webxr specs version
  46649. */
  46650. static readonly Version: number;
  46651. /**
  46652. * Observers registered here will be executed when a new plane was added to the session
  46653. */
  46654. onPlaneAddedObservable: Observable<IWebXRPlane>;
  46655. /**
  46656. * Observers registered here will be executed when a plane is no longer detected in the session
  46657. */
  46658. onPlaneRemovedObservable: Observable<IWebXRPlane>;
  46659. /**
  46660. * Observers registered here will be executed when an existing plane updates (for example - expanded)
  46661. * This can execute N times every frame
  46662. */
  46663. onPlaneUpdatedObservable: Observable<IWebXRPlane>;
  46664. private _enabled;
  46665. private _detectedPlanes;
  46666. private _lastFrameDetected;
  46667. /**
  46668. * construct a new Plane Detector
  46669. * @param _xrSessionManager an instance of xr Session manager
  46670. * @param _options configuration to use when constructing this feature
  46671. */
  46672. constructor(_xrSessionManager: WebXRSessionManager, _options?: IWebXRPlaneDetectorOptions);
  46673. protected _onXRFrame(frame: XRFrame): void;
  46674. /**
  46675. * Dispose this feature and all of the resources attached
  46676. */
  46677. dispose(): void;
  46678. private _updatePlaneWithXRPlane;
  46679. /**
  46680. * avoiding using Array.find for global support.
  46681. * @param xrPlane the plane to find in the array
  46682. */
  46683. private findIndexInPlaneArray;
  46684. }
  46685. }
  46686. declare module "babylonjs/Cameras/XR/features/WebXRAnchorSystem" {
  46687. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  46688. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  46689. import { Observable } from "babylonjs/Misc/observable";
  46690. import { Matrix } from "babylonjs/Maths/math.vector";
  46691. import { TransformNode } from "babylonjs/Meshes/transformNode";
  46692. import { WebXRPlaneDetector } from "babylonjs/Cameras/XR/features/WebXRPlaneDetector";
  46693. import { WebXRHitTestLegacy } from "babylonjs/Cameras/XR/features/WebXRHitTestLegacy";
  46694. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  46695. /**
  46696. * Configuration options of the anchor system
  46697. */
  46698. export interface IWebXRAnchorSystemOptions {
  46699. /**
  46700. * a node that will be used to convert local to world coordinates
  46701. */
  46702. worldParentNode?: TransformNode;
  46703. /**
  46704. * should the anchor system use plane detection.
  46705. * If set to true, the plane-detection feature should be set using setPlaneDetector
  46706. */
  46707. usePlaneDetection?: boolean;
  46708. /**
  46709. * Should a new anchor be added every time a select event is triggered
  46710. */
  46711. addAnchorOnSelect?: boolean;
  46712. }
  46713. /**
  46714. * A babylon container for an XR Anchor
  46715. */
  46716. export interface IWebXRAnchor {
  46717. /**
  46718. * A babylon-assigned ID for this anchor
  46719. */
  46720. id: number;
  46721. /**
  46722. * The native anchor object
  46723. */
  46724. xrAnchor: XRAnchor;
  46725. /**
  46726. * Transformation matrix to apply to an object attached to this anchor
  46727. */
  46728. transformationMatrix: Matrix;
  46729. }
  46730. /**
  46731. * An implementation of the anchor system of WebXR.
  46732. * Note that the current documented implementation is not available in any browser. Future implementations
  46733. * will use the frame to create an anchor and not the session or a detected plane
  46734. * For further information see https://github.com/immersive-web/anchors/
  46735. */
  46736. export class WebXRAnchorSystem extends WebXRAbstractFeature implements IWebXRFeature {
  46737. private _options;
  46738. /**
  46739. * The module's name
  46740. */
  46741. static readonly Name: string;
  46742. /**
  46743. * The (Babylon) version of this module.
  46744. * This is an integer representing the implementation version.
  46745. * This number does not correspond to the webxr specs version
  46746. */
  46747. static readonly Version: number;
  46748. /**
  46749. * Observers registered here will be executed when a new anchor was added to the session
  46750. */
  46751. onAnchorAddedObservable: Observable<IWebXRAnchor>;
  46752. /**
  46753. * Observers registered here will be executed when an existing anchor updates
  46754. * This can execute N times every frame
  46755. */
  46756. onAnchorUpdatedObservable: Observable<IWebXRAnchor>;
  46757. /**
  46758. * Observers registered here will be executed when an anchor was removed from the session
  46759. */
  46760. onAnchorRemovedObservable: Observable<IWebXRAnchor>;
  46761. private _planeDetector;
  46762. private _hitTestModule;
  46763. private _enabled;
  46764. private _trackedAnchors;
  46765. private _lastFrameDetected;
  46766. /**
  46767. * constructs a new anchor system
  46768. * @param _xrSessionManager an instance of WebXRSessionManager
  46769. * @param _options configuration object for this feature
  46770. */
  46771. constructor(_xrSessionManager: WebXRSessionManager, _options?: IWebXRAnchorSystemOptions);
  46772. /**
  46773. * set the plane detector to use in order to create anchors from frames
  46774. * @param planeDetector the plane-detector module to use
  46775. * @param enable enable plane-anchors. default is true
  46776. */
  46777. setPlaneDetector(planeDetector: WebXRPlaneDetector, enable?: boolean): void;
  46778. /**
  46779. * If set, it will improve performance by using the current hit-test results instead of executing a new hit-test
  46780. * @param hitTestModule the hit-test module to use.
  46781. */
  46782. setHitTestModule(hitTestModule: WebXRHitTestLegacy): void;
  46783. /**
  46784. * attach this feature
  46785. * Will usually be called by the features manager
  46786. *
  46787. * @returns true if successful.
  46788. */
  46789. attach(): boolean;
  46790. /**
  46791. * detach this feature.
  46792. * Will usually be called by the features manager
  46793. *
  46794. * @returns true if successful.
  46795. */
  46796. detach(): boolean;
  46797. /**
  46798. * Dispose this feature and all of the resources attached
  46799. */
  46800. dispose(): void;
  46801. protected _onXRFrame(frame: XRFrame): void;
  46802. private _onSelect;
  46803. /**
  46804. * Add anchor at a specific XR point.
  46805. *
  46806. * @param xrRigidTransformation xr-coordinates where a new anchor should be added
  46807. * @param anchorCreator the object o use to create an anchor with. either a session or a plane
  46808. * @returns a promise the fulfills when the anchor was created
  46809. */
  46810. addAnchorAtRigidTransformation(xrRigidTransformation: XRRigidTransform, anchorCreator?: XRAnchorCreator): Promise<XRAnchor>;
  46811. private _updateAnchorWithXRFrame;
  46812. /**
  46813. * avoiding using Array.find for global support.
  46814. * @param xrAnchor the plane to find in the array
  46815. */
  46816. private _findIndexInAnchorArray;
  46817. }
  46818. }
  46819. declare module "babylonjs/Cameras/XR/features/WebXRBackgroundRemover" {
  46820. import { IWebXRFeature } from "babylonjs/Cameras/XR/webXRFeaturesManager";
  46821. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  46822. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46823. import { Observable } from "babylonjs/Misc/observable";
  46824. import { WebXRAbstractFeature } from "babylonjs/Cameras/XR/features/WebXRAbstractFeature";
  46825. /**
  46826. * Options interface for the background remover plugin
  46827. */
  46828. export interface IWebXRBackgroundRemoverOptions {
  46829. /**
  46830. * don't disable the environment helper
  46831. */
  46832. ignoreEnvironmentHelper?: boolean;
  46833. /**
  46834. * flags to configure the removal of the environment helper.
  46835. * If not set, the entire background will be removed. If set, flags should be set as well.
  46836. */
  46837. environmentHelperRemovalFlags?: {
  46838. /**
  46839. * Should the skybox be removed (default false)
  46840. */
  46841. skyBox?: boolean;
  46842. /**
  46843. * Should the ground be removed (default false)
  46844. */
  46845. ground?: boolean;
  46846. };
  46847. /**
  46848. * Further background meshes to disable when entering AR
  46849. */
  46850. backgroundMeshes?: AbstractMesh[];
  46851. }
  46852. /**
  46853. * A module that will automatically disable background meshes when entering AR and will enable them when leaving AR.
  46854. */
  46855. export class WebXRBackgroundRemover extends WebXRAbstractFeature implements IWebXRFeature {
  46856. /**
  46857. * read-only options to be used in this module
  46858. */
  46859. readonly options: IWebXRBackgroundRemoverOptions;
  46860. /**
  46861. * The module's name
  46862. */
  46863. static readonly Name: string;
  46864. /**
  46865. * The (Babylon) version of this module.
  46866. * This is an integer representing the implementation version.
  46867. * This number does not correspond to the webxr specs version
  46868. */
  46869. static readonly Version: number;
  46870. /**
  46871. * registered observers will be triggered when the background state changes
  46872. */
  46873. onBackgroundStateChangedObservable: Observable<boolean>;
  46874. /**
  46875. * constructs a new background remover module
  46876. * @param _xrSessionManager the session manager for this module
  46877. * @param options read-only options to be used in this module
  46878. */
  46879. constructor(_xrSessionManager: WebXRSessionManager,
  46880. /**
  46881. * read-only options to be used in this module
  46882. */
  46883. options?: IWebXRBackgroundRemoverOptions);
  46884. /**
  46885. * attach this feature
  46886. * Will usually be called by the features manager
  46887. *
  46888. * @returns true if successful.
  46889. */
  46890. attach(): boolean;
  46891. /**
  46892. * detach this feature.
  46893. * Will usually be called by the features manager
  46894. *
  46895. * @returns true if successful.
  46896. */
  46897. detach(): boolean;
  46898. private _setBackgroundState;
  46899. /**
  46900. * Dispose this feature and all of the resources attached
  46901. */
  46902. dispose(): void;
  46903. }
  46904. }
  46905. declare module "babylonjs/Cameras/XR/features/index" {
  46906. export * from "babylonjs/Cameras/XR/features/WebXRHitTestLegacy";
  46907. export * from "babylonjs/Cameras/XR/features/WebXRAnchorSystem";
  46908. export * from "babylonjs/Cameras/XR/features/WebXRPlaneDetector";
  46909. export * from "babylonjs/Cameras/XR/features/WebXRBackgroundRemover";
  46910. export * from "babylonjs/Cameras/XR/features/WebXRControllerTeleportation";
  46911. export * from "babylonjs/Cameras/XR/features/WebXRControllerPointerSelection";
  46912. }
  46913. declare module "babylonjs/Cameras/XR/motionController/webXRMicrosoftMixedRealityController" {
  46914. import { WebXRAbstractMotionController, IMinimalMotionControllerObject, MotionControllerHandness } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  46915. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  46916. import { Scene } from "babylonjs/scene";
  46917. /**
  46918. * The motion controller class for all microsoft mixed reality controllers
  46919. */
  46920. export class WebXRMicrosoftMixedRealityController extends WebXRAbstractMotionController {
  46921. /**
  46922. * The base url used to load the left and right controller models
  46923. */
  46924. static MODEL_BASE_URL: string;
  46925. /**
  46926. * The name of the left controller model file
  46927. */
  46928. static MODEL_LEFT_FILENAME: string;
  46929. /**
  46930. * The name of the right controller model file
  46931. */
  46932. static MODEL_RIGHT_FILENAME: string;
  46933. profileId: string;
  46934. protected readonly _mapping: {
  46935. defaultButton: {
  46936. "valueNodeName": string;
  46937. "unpressedNodeName": string;
  46938. "pressedNodeName": string;
  46939. };
  46940. defaultAxis: {
  46941. "valueNodeName": string;
  46942. "minNodeName": string;
  46943. "maxNodeName": string;
  46944. };
  46945. buttons: {
  46946. "xr-standard-trigger": {
  46947. "rootNodeName": string;
  46948. "componentProperty": string;
  46949. "states": string[];
  46950. };
  46951. "xr-standard-squeeze": {
  46952. "rootNodeName": string;
  46953. "componentProperty": string;
  46954. "states": string[];
  46955. };
  46956. "xr-standard-touchpad": {
  46957. "rootNodeName": string;
  46958. "labelAnchorNodeName": string;
  46959. "touchPointNodeName": string;
  46960. };
  46961. "xr-standard-thumbstick": {
  46962. "rootNodeName": string;
  46963. "componentProperty": string;
  46964. "states": string[];
  46965. };
  46966. };
  46967. axes: {
  46968. "xr-standard-touchpad": {
  46969. "x-axis": {
  46970. "rootNodeName": string;
  46971. };
  46972. "y-axis": {
  46973. "rootNodeName": string;
  46974. };
  46975. };
  46976. "xr-standard-thumbstick": {
  46977. "x-axis": {
  46978. "rootNodeName": string;
  46979. };
  46980. "y-axis": {
  46981. "rootNodeName": string;
  46982. };
  46983. };
  46984. };
  46985. };
  46986. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness);
  46987. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  46988. private _getChildByName;
  46989. private _getImmediateChildByName;
  46990. protected _getFilenameAndPath(): {
  46991. filename: string;
  46992. path: string;
  46993. };
  46994. protected _updateModel(): void;
  46995. protected _getModelLoadingConstraints(): boolean;
  46996. protected _setRootMesh(meshes: AbstractMesh[]): void;
  46997. }
  46998. }
  46999. declare module "babylonjs/Cameras/XR/motionController/webXROculusTouchMotionController" {
  47000. import { WebXRAbstractMotionController, IMinimalMotionControllerObject, MotionControllerHandness } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  47001. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47002. import { Scene } from "babylonjs/scene";
  47003. /**
  47004. * The motion controller class for oculus touch (quest, rift).
  47005. * This class supports legacy mapping as well the standard xr mapping
  47006. */
  47007. export class WebXROculusTouchMotionController extends WebXRAbstractMotionController {
  47008. private _forceLegacyControllers;
  47009. /**
  47010. * The base url used to load the left and right controller models
  47011. */
  47012. static MODEL_BASE_URL: string;
  47013. /**
  47014. * The name of the left controller model file
  47015. */
  47016. static MODEL_LEFT_FILENAME: string;
  47017. /**
  47018. * The name of the right controller model file
  47019. */
  47020. static MODEL_RIGHT_FILENAME: string;
  47021. /**
  47022. * Base Url for the Quest controller model.
  47023. */
  47024. static QUEST_MODEL_BASE_URL: string;
  47025. profileId: string;
  47026. private _modelRootNode;
  47027. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness, legacyMapping?: boolean, _forceLegacyControllers?: boolean);
  47028. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  47029. protected _getFilenameAndPath(): {
  47030. filename: string;
  47031. path: string;
  47032. };
  47033. /**
  47034. * Is this the new type of oculus touch. At the moment both have the same profile and it is impossible to differentiate
  47035. * between the touch and touch 2.
  47036. */
  47037. private _isQuest;
  47038. protected _updateModel(): void;
  47039. protected _getModelLoadingConstraints(): boolean;
  47040. protected _setRootMesh(meshes: AbstractMesh[]): void;
  47041. }
  47042. }
  47043. declare module "babylonjs/Cameras/XR/motionController/webXRHTCViveMotionController" {
  47044. import { IMinimalMotionControllerObject, MotionControllerHandness, WebXRAbstractMotionController } from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  47045. import { Scene } from "babylonjs/scene";
  47046. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47047. /**
  47048. * The motion controller class for the standard HTC-Vive controllers
  47049. */
  47050. export class WebXRHTCViveMotionController extends WebXRAbstractMotionController {
  47051. /**
  47052. * The base url used to load the left and right controller models
  47053. */
  47054. static MODEL_BASE_URL: string;
  47055. /**
  47056. * File name for the controller model.
  47057. */
  47058. static MODEL_FILENAME: string;
  47059. profileId: string;
  47060. private _modelRootNode;
  47061. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness, legacyMapping?: boolean);
  47062. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  47063. protected _getFilenameAndPath(): {
  47064. filename: string;
  47065. path: string;
  47066. };
  47067. protected _updateModel(): void;
  47068. protected _getModelLoadingConstraints(): boolean;
  47069. protected _setRootMesh(meshes: AbstractMesh[]): void;
  47070. }
  47071. }
  47072. declare module "babylonjs/Cameras/XR/motionController/index" {
  47073. export * from "babylonjs/Cameras/XR/motionController/webXRAbstractController";
  47074. export * from "babylonjs/Cameras/XR/motionController/webXRControllerComponent";
  47075. export * from "babylonjs/Cameras/XR/motionController/webXRGenericMotionController";
  47076. export * from "babylonjs/Cameras/XR/motionController/webXRMicrosoftMixedRealityController";
  47077. export * from "babylonjs/Cameras/XR/motionController/webXRMotionControllerManager";
  47078. export * from "babylonjs/Cameras/XR/motionController/webXROculusTouchMotionController";
  47079. export * from "babylonjs/Cameras/XR/motionController/webXRHTCViveMotionController";
  47080. }
  47081. declare module "babylonjs/Cameras/XR/index" {
  47082. export * from "babylonjs/Cameras/XR/webXRCamera";
  47083. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  47084. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  47085. export * from "babylonjs/Cameras/XR/webXRInput";
  47086. export * from "babylonjs/Cameras/XR/webXRController";
  47087. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  47088. export * from "babylonjs/Cameras/XR/webXRTypes";
  47089. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  47090. export * from "babylonjs/Cameras/XR/webXRDefaultExperience";
  47091. export * from "babylonjs/Cameras/XR/webXRFeaturesManager";
  47092. export * from "babylonjs/Cameras/XR/features/index";
  47093. export * from "babylonjs/Cameras/XR/motionController/index";
  47094. }
  47095. declare module "babylonjs/Cameras/RigModes/index" {
  47096. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  47097. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  47098. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  47099. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  47100. }
  47101. declare module "babylonjs/Cameras/index" {
  47102. export * from "babylonjs/Cameras/Inputs/index";
  47103. export * from "babylonjs/Cameras/cameraInputsManager";
  47104. export * from "babylonjs/Cameras/camera";
  47105. export * from "babylonjs/Cameras/targetCamera";
  47106. export * from "babylonjs/Cameras/freeCamera";
  47107. export * from "babylonjs/Cameras/freeCameraInputsManager";
  47108. export * from "babylonjs/Cameras/touchCamera";
  47109. export * from "babylonjs/Cameras/arcRotateCamera";
  47110. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  47111. export * from "babylonjs/Cameras/deviceOrientationCamera";
  47112. export * from "babylonjs/Cameras/flyCamera";
  47113. export * from "babylonjs/Cameras/flyCameraInputsManager";
  47114. export * from "babylonjs/Cameras/followCamera";
  47115. export * from "babylonjs/Cameras/followCameraInputsManager";
  47116. export * from "babylonjs/Cameras/gamepadCamera";
  47117. export * from "babylonjs/Cameras/Stereoscopic/index";
  47118. export * from "babylonjs/Cameras/universalCamera";
  47119. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  47120. export * from "babylonjs/Cameras/VR/index";
  47121. export * from "babylonjs/Cameras/XR/index";
  47122. export * from "babylonjs/Cameras/RigModes/index";
  47123. }
  47124. declare module "babylonjs/Collisions/index" {
  47125. export * from "babylonjs/Collisions/collider";
  47126. export * from "babylonjs/Collisions/collisionCoordinator";
  47127. export * from "babylonjs/Collisions/pickingInfo";
  47128. export * from "babylonjs/Collisions/intersectionInfo";
  47129. export * from "babylonjs/Collisions/meshCollisionData";
  47130. }
  47131. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  47132. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  47133. import { Vector3 } from "babylonjs/Maths/math.vector";
  47134. import { Ray } from "babylonjs/Culling/ray";
  47135. import { Plane } from "babylonjs/Maths/math.plane";
  47136. /**
  47137. * Contains an array of blocks representing the octree
  47138. */
  47139. export interface IOctreeContainer<T> {
  47140. /**
  47141. * Blocks within the octree
  47142. */
  47143. blocks: Array<OctreeBlock<T>>;
  47144. }
  47145. /**
  47146. * Class used to store a cell in an octree
  47147. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47148. */
  47149. export class OctreeBlock<T> {
  47150. /**
  47151. * Gets the content of the current block
  47152. */
  47153. entries: T[];
  47154. /**
  47155. * Gets the list of block children
  47156. */
  47157. blocks: Array<OctreeBlock<T>>;
  47158. private _depth;
  47159. private _maxDepth;
  47160. private _capacity;
  47161. private _minPoint;
  47162. private _maxPoint;
  47163. private _boundingVectors;
  47164. private _creationFunc;
  47165. /**
  47166. * Creates a new block
  47167. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  47168. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  47169. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  47170. * @param depth defines the current depth of this block in the octree
  47171. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  47172. * @param creationFunc defines a callback to call when an element is added to the block
  47173. */
  47174. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  47175. /**
  47176. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  47177. */
  47178. get capacity(): number;
  47179. /**
  47180. * Gets the minimum vector (in world space) of the block's bounding box
  47181. */
  47182. get minPoint(): Vector3;
  47183. /**
  47184. * Gets the maximum vector (in world space) of the block's bounding box
  47185. */
  47186. get maxPoint(): Vector3;
  47187. /**
  47188. * Add a new element to this block
  47189. * @param entry defines the element to add
  47190. */
  47191. addEntry(entry: T): void;
  47192. /**
  47193. * Remove an element from this block
  47194. * @param entry defines the element to remove
  47195. */
  47196. removeEntry(entry: T): void;
  47197. /**
  47198. * Add an array of elements to this block
  47199. * @param entries defines the array of elements to add
  47200. */
  47201. addEntries(entries: T[]): void;
  47202. /**
  47203. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  47204. * @param frustumPlanes defines the frustum planes to test
  47205. * @param selection defines the array to store current content if selection is positive
  47206. * @param allowDuplicate defines if the selection array can contains duplicated entries
  47207. */
  47208. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  47209. /**
  47210. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  47211. * @param sphereCenter defines the bounding sphere center
  47212. * @param sphereRadius defines the bounding sphere radius
  47213. * @param selection defines the array to store current content if selection is positive
  47214. * @param allowDuplicate defines if the selection array can contains duplicated entries
  47215. */
  47216. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  47217. /**
  47218. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  47219. * @param ray defines the ray to test with
  47220. * @param selection defines the array to store current content if selection is positive
  47221. */
  47222. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  47223. /**
  47224. * Subdivide the content into child blocks (this block will then be empty)
  47225. */
  47226. createInnerBlocks(): void;
  47227. /**
  47228. * @hidden
  47229. */
  47230. 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;
  47231. }
  47232. }
  47233. declare module "babylonjs/Culling/Octrees/octree" {
  47234. import { SmartArray } from "babylonjs/Misc/smartArray";
  47235. import { Vector3 } from "babylonjs/Maths/math.vector";
  47236. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47237. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47238. import { Ray } from "babylonjs/Culling/ray";
  47239. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  47240. import { Plane } from "babylonjs/Maths/math.plane";
  47241. /**
  47242. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  47243. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47244. */
  47245. export class Octree<T> {
  47246. /** 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.) */
  47247. maxDepth: number;
  47248. /**
  47249. * Blocks within the octree containing objects
  47250. */
  47251. blocks: Array<OctreeBlock<T>>;
  47252. /**
  47253. * Content stored in the octree
  47254. */
  47255. dynamicContent: T[];
  47256. private _maxBlockCapacity;
  47257. private _selectionContent;
  47258. private _creationFunc;
  47259. /**
  47260. * Creates a octree
  47261. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47262. * @param creationFunc function to be used to instatiate the octree
  47263. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  47264. * @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.)
  47265. */
  47266. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  47267. /** 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.) */
  47268. maxDepth?: number);
  47269. /**
  47270. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  47271. * @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);
  47272. * @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);
  47273. * @param entries meshes to be added to the octree blocks
  47274. */
  47275. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  47276. /**
  47277. * Adds a mesh to the octree
  47278. * @param entry Mesh to add to the octree
  47279. */
  47280. addMesh(entry: T): void;
  47281. /**
  47282. * Remove an element from the octree
  47283. * @param entry defines the element to remove
  47284. */
  47285. removeMesh(entry: T): void;
  47286. /**
  47287. * Selects an array of meshes within the frustum
  47288. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  47289. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  47290. * @returns array of meshes within the frustum
  47291. */
  47292. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  47293. /**
  47294. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  47295. * @param sphereCenter defines the bounding sphere center
  47296. * @param sphereRadius defines the bounding sphere radius
  47297. * @param allowDuplicate defines if the selection array can contains duplicated entries
  47298. * @returns an array of objects that intersect the sphere
  47299. */
  47300. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  47301. /**
  47302. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  47303. * @param ray defines the ray to test with
  47304. * @returns array of intersected objects
  47305. */
  47306. intersectsRay(ray: Ray): SmartArray<T>;
  47307. /**
  47308. * Adds a mesh into the octree block if it intersects the block
  47309. */
  47310. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  47311. /**
  47312. * Adds a submesh into the octree block if it intersects the block
  47313. */
  47314. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  47315. }
  47316. }
  47317. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  47318. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  47319. import { Scene } from "babylonjs/scene";
  47320. import { SubMesh } from "babylonjs/Meshes/subMesh";
  47321. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47322. import { Ray } from "babylonjs/Culling/ray";
  47323. import { Octree } from "babylonjs/Culling/Octrees/octree";
  47324. import { Collider } from "babylonjs/Collisions/collider";
  47325. module "babylonjs/scene" {
  47326. interface Scene {
  47327. /**
  47328. * @hidden
  47329. * Backing Filed
  47330. */
  47331. _selectionOctree: Octree<AbstractMesh>;
  47332. /**
  47333. * Gets the octree used to boost mesh selection (picking)
  47334. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47335. */
  47336. selectionOctree: Octree<AbstractMesh>;
  47337. /**
  47338. * Creates or updates the octree used to boost selection (picking)
  47339. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47340. * @param maxCapacity defines the maximum capacity per leaf
  47341. * @param maxDepth defines the maximum depth of the octree
  47342. * @returns an octree of AbstractMesh
  47343. */
  47344. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  47345. }
  47346. }
  47347. module "babylonjs/Meshes/abstractMesh" {
  47348. interface AbstractMesh {
  47349. /**
  47350. * @hidden
  47351. * Backing Field
  47352. */
  47353. _submeshesOctree: Octree<SubMesh>;
  47354. /**
  47355. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  47356. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  47357. * @param maxCapacity defines the maximum size of each block (64 by default)
  47358. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  47359. * @returns the new octree
  47360. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  47361. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  47362. */
  47363. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  47364. }
  47365. }
  47366. /**
  47367. * Defines the octree scene component responsible to manage any octrees
  47368. * in a given scene.
  47369. */
  47370. export class OctreeSceneComponent {
  47371. /**
  47372. * The component name help to identify the component in the list of scene components.
  47373. */
  47374. readonly name: string;
  47375. /**
  47376. * The scene the component belongs to.
  47377. */
  47378. scene: Scene;
  47379. /**
  47380. * Indicates if the meshes have been checked to make sure they are isEnabled()
  47381. */
  47382. readonly checksIsEnabled: boolean;
  47383. /**
  47384. * Creates a new instance of the component for the given scene
  47385. * @param scene Defines the scene to register the component in
  47386. */
  47387. constructor(scene: Scene);
  47388. /**
  47389. * Registers the component in a given scene
  47390. */
  47391. register(): void;
  47392. /**
  47393. * Return the list of active meshes
  47394. * @returns the list of active meshes
  47395. */
  47396. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  47397. /**
  47398. * Return the list of active sub meshes
  47399. * @param mesh The mesh to get the candidates sub meshes from
  47400. * @returns the list of active sub meshes
  47401. */
  47402. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  47403. private _tempRay;
  47404. /**
  47405. * Return the list of sub meshes intersecting with a given local ray
  47406. * @param mesh defines the mesh to find the submesh for
  47407. * @param localRay defines the ray in local space
  47408. * @returns the list of intersecting sub meshes
  47409. */
  47410. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  47411. /**
  47412. * Return the list of sub meshes colliding with a collider
  47413. * @param mesh defines the mesh to find the submesh for
  47414. * @param collider defines the collider to evaluate the collision against
  47415. * @returns the list of colliding sub meshes
  47416. */
  47417. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  47418. /**
  47419. * Rebuilds the elements related to this component in case of
  47420. * context lost for instance.
  47421. */
  47422. rebuild(): void;
  47423. /**
  47424. * Disposes the component and the associated ressources.
  47425. */
  47426. dispose(): void;
  47427. }
  47428. }
  47429. declare module "babylonjs/Culling/Octrees/index" {
  47430. export * from "babylonjs/Culling/Octrees/octree";
  47431. export * from "babylonjs/Culling/Octrees/octreeBlock";
  47432. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  47433. }
  47434. declare module "babylonjs/Culling/index" {
  47435. export * from "babylonjs/Culling/boundingBox";
  47436. export * from "babylonjs/Culling/boundingInfo";
  47437. export * from "babylonjs/Culling/boundingSphere";
  47438. export * from "babylonjs/Culling/Octrees/index";
  47439. export * from "babylonjs/Culling/ray";
  47440. }
  47441. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  47442. import { IDisposable, Scene } from "babylonjs/scene";
  47443. import { Nullable } from "babylonjs/types";
  47444. import { Observable } from "babylonjs/Misc/observable";
  47445. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47446. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  47447. import { Camera } from "babylonjs/Cameras/camera";
  47448. /**
  47449. * Renders a layer on top of an existing scene
  47450. */
  47451. export class UtilityLayerRenderer implements IDisposable {
  47452. /** the original scene that will be rendered on top of */
  47453. originalScene: Scene;
  47454. private _pointerCaptures;
  47455. private _lastPointerEvents;
  47456. private static _DefaultUtilityLayer;
  47457. private static _DefaultKeepDepthUtilityLayer;
  47458. private _sharedGizmoLight;
  47459. private _renderCamera;
  47460. /**
  47461. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  47462. * @returns the camera that is used when rendering the utility layer
  47463. */
  47464. getRenderCamera(): Nullable<Camera>;
  47465. /**
  47466. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  47467. * @param cam the camera that should be used when rendering the utility layer
  47468. */
  47469. setRenderCamera(cam: Nullable<Camera>): void;
  47470. /**
  47471. * @hidden
  47472. * Light which used by gizmos to get light shading
  47473. */
  47474. _getSharedGizmoLight(): HemisphericLight;
  47475. /**
  47476. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  47477. */
  47478. pickUtilitySceneFirst: boolean;
  47479. /**
  47480. * 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)
  47481. */
  47482. static get DefaultUtilityLayer(): UtilityLayerRenderer;
  47483. /**
  47484. * 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)
  47485. */
  47486. static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
  47487. /**
  47488. * The scene that is rendered on top of the original scene
  47489. */
  47490. utilityLayerScene: Scene;
  47491. /**
  47492. * If the utility layer should automatically be rendered on top of existing scene
  47493. */
  47494. shouldRender: boolean;
  47495. /**
  47496. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  47497. */
  47498. onlyCheckPointerDownEvents: boolean;
  47499. /**
  47500. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  47501. */
  47502. processAllEvents: boolean;
  47503. /**
  47504. * Observable raised when the pointer move from the utility layer scene to the main scene
  47505. */
  47506. onPointerOutObservable: Observable<number>;
  47507. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  47508. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  47509. private _afterRenderObserver;
  47510. private _sceneDisposeObserver;
  47511. private _originalPointerObserver;
  47512. /**
  47513. * Instantiates a UtilityLayerRenderer
  47514. * @param originalScene the original scene that will be rendered on top of
  47515. * @param handleEvents boolean indicating if the utility layer should handle events
  47516. */
  47517. constructor(
  47518. /** the original scene that will be rendered on top of */
  47519. originalScene: Scene, handleEvents?: boolean);
  47520. private _notifyObservers;
  47521. /**
  47522. * Renders the utility layers scene on top of the original scene
  47523. */
  47524. render(): void;
  47525. /**
  47526. * Disposes of the renderer
  47527. */
  47528. dispose(): void;
  47529. private _updateCamera;
  47530. }
  47531. }
  47532. declare module "babylonjs/Gizmos/gizmo" {
  47533. import { Nullable } from "babylonjs/types";
  47534. import { IDisposable } from "babylonjs/scene";
  47535. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47536. import { Mesh } from "babylonjs/Meshes/mesh";
  47537. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47538. /**
  47539. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  47540. */
  47541. export class Gizmo implements IDisposable {
  47542. /** The utility layer the gizmo will be added to */
  47543. gizmoLayer: UtilityLayerRenderer;
  47544. /**
  47545. * The root mesh of the gizmo
  47546. */
  47547. _rootMesh: Mesh;
  47548. private _attachedMesh;
  47549. /**
  47550. * Ratio for the scale of the gizmo (Default: 1)
  47551. */
  47552. scaleRatio: number;
  47553. /**
  47554. * If a custom mesh has been set (Default: false)
  47555. */
  47556. protected _customMeshSet: boolean;
  47557. /**
  47558. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  47559. * * When set, interactions will be enabled
  47560. */
  47561. get attachedMesh(): Nullable<AbstractMesh>;
  47562. set attachedMesh(value: Nullable<AbstractMesh>);
  47563. /**
  47564. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47565. * @param mesh The mesh to replace the default mesh of the gizmo
  47566. */
  47567. setCustomMesh(mesh: Mesh): void;
  47568. /**
  47569. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  47570. */
  47571. updateGizmoRotationToMatchAttachedMesh: boolean;
  47572. /**
  47573. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  47574. */
  47575. updateGizmoPositionToMatchAttachedMesh: boolean;
  47576. /**
  47577. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  47578. */
  47579. updateScale: boolean;
  47580. protected _interactionsEnabled: boolean;
  47581. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47582. private _beforeRenderObserver;
  47583. private _tempVector;
  47584. /**
  47585. * Creates a gizmo
  47586. * @param gizmoLayer The utility layer the gizmo will be added to
  47587. */
  47588. constructor(
  47589. /** The utility layer the gizmo will be added to */
  47590. gizmoLayer?: UtilityLayerRenderer);
  47591. /**
  47592. * Updates the gizmo to match the attached mesh's position/rotation
  47593. */
  47594. protected _update(): void;
  47595. /**
  47596. * Disposes of the gizmo
  47597. */
  47598. dispose(): void;
  47599. }
  47600. }
  47601. declare module "babylonjs/Gizmos/planeDragGizmo" {
  47602. import { Observable } from "babylonjs/Misc/observable";
  47603. import { Nullable } from "babylonjs/types";
  47604. import { Vector3 } from "babylonjs/Maths/math.vector";
  47605. import { Color3 } from "babylonjs/Maths/math.color";
  47606. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47607. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47608. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47609. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47610. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47611. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47612. import { Scene } from "babylonjs/scene";
  47613. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47614. /**
  47615. * Single plane drag gizmo
  47616. */
  47617. export class PlaneDragGizmo extends Gizmo {
  47618. /**
  47619. * Drag behavior responsible for the gizmos dragging interactions
  47620. */
  47621. dragBehavior: PointerDragBehavior;
  47622. private _pointerObserver;
  47623. /**
  47624. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47625. */
  47626. snapDistance: number;
  47627. /**
  47628. * Event that fires each time the gizmo snaps to a new location.
  47629. * * snapDistance is the the change in distance
  47630. */
  47631. onSnapObservable: Observable<{
  47632. snapDistance: number;
  47633. }>;
  47634. private _plane;
  47635. private _coloredMaterial;
  47636. private _hoverMaterial;
  47637. private _isEnabled;
  47638. private _parent;
  47639. /** @hidden */
  47640. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  47641. /** @hidden */
  47642. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  47643. /**
  47644. * Creates a PlaneDragGizmo
  47645. * @param gizmoLayer The utility layer the gizmo will be added to
  47646. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  47647. * @param color The color of the gizmo
  47648. */
  47649. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  47650. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47651. /**
  47652. * If the gizmo is enabled
  47653. */
  47654. set isEnabled(value: boolean);
  47655. get isEnabled(): boolean;
  47656. /**
  47657. * Disposes of the gizmo
  47658. */
  47659. dispose(): void;
  47660. }
  47661. }
  47662. declare module "babylonjs/Gizmos/positionGizmo" {
  47663. import { Observable } from "babylonjs/Misc/observable";
  47664. import { Nullable } from "babylonjs/types";
  47665. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47666. import { Mesh } from "babylonjs/Meshes/mesh";
  47667. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47668. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  47669. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  47670. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47671. /**
  47672. * Gizmo that enables dragging a mesh along 3 axis
  47673. */
  47674. export class PositionGizmo extends Gizmo {
  47675. /**
  47676. * Internal gizmo used for interactions on the x axis
  47677. */
  47678. xGizmo: AxisDragGizmo;
  47679. /**
  47680. * Internal gizmo used for interactions on the y axis
  47681. */
  47682. yGizmo: AxisDragGizmo;
  47683. /**
  47684. * Internal gizmo used for interactions on the z axis
  47685. */
  47686. zGizmo: AxisDragGizmo;
  47687. /**
  47688. * Internal gizmo used for interactions on the yz plane
  47689. */
  47690. xPlaneGizmo: PlaneDragGizmo;
  47691. /**
  47692. * Internal gizmo used for interactions on the xz plane
  47693. */
  47694. yPlaneGizmo: PlaneDragGizmo;
  47695. /**
  47696. * Internal gizmo used for interactions on the xy plane
  47697. */
  47698. zPlaneGizmo: PlaneDragGizmo;
  47699. /**
  47700. * private variables
  47701. */
  47702. private _meshAttached;
  47703. private _updateGizmoRotationToMatchAttachedMesh;
  47704. private _snapDistance;
  47705. private _scaleRatio;
  47706. /** Fires an event when any of it's sub gizmos are dragged */
  47707. onDragStartObservable: Observable<unknown>;
  47708. /** Fires an event when any of it's sub gizmos are released from dragging */
  47709. onDragEndObservable: Observable<unknown>;
  47710. /**
  47711. * If set to true, planar drag is enabled
  47712. */
  47713. private _planarGizmoEnabled;
  47714. get attachedMesh(): Nullable<AbstractMesh>;
  47715. set attachedMesh(mesh: Nullable<AbstractMesh>);
  47716. /**
  47717. * Creates a PositionGizmo
  47718. * @param gizmoLayer The utility layer the gizmo will be added to
  47719. */
  47720. constructor(gizmoLayer?: UtilityLayerRenderer);
  47721. /**
  47722. * If the planar drag gizmo is enabled
  47723. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  47724. */
  47725. set planarGizmoEnabled(value: boolean);
  47726. get planarGizmoEnabled(): boolean;
  47727. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  47728. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  47729. /**
  47730. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47731. */
  47732. set snapDistance(value: number);
  47733. get snapDistance(): number;
  47734. /**
  47735. * Ratio for the scale of the gizmo (Default: 1)
  47736. */
  47737. set scaleRatio(value: number);
  47738. get scaleRatio(): number;
  47739. /**
  47740. * Disposes of the gizmo
  47741. */
  47742. dispose(): void;
  47743. /**
  47744. * CustomMeshes are not supported by this gizmo
  47745. * @param mesh The mesh to replace the default mesh of the gizmo
  47746. */
  47747. setCustomMesh(mesh: Mesh): void;
  47748. }
  47749. }
  47750. declare module "babylonjs/Gizmos/axisDragGizmo" {
  47751. import { Observable } from "babylonjs/Misc/observable";
  47752. import { Nullable } from "babylonjs/types";
  47753. import { Vector3 } from "babylonjs/Maths/math.vector";
  47754. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47755. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47756. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47757. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47758. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47759. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  47760. import { Scene } from "babylonjs/scene";
  47761. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47762. import { Color3 } from "babylonjs/Maths/math.color";
  47763. /**
  47764. * Single axis drag gizmo
  47765. */
  47766. export class AxisDragGizmo extends Gizmo {
  47767. /**
  47768. * Drag behavior responsible for the gizmos dragging interactions
  47769. */
  47770. dragBehavior: PointerDragBehavior;
  47771. private _pointerObserver;
  47772. /**
  47773. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47774. */
  47775. snapDistance: number;
  47776. /**
  47777. * Event that fires each time the gizmo snaps to a new location.
  47778. * * snapDistance is the the change in distance
  47779. */
  47780. onSnapObservable: Observable<{
  47781. snapDistance: number;
  47782. }>;
  47783. private _isEnabled;
  47784. private _parent;
  47785. private _arrow;
  47786. private _coloredMaterial;
  47787. private _hoverMaterial;
  47788. /** @hidden */
  47789. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  47790. /** @hidden */
  47791. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  47792. /**
  47793. * Creates an AxisDragGizmo
  47794. * @param gizmoLayer The utility layer the gizmo will be added to
  47795. * @param dragAxis The axis which the gizmo will be able to drag on
  47796. * @param color The color of the gizmo
  47797. */
  47798. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  47799. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47800. /**
  47801. * If the gizmo is enabled
  47802. */
  47803. set isEnabled(value: boolean);
  47804. get isEnabled(): boolean;
  47805. /**
  47806. * Disposes of the gizmo
  47807. */
  47808. dispose(): void;
  47809. }
  47810. }
  47811. declare module "babylonjs/Debug/axesViewer" {
  47812. import { Vector3 } from "babylonjs/Maths/math.vector";
  47813. import { Nullable } from "babylonjs/types";
  47814. import { Scene } from "babylonjs/scene";
  47815. import { TransformNode } from "babylonjs/Meshes/transformNode";
  47816. /**
  47817. * The Axes viewer will show 3 axes in a specific point in space
  47818. */
  47819. export class AxesViewer {
  47820. private _xAxis;
  47821. private _yAxis;
  47822. private _zAxis;
  47823. private _scaleLinesFactor;
  47824. private _instanced;
  47825. /**
  47826. * Gets the hosting scene
  47827. */
  47828. scene: Scene;
  47829. /**
  47830. * Gets or sets a number used to scale line length
  47831. */
  47832. scaleLines: number;
  47833. /** Gets the node hierarchy used to render x-axis */
  47834. get xAxis(): TransformNode;
  47835. /** Gets the node hierarchy used to render y-axis */
  47836. get yAxis(): TransformNode;
  47837. /** Gets the node hierarchy used to render z-axis */
  47838. get zAxis(): TransformNode;
  47839. /**
  47840. * Creates a new AxesViewer
  47841. * @param scene defines the hosting scene
  47842. * @param scaleLines defines a number used to scale line length (1 by default)
  47843. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  47844. * @param xAxis defines the node hierarchy used to render the x-axis
  47845. * @param yAxis defines the node hierarchy used to render the y-axis
  47846. * @param zAxis defines the node hierarchy used to render the z-axis
  47847. */
  47848. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  47849. /**
  47850. * Force the viewer to update
  47851. * @param position defines the position of the viewer
  47852. * @param xaxis defines the x axis of the viewer
  47853. * @param yaxis defines the y axis of the viewer
  47854. * @param zaxis defines the z axis of the viewer
  47855. */
  47856. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  47857. /**
  47858. * Creates an instance of this axes viewer.
  47859. * @returns a new axes viewer with instanced meshes
  47860. */
  47861. createInstance(): AxesViewer;
  47862. /** Releases resources */
  47863. dispose(): void;
  47864. private static _SetRenderingGroupId;
  47865. }
  47866. }
  47867. declare module "babylonjs/Debug/boneAxesViewer" {
  47868. import { Nullable } from "babylonjs/types";
  47869. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  47870. import { Vector3 } from "babylonjs/Maths/math.vector";
  47871. import { Mesh } from "babylonjs/Meshes/mesh";
  47872. import { Bone } from "babylonjs/Bones/bone";
  47873. import { Scene } from "babylonjs/scene";
  47874. /**
  47875. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  47876. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  47877. */
  47878. export class BoneAxesViewer extends AxesViewer {
  47879. /**
  47880. * Gets or sets the target mesh where to display the axes viewer
  47881. */
  47882. mesh: Nullable<Mesh>;
  47883. /**
  47884. * Gets or sets the target bone where to display the axes viewer
  47885. */
  47886. bone: Nullable<Bone>;
  47887. /** Gets current position */
  47888. pos: Vector3;
  47889. /** Gets direction of X axis */
  47890. xaxis: Vector3;
  47891. /** Gets direction of Y axis */
  47892. yaxis: Vector3;
  47893. /** Gets direction of Z axis */
  47894. zaxis: Vector3;
  47895. /**
  47896. * Creates a new BoneAxesViewer
  47897. * @param scene defines the hosting scene
  47898. * @param bone defines the target bone
  47899. * @param mesh defines the target mesh
  47900. * @param scaleLines defines a scaling factor for line length (1 by default)
  47901. */
  47902. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  47903. /**
  47904. * Force the viewer to update
  47905. */
  47906. update(): void;
  47907. /** Releases resources */
  47908. dispose(): void;
  47909. }
  47910. }
  47911. declare module "babylonjs/Debug/debugLayer" {
  47912. import { Scene } from "babylonjs/scene";
  47913. /**
  47914. * Interface used to define scene explorer extensibility option
  47915. */
  47916. export interface IExplorerExtensibilityOption {
  47917. /**
  47918. * Define the option label
  47919. */
  47920. label: string;
  47921. /**
  47922. * Defines the action to execute on click
  47923. */
  47924. action: (entity: any) => void;
  47925. }
  47926. /**
  47927. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  47928. */
  47929. export interface IExplorerExtensibilityGroup {
  47930. /**
  47931. * Defines a predicate to test if a given type mut be extended
  47932. */
  47933. predicate: (entity: any) => boolean;
  47934. /**
  47935. * Gets the list of options added to a type
  47936. */
  47937. entries: IExplorerExtensibilityOption[];
  47938. }
  47939. /**
  47940. * Interface used to define the options to use to create the Inspector
  47941. */
  47942. export interface IInspectorOptions {
  47943. /**
  47944. * Display in overlay mode (default: false)
  47945. */
  47946. overlay?: boolean;
  47947. /**
  47948. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  47949. */
  47950. globalRoot?: HTMLElement;
  47951. /**
  47952. * Display the Scene explorer
  47953. */
  47954. showExplorer?: boolean;
  47955. /**
  47956. * Display the property inspector
  47957. */
  47958. showInspector?: boolean;
  47959. /**
  47960. * Display in embed mode (both panes on the right)
  47961. */
  47962. embedMode?: boolean;
  47963. /**
  47964. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  47965. */
  47966. handleResize?: boolean;
  47967. /**
  47968. * Allow the panes to popup (default: true)
  47969. */
  47970. enablePopup?: boolean;
  47971. /**
  47972. * Allow the panes to be closed by users (default: true)
  47973. */
  47974. enableClose?: boolean;
  47975. /**
  47976. * Optional list of extensibility entries
  47977. */
  47978. explorerExtensibility?: IExplorerExtensibilityGroup[];
  47979. /**
  47980. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  47981. */
  47982. inspectorURL?: string;
  47983. /**
  47984. * Optional initial tab (default to DebugLayerTab.Properties)
  47985. */
  47986. initialTab?: DebugLayerTab;
  47987. }
  47988. module "babylonjs/scene" {
  47989. interface Scene {
  47990. /**
  47991. * @hidden
  47992. * Backing field
  47993. */
  47994. _debugLayer: DebugLayer;
  47995. /**
  47996. * Gets the debug layer (aka Inspector) associated with the scene
  47997. * @see http://doc.babylonjs.com/features/playground_debuglayer
  47998. */
  47999. debugLayer: DebugLayer;
  48000. }
  48001. }
  48002. /**
  48003. * Enum of inspector action tab
  48004. */
  48005. export enum DebugLayerTab {
  48006. /**
  48007. * Properties tag (default)
  48008. */
  48009. Properties = 0,
  48010. /**
  48011. * Debug tab
  48012. */
  48013. Debug = 1,
  48014. /**
  48015. * Statistics tab
  48016. */
  48017. Statistics = 2,
  48018. /**
  48019. * Tools tab
  48020. */
  48021. Tools = 3,
  48022. /**
  48023. * Settings tab
  48024. */
  48025. Settings = 4
  48026. }
  48027. /**
  48028. * The debug layer (aka Inspector) is the go to tool in order to better understand
  48029. * what is happening in your scene
  48030. * @see http://doc.babylonjs.com/features/playground_debuglayer
  48031. */
  48032. export class DebugLayer {
  48033. /**
  48034. * Define the url to get the inspector script from.
  48035. * By default it uses the babylonjs CDN.
  48036. * @ignoreNaming
  48037. */
  48038. static InspectorURL: string;
  48039. private _scene;
  48040. private BJSINSPECTOR;
  48041. private _onPropertyChangedObservable?;
  48042. /**
  48043. * Observable triggered when a property is changed through the inspector.
  48044. */
  48045. get onPropertyChangedObservable(): any;
  48046. /**
  48047. * Instantiates a new debug layer.
  48048. * The debug layer (aka Inspector) is the go to tool in order to better understand
  48049. * what is happening in your scene
  48050. * @see http://doc.babylonjs.com/features/playground_debuglayer
  48051. * @param scene Defines the scene to inspect
  48052. */
  48053. constructor(scene: Scene);
  48054. /** Creates the inspector window. */
  48055. private _createInspector;
  48056. /**
  48057. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  48058. * @param entity defines the entity to select
  48059. * @param lineContainerTitle defines the specific block to highlight
  48060. */
  48061. select(entity: any, lineContainerTitle?: string): void;
  48062. /** Get the inspector from bundle or global */
  48063. private _getGlobalInspector;
  48064. /**
  48065. * Get if the inspector is visible or not.
  48066. * @returns true if visible otherwise, false
  48067. */
  48068. isVisible(): boolean;
  48069. /**
  48070. * Hide the inspector and close its window.
  48071. */
  48072. hide(): void;
  48073. /**
  48074. * Launch the debugLayer.
  48075. * @param config Define the configuration of the inspector
  48076. * @return a promise fulfilled when the debug layer is visible
  48077. */
  48078. show(config?: IInspectorOptions): Promise<DebugLayer>;
  48079. }
  48080. }
  48081. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  48082. import { Nullable } from "babylonjs/types";
  48083. import { Scene } from "babylonjs/scene";
  48084. import { Vector4 } from "babylonjs/Maths/math.vector";
  48085. import { Color4 } from "babylonjs/Maths/math.color";
  48086. import { Mesh } from "babylonjs/Meshes/mesh";
  48087. /**
  48088. * Class containing static functions to help procedurally build meshes
  48089. */
  48090. export class BoxBuilder {
  48091. /**
  48092. * Creates a box mesh
  48093. * * The parameter `size` sets the size (float) of each box side (default 1)
  48094. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  48095. * * 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)
  48096. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  48097. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  48098. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  48099. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  48100. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  48101. * @param name defines the name of the mesh
  48102. * @param options defines the options used to create the mesh
  48103. * @param scene defines the hosting scene
  48104. * @returns the box mesh
  48105. */
  48106. static CreateBox(name: string, options: {
  48107. size?: number;
  48108. width?: number;
  48109. height?: number;
  48110. depth?: number;
  48111. faceUV?: Vector4[];
  48112. faceColors?: Color4[];
  48113. sideOrientation?: number;
  48114. frontUVs?: Vector4;
  48115. backUVs?: Vector4;
  48116. wrap?: boolean;
  48117. topBaseAt?: number;
  48118. bottomBaseAt?: number;
  48119. updatable?: boolean;
  48120. }, scene?: Nullable<Scene>): Mesh;
  48121. }
  48122. }
  48123. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  48124. import { Vector4 } from "babylonjs/Maths/math.vector";
  48125. import { Mesh } from "babylonjs/Meshes/mesh";
  48126. import { Scene } from "babylonjs/scene";
  48127. import { Nullable } from "babylonjs/types";
  48128. /**
  48129. * Class containing static functions to help procedurally build meshes
  48130. */
  48131. export class SphereBuilder {
  48132. /**
  48133. * Creates a sphere mesh
  48134. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  48135. * * 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`)
  48136. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  48137. * * 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
  48138. * * 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)
  48139. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  48140. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  48141. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  48142. * @param name defines the name of the mesh
  48143. * @param options defines the options used to create the mesh
  48144. * @param scene defines the hosting scene
  48145. * @returns the sphere mesh
  48146. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  48147. */
  48148. static CreateSphere(name: string, options: {
  48149. segments?: number;
  48150. diameter?: number;
  48151. diameterX?: number;
  48152. diameterY?: number;
  48153. diameterZ?: number;
  48154. arc?: number;
  48155. slice?: number;
  48156. sideOrientation?: number;
  48157. frontUVs?: Vector4;
  48158. backUVs?: Vector4;
  48159. updatable?: boolean;
  48160. }, scene?: Nullable<Scene>): Mesh;
  48161. }
  48162. }
  48163. declare module "babylonjs/Debug/physicsViewer" {
  48164. import { Nullable } from "babylonjs/types";
  48165. import { Scene } from "babylonjs/scene";
  48166. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48167. import { Mesh } from "babylonjs/Meshes/mesh";
  48168. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  48169. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  48170. /**
  48171. * Used to show the physics impostor around the specific mesh
  48172. */
  48173. export class PhysicsViewer {
  48174. /** @hidden */
  48175. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  48176. /** @hidden */
  48177. protected _meshes: Array<Nullable<AbstractMesh>>;
  48178. /** @hidden */
  48179. protected _scene: Nullable<Scene>;
  48180. /** @hidden */
  48181. protected _numMeshes: number;
  48182. /** @hidden */
  48183. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  48184. private _renderFunction;
  48185. private _utilityLayer;
  48186. private _debugBoxMesh;
  48187. private _debugSphereMesh;
  48188. private _debugCylinderMesh;
  48189. private _debugMaterial;
  48190. private _debugMeshMeshes;
  48191. /**
  48192. * Creates a new PhysicsViewer
  48193. * @param scene defines the hosting scene
  48194. */
  48195. constructor(scene: Scene);
  48196. /** @hidden */
  48197. protected _updateDebugMeshes(): void;
  48198. /**
  48199. * Renders a specified physic impostor
  48200. * @param impostor defines the impostor to render
  48201. * @param targetMesh defines the mesh represented by the impostor
  48202. * @returns the new debug mesh used to render the impostor
  48203. */
  48204. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  48205. /**
  48206. * Hides a specified physic impostor
  48207. * @param impostor defines the impostor to hide
  48208. */
  48209. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  48210. private _getDebugMaterial;
  48211. private _getDebugBoxMesh;
  48212. private _getDebugSphereMesh;
  48213. private _getDebugCylinderMesh;
  48214. private _getDebugMeshMesh;
  48215. private _getDebugMesh;
  48216. /** Releases all resources */
  48217. dispose(): void;
  48218. }
  48219. }
  48220. declare module "babylonjs/Debug/rayHelper" {
  48221. import { Nullable } from "babylonjs/types";
  48222. import { Ray } from "babylonjs/Culling/ray";
  48223. import { Vector3 } from "babylonjs/Maths/math.vector";
  48224. import { Color3 } from "babylonjs/Maths/math.color";
  48225. import { Scene } from "babylonjs/scene";
  48226. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48227. import "babylonjs/Meshes/Builders/linesBuilder";
  48228. /**
  48229. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  48230. * in order to better appreciate the issue one might have.
  48231. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  48232. */
  48233. export class RayHelper {
  48234. /**
  48235. * Defines the ray we are currently tryin to visualize.
  48236. */
  48237. ray: Nullable<Ray>;
  48238. private _renderPoints;
  48239. private _renderLine;
  48240. private _renderFunction;
  48241. private _scene;
  48242. private _updateToMeshFunction;
  48243. private _attachedToMesh;
  48244. private _meshSpaceDirection;
  48245. private _meshSpaceOrigin;
  48246. /**
  48247. * Helper function to create a colored helper in a scene in one line.
  48248. * @param ray Defines the ray we are currently tryin to visualize
  48249. * @param scene Defines the scene the ray is used in
  48250. * @param color Defines the color we want to see the ray in
  48251. * @returns The newly created ray helper.
  48252. */
  48253. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  48254. /**
  48255. * Instantiate a new ray helper.
  48256. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  48257. * in order to better appreciate the issue one might have.
  48258. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  48259. * @param ray Defines the ray we are currently tryin to visualize
  48260. */
  48261. constructor(ray: Ray);
  48262. /**
  48263. * Shows the ray we are willing to debug.
  48264. * @param scene Defines the scene the ray needs to be rendered in
  48265. * @param color Defines the color the ray needs to be rendered in
  48266. */
  48267. show(scene: Scene, color?: Color3): void;
  48268. /**
  48269. * Hides the ray we are debugging.
  48270. */
  48271. hide(): void;
  48272. private _render;
  48273. /**
  48274. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  48275. * @param mesh Defines the mesh we want the helper attached to
  48276. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  48277. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  48278. * @param length Defines the length of the ray
  48279. */
  48280. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  48281. /**
  48282. * Detach the ray helper from the mesh it has previously been attached to.
  48283. */
  48284. detachFromMesh(): void;
  48285. private _updateToMesh;
  48286. /**
  48287. * Dispose the helper and release its associated resources.
  48288. */
  48289. dispose(): void;
  48290. }
  48291. }
  48292. declare module "babylonjs/Debug/skeletonViewer" {
  48293. import { Color3 } from "babylonjs/Maths/math.color";
  48294. import { Scene } from "babylonjs/scene";
  48295. import { Nullable } from "babylonjs/types";
  48296. import { Skeleton } from "babylonjs/Bones/skeleton";
  48297. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48298. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  48299. /**
  48300. * Class used to render a debug view of a given skeleton
  48301. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  48302. */
  48303. export class SkeletonViewer {
  48304. /** defines the skeleton to render */
  48305. skeleton: Skeleton;
  48306. /** defines the mesh attached to the skeleton */
  48307. mesh: AbstractMesh;
  48308. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  48309. autoUpdateBonesMatrices: boolean;
  48310. /** defines the rendering group id to use with the viewer */
  48311. renderingGroupId: number;
  48312. /** Gets or sets the color used to render the skeleton */
  48313. color: Color3;
  48314. private _scene;
  48315. private _debugLines;
  48316. private _debugMesh;
  48317. private _isEnabled;
  48318. private _renderFunction;
  48319. private _utilityLayer;
  48320. /**
  48321. * Returns the mesh used to render the bones
  48322. */
  48323. get debugMesh(): Nullable<LinesMesh>;
  48324. /**
  48325. * Creates a new SkeletonViewer
  48326. * @param skeleton defines the skeleton to render
  48327. * @param mesh defines the mesh attached to the skeleton
  48328. * @param scene defines the hosting scene
  48329. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  48330. * @param renderingGroupId defines the rendering group id to use with the viewer
  48331. */
  48332. constructor(
  48333. /** defines the skeleton to render */
  48334. skeleton: Skeleton,
  48335. /** defines the mesh attached to the skeleton */
  48336. mesh: AbstractMesh, scene: Scene,
  48337. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  48338. autoUpdateBonesMatrices?: boolean,
  48339. /** defines the rendering group id to use with the viewer */
  48340. renderingGroupId?: number);
  48341. /** Gets or sets a boolean indicating if the viewer is enabled */
  48342. set isEnabled(value: boolean);
  48343. get isEnabled(): boolean;
  48344. private _getBonePosition;
  48345. private _getLinesForBonesWithLength;
  48346. private _getLinesForBonesNoLength;
  48347. /** Update the viewer to sync with current skeleton state */
  48348. update(): void;
  48349. /** Release associated resources */
  48350. dispose(): void;
  48351. }
  48352. }
  48353. declare module "babylonjs/Debug/index" {
  48354. export * from "babylonjs/Debug/axesViewer";
  48355. export * from "babylonjs/Debug/boneAxesViewer";
  48356. export * from "babylonjs/Debug/debugLayer";
  48357. export * from "babylonjs/Debug/physicsViewer";
  48358. export * from "babylonjs/Debug/rayHelper";
  48359. export * from "babylonjs/Debug/skeletonViewer";
  48360. }
  48361. declare module "babylonjs/Engines/nullEngine" {
  48362. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  48363. import { Scene } from "babylonjs/scene";
  48364. import { Engine } from "babylonjs/Engines/engine";
  48365. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  48366. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  48367. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  48368. import { Effect } from "babylonjs/Materials/effect";
  48369. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  48370. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  48371. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  48372. /**
  48373. * Options to create the null engine
  48374. */
  48375. export class NullEngineOptions {
  48376. /**
  48377. * Render width (Default: 512)
  48378. */
  48379. renderWidth: number;
  48380. /**
  48381. * Render height (Default: 256)
  48382. */
  48383. renderHeight: number;
  48384. /**
  48385. * Texture size (Default: 512)
  48386. */
  48387. textureSize: number;
  48388. /**
  48389. * If delta time between frames should be constant
  48390. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  48391. */
  48392. deterministicLockstep: boolean;
  48393. /**
  48394. * Maximum about of steps between frames (Default: 4)
  48395. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  48396. */
  48397. lockstepMaxSteps: number;
  48398. }
  48399. /**
  48400. * The null engine class provides support for headless version of babylon.js.
  48401. * This can be used in server side scenario or for testing purposes
  48402. */
  48403. export class NullEngine extends Engine {
  48404. private _options;
  48405. /**
  48406. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  48407. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  48408. * @returns true if engine is in deterministic lock step mode
  48409. */
  48410. isDeterministicLockStep(): boolean;
  48411. /**
  48412. * Gets the max steps when engine is running in deterministic lock step
  48413. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  48414. * @returns the max steps
  48415. */
  48416. getLockstepMaxSteps(): number;
  48417. /**
  48418. * Gets the current hardware scaling level.
  48419. * By default the hardware scaling level is computed from the window device ratio.
  48420. * 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.
  48421. * @returns a number indicating the current hardware scaling level
  48422. */
  48423. getHardwareScalingLevel(): number;
  48424. constructor(options?: NullEngineOptions);
  48425. /**
  48426. * Creates a vertex buffer
  48427. * @param vertices the data for the vertex buffer
  48428. * @returns the new WebGL static buffer
  48429. */
  48430. createVertexBuffer(vertices: FloatArray): DataBuffer;
  48431. /**
  48432. * Creates a new index buffer
  48433. * @param indices defines the content of the index buffer
  48434. * @param updatable defines if the index buffer must be updatable
  48435. * @returns a new webGL buffer
  48436. */
  48437. createIndexBuffer(indices: IndicesArray): DataBuffer;
  48438. /**
  48439. * Clear the current render buffer or the current render target (if any is set up)
  48440. * @param color defines the color to use
  48441. * @param backBuffer defines if the back buffer must be cleared
  48442. * @param depth defines if the depth buffer must be cleared
  48443. * @param stencil defines if the stencil buffer must be cleared
  48444. */
  48445. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  48446. /**
  48447. * Gets the current render width
  48448. * @param useScreen defines if screen size must be used (or the current render target if any)
  48449. * @returns a number defining the current render width
  48450. */
  48451. getRenderWidth(useScreen?: boolean): number;
  48452. /**
  48453. * Gets the current render height
  48454. * @param useScreen defines if screen size must be used (or the current render target if any)
  48455. * @returns a number defining the current render height
  48456. */
  48457. getRenderHeight(useScreen?: boolean): number;
  48458. /**
  48459. * Set the WebGL's viewport
  48460. * @param viewport defines the viewport element to be used
  48461. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  48462. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  48463. */
  48464. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  48465. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  48466. /**
  48467. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  48468. * @param pipelineContext defines the pipeline context to use
  48469. * @param uniformsNames defines the list of uniform names
  48470. * @returns an array of webGL uniform locations
  48471. */
  48472. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  48473. /**
  48474. * Gets the lsit of active attributes for a given webGL program
  48475. * @param pipelineContext defines the pipeline context to use
  48476. * @param attributesNames defines the list of attribute names to get
  48477. * @returns an array of indices indicating the offset of each attribute
  48478. */
  48479. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  48480. /**
  48481. * Binds an effect to the webGL context
  48482. * @param effect defines the effect to bind
  48483. */
  48484. bindSamplers(effect: Effect): void;
  48485. /**
  48486. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  48487. * @param effect defines the effect to activate
  48488. */
  48489. enableEffect(effect: Effect): void;
  48490. /**
  48491. * Set various states to the webGL context
  48492. * @param culling defines backface culling state
  48493. * @param zOffset defines the value to apply to zOffset (0 by default)
  48494. * @param force defines if states must be applied even if cache is up to date
  48495. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  48496. */
  48497. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  48498. /**
  48499. * Set the value of an uniform to an array of int32
  48500. * @param uniform defines the webGL uniform location where to store the value
  48501. * @param array defines the array of int32 to store
  48502. */
  48503. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  48504. /**
  48505. * Set the value of an uniform to an array of int32 (stored as vec2)
  48506. * @param uniform defines the webGL uniform location where to store the value
  48507. * @param array defines the array of int32 to store
  48508. */
  48509. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  48510. /**
  48511. * Set the value of an uniform to an array of int32 (stored as vec3)
  48512. * @param uniform defines the webGL uniform location where to store the value
  48513. * @param array defines the array of int32 to store
  48514. */
  48515. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  48516. /**
  48517. * Set the value of an uniform to an array of int32 (stored as vec4)
  48518. * @param uniform defines the webGL uniform location where to store the value
  48519. * @param array defines the array of int32 to store
  48520. */
  48521. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  48522. /**
  48523. * Set the value of an uniform to an array of float32
  48524. * @param uniform defines the webGL uniform location where to store the value
  48525. * @param array defines the array of float32 to store
  48526. */
  48527. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  48528. /**
  48529. * Set the value of an uniform to an array of float32 (stored as vec2)
  48530. * @param uniform defines the webGL uniform location where to store the value
  48531. * @param array defines the array of float32 to store
  48532. */
  48533. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  48534. /**
  48535. * Set the value of an uniform to an array of float32 (stored as vec3)
  48536. * @param uniform defines the webGL uniform location where to store the value
  48537. * @param array defines the array of float32 to store
  48538. */
  48539. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  48540. /**
  48541. * Set the value of an uniform to an array of float32 (stored as vec4)
  48542. * @param uniform defines the webGL uniform location where to store the value
  48543. * @param array defines the array of float32 to store
  48544. */
  48545. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  48546. /**
  48547. * Set the value of an uniform to an array of number
  48548. * @param uniform defines the webGL uniform location where to store the value
  48549. * @param array defines the array of number to store
  48550. */
  48551. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  48552. /**
  48553. * Set the value of an uniform to an array of number (stored as vec2)
  48554. * @param uniform defines the webGL uniform location where to store the value
  48555. * @param array defines the array of number to store
  48556. */
  48557. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  48558. /**
  48559. * Set the value of an uniform to an array of number (stored as vec3)
  48560. * @param uniform defines the webGL uniform location where to store the value
  48561. * @param array defines the array of number to store
  48562. */
  48563. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  48564. /**
  48565. * Set the value of an uniform to an array of number (stored as vec4)
  48566. * @param uniform defines the webGL uniform location where to store the value
  48567. * @param array defines the array of number to store
  48568. */
  48569. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  48570. /**
  48571. * Set the value of an uniform to an array of float32 (stored as matrices)
  48572. * @param uniform defines the webGL uniform location where to store the value
  48573. * @param matrices defines the array of float32 to store
  48574. */
  48575. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  48576. /**
  48577. * Set the value of an uniform to a matrix (3x3)
  48578. * @param uniform defines the webGL uniform location where to store the value
  48579. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  48580. */
  48581. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  48582. /**
  48583. * Set the value of an uniform to a matrix (2x2)
  48584. * @param uniform defines the webGL uniform location where to store the value
  48585. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  48586. */
  48587. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  48588. /**
  48589. * Set the value of an uniform to a number (float)
  48590. * @param uniform defines the webGL uniform location where to store the value
  48591. * @param value defines the float number to store
  48592. */
  48593. setFloat(uniform: WebGLUniformLocation, value: number): void;
  48594. /**
  48595. * Set the value of an uniform to a vec2
  48596. * @param uniform defines the webGL uniform location where to store the value
  48597. * @param x defines the 1st component of the value
  48598. * @param y defines the 2nd component of the value
  48599. */
  48600. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  48601. /**
  48602. * Set the value of an uniform to a vec3
  48603. * @param uniform defines the webGL uniform location where to store the value
  48604. * @param x defines the 1st component of the value
  48605. * @param y defines the 2nd component of the value
  48606. * @param z defines the 3rd component of the value
  48607. */
  48608. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  48609. /**
  48610. * Set the value of an uniform to a boolean
  48611. * @param uniform defines the webGL uniform location where to store the value
  48612. * @param bool defines the boolean to store
  48613. */
  48614. setBool(uniform: WebGLUniformLocation, bool: number): void;
  48615. /**
  48616. * Set the value of an uniform to a vec4
  48617. * @param uniform defines the webGL uniform location where to store the value
  48618. * @param x defines the 1st component of the value
  48619. * @param y defines the 2nd component of the value
  48620. * @param z defines the 3rd component of the value
  48621. * @param w defines the 4th component of the value
  48622. */
  48623. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  48624. /**
  48625. * Sets the current alpha mode
  48626. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  48627. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  48628. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  48629. */
  48630. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  48631. /**
  48632. * Bind webGl buffers directly to the webGL context
  48633. * @param vertexBuffers defines the vertex buffer to bind
  48634. * @param indexBuffer defines the index buffer to bind
  48635. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  48636. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  48637. * @param effect defines the effect associated with the vertex buffer
  48638. */
  48639. bindBuffers(vertexBuffers: {
  48640. [key: string]: VertexBuffer;
  48641. }, indexBuffer: DataBuffer, effect: Effect): void;
  48642. /**
  48643. * Force the entire cache to be cleared
  48644. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  48645. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  48646. */
  48647. wipeCaches(bruteForce?: boolean): void;
  48648. /**
  48649. * Send a draw order
  48650. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  48651. * @param indexStart defines the starting index
  48652. * @param indexCount defines the number of index to draw
  48653. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  48654. */
  48655. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  48656. /**
  48657. * Draw a list of indexed primitives
  48658. * @param fillMode defines the primitive to use
  48659. * @param indexStart defines the starting index
  48660. * @param indexCount defines the number of index to draw
  48661. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  48662. */
  48663. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  48664. /**
  48665. * Draw a list of unindexed primitives
  48666. * @param fillMode defines the primitive to use
  48667. * @param verticesStart defines the index of first vertex to draw
  48668. * @param verticesCount defines the count of vertices to draw
  48669. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  48670. */
  48671. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  48672. /** @hidden */
  48673. _createTexture(): WebGLTexture;
  48674. /** @hidden */
  48675. _releaseTexture(texture: InternalTexture): void;
  48676. /**
  48677. * Usually called from Texture.ts.
  48678. * Passed information to create a WebGLTexture
  48679. * @param urlArg defines a value which contains one of the following:
  48680. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  48681. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  48682. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  48683. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  48684. * @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)
  48685. * @param scene needed for loading to the correct scene
  48686. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  48687. * @param onLoad optional callback to be called upon successful completion
  48688. * @param onError optional callback to be called upon failure
  48689. * @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
  48690. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  48691. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  48692. * @param forcedExtension defines the extension to use to pick the right loader
  48693. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  48694. * @returns a InternalTexture for assignment back into BABYLON.Texture
  48695. */
  48696. 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;
  48697. /**
  48698. * Creates a new render target texture
  48699. * @param size defines the size of the texture
  48700. * @param options defines the options used to create the texture
  48701. * @returns a new render target texture stored in an InternalTexture
  48702. */
  48703. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  48704. /**
  48705. * Update the sampling mode of a given texture
  48706. * @param samplingMode defines the required sampling mode
  48707. * @param texture defines the texture to update
  48708. */
  48709. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  48710. /**
  48711. * Binds the frame buffer to the specified texture.
  48712. * @param texture The texture to render to or null for the default canvas
  48713. * @param faceIndex The face of the texture to render to in case of cube texture
  48714. * @param requiredWidth The width of the target to render to
  48715. * @param requiredHeight The height of the target to render to
  48716. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  48717. * @param lodLevel defines le lod level to bind to the frame buffer
  48718. */
  48719. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  48720. /**
  48721. * Unbind the current render target texture from the webGL context
  48722. * @param texture defines the render target texture to unbind
  48723. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  48724. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  48725. */
  48726. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  48727. /**
  48728. * Creates a dynamic vertex buffer
  48729. * @param vertices the data for the dynamic vertex buffer
  48730. * @returns the new WebGL dynamic buffer
  48731. */
  48732. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  48733. /**
  48734. * Update the content of a dynamic texture
  48735. * @param texture defines the texture to update
  48736. * @param canvas defines the canvas containing the source
  48737. * @param invertY defines if data must be stored with Y axis inverted
  48738. * @param premulAlpha defines if alpha is stored as premultiplied
  48739. * @param format defines the format of the data
  48740. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  48741. */
  48742. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  48743. /**
  48744. * Gets a boolean indicating if all created effects are ready
  48745. * @returns true if all effects are ready
  48746. */
  48747. areAllEffectsReady(): boolean;
  48748. /**
  48749. * @hidden
  48750. * Get the current error code of the webGL context
  48751. * @returns the error code
  48752. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  48753. */
  48754. getError(): number;
  48755. /** @hidden */
  48756. _getUnpackAlignement(): number;
  48757. /** @hidden */
  48758. _unpackFlipY(value: boolean): void;
  48759. /**
  48760. * Update a dynamic index buffer
  48761. * @param indexBuffer defines the target index buffer
  48762. * @param indices defines the data to update
  48763. * @param offset defines the offset in the target index buffer where update should start
  48764. */
  48765. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  48766. /**
  48767. * Updates a dynamic vertex buffer.
  48768. * @param vertexBuffer the vertex buffer to update
  48769. * @param vertices the data used to update the vertex buffer
  48770. * @param byteOffset the byte offset of the data (optional)
  48771. * @param byteLength the byte length of the data (optional)
  48772. */
  48773. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  48774. /** @hidden */
  48775. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  48776. /** @hidden */
  48777. _bindTexture(channel: number, texture: InternalTexture): void;
  48778. protected _deleteBuffer(buffer: WebGLBuffer): void;
  48779. /**
  48780. * 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
  48781. */
  48782. releaseEffects(): void;
  48783. displayLoadingUI(): void;
  48784. hideLoadingUI(): void;
  48785. /** @hidden */
  48786. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  48787. /** @hidden */
  48788. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  48789. /** @hidden */
  48790. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  48791. /** @hidden */
  48792. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  48793. }
  48794. }
  48795. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  48796. import { Nullable, int } from "babylonjs/types";
  48797. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  48798. /** @hidden */
  48799. export class _OcclusionDataStorage {
  48800. /** @hidden */
  48801. occlusionInternalRetryCounter: number;
  48802. /** @hidden */
  48803. isOcclusionQueryInProgress: boolean;
  48804. /** @hidden */
  48805. isOccluded: boolean;
  48806. /** @hidden */
  48807. occlusionRetryCount: number;
  48808. /** @hidden */
  48809. occlusionType: number;
  48810. /** @hidden */
  48811. occlusionQueryAlgorithmType: number;
  48812. }
  48813. module "babylonjs/Engines/engine" {
  48814. interface Engine {
  48815. /**
  48816. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  48817. * @return the new query
  48818. */
  48819. createQuery(): WebGLQuery;
  48820. /**
  48821. * Delete and release a webGL query
  48822. * @param query defines the query to delete
  48823. * @return the current engine
  48824. */
  48825. deleteQuery(query: WebGLQuery): Engine;
  48826. /**
  48827. * Check if a given query has resolved and got its value
  48828. * @param query defines the query to check
  48829. * @returns true if the query got its value
  48830. */
  48831. isQueryResultAvailable(query: WebGLQuery): boolean;
  48832. /**
  48833. * Gets the value of a given query
  48834. * @param query defines the query to check
  48835. * @returns the value of the query
  48836. */
  48837. getQueryResult(query: WebGLQuery): number;
  48838. /**
  48839. * Initiates an occlusion query
  48840. * @param algorithmType defines the algorithm to use
  48841. * @param query defines the query to use
  48842. * @returns the current engine
  48843. * @see http://doc.babylonjs.com/features/occlusionquery
  48844. */
  48845. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  48846. /**
  48847. * Ends an occlusion query
  48848. * @see http://doc.babylonjs.com/features/occlusionquery
  48849. * @param algorithmType defines the algorithm to use
  48850. * @returns the current engine
  48851. */
  48852. endOcclusionQuery(algorithmType: number): Engine;
  48853. /**
  48854. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  48855. * Please note that only one query can be issued at a time
  48856. * @returns a time token used to track the time span
  48857. */
  48858. startTimeQuery(): Nullable<_TimeToken>;
  48859. /**
  48860. * Ends a time query
  48861. * @param token defines the token used to measure the time span
  48862. * @returns the time spent (in ns)
  48863. */
  48864. endTimeQuery(token: _TimeToken): int;
  48865. /** @hidden */
  48866. _currentNonTimestampToken: Nullable<_TimeToken>;
  48867. /** @hidden */
  48868. _createTimeQuery(): WebGLQuery;
  48869. /** @hidden */
  48870. _deleteTimeQuery(query: WebGLQuery): void;
  48871. /** @hidden */
  48872. _getGlAlgorithmType(algorithmType: number): number;
  48873. /** @hidden */
  48874. _getTimeQueryResult(query: WebGLQuery): any;
  48875. /** @hidden */
  48876. _getTimeQueryAvailability(query: WebGLQuery): any;
  48877. }
  48878. }
  48879. module "babylonjs/Meshes/abstractMesh" {
  48880. interface AbstractMesh {
  48881. /**
  48882. * Backing filed
  48883. * @hidden
  48884. */
  48885. __occlusionDataStorage: _OcclusionDataStorage;
  48886. /**
  48887. * Access property
  48888. * @hidden
  48889. */
  48890. _occlusionDataStorage: _OcclusionDataStorage;
  48891. /**
  48892. * 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.
  48893. * The default value is -1 which means don't break the query and wait till the result
  48894. * @see http://doc.babylonjs.com/features/occlusionquery
  48895. */
  48896. occlusionRetryCount: number;
  48897. /**
  48898. * 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:
  48899. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  48900. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  48901. * * 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.
  48902. * @see http://doc.babylonjs.com/features/occlusionquery
  48903. */
  48904. occlusionType: number;
  48905. /**
  48906. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  48907. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  48908. * * 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.
  48909. * @see http://doc.babylonjs.com/features/occlusionquery
  48910. */
  48911. occlusionQueryAlgorithmType: number;
  48912. /**
  48913. * 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
  48914. * @see http://doc.babylonjs.com/features/occlusionquery
  48915. */
  48916. isOccluded: boolean;
  48917. /**
  48918. * Flag to check the progress status of the query
  48919. * @see http://doc.babylonjs.com/features/occlusionquery
  48920. */
  48921. isOcclusionQueryInProgress: boolean;
  48922. }
  48923. }
  48924. }
  48925. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  48926. import { Nullable } from "babylonjs/types";
  48927. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  48928. /** @hidden */
  48929. export var _forceTransformFeedbackToBundle: boolean;
  48930. module "babylonjs/Engines/engine" {
  48931. interface Engine {
  48932. /**
  48933. * Creates a webGL transform feedback object
  48934. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  48935. * @returns the webGL transform feedback object
  48936. */
  48937. createTransformFeedback(): WebGLTransformFeedback;
  48938. /**
  48939. * Delete a webGL transform feedback object
  48940. * @param value defines the webGL transform feedback object to delete
  48941. */
  48942. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  48943. /**
  48944. * Bind a webGL transform feedback object to the webgl context
  48945. * @param value defines the webGL transform feedback object to bind
  48946. */
  48947. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  48948. /**
  48949. * Begins a transform feedback operation
  48950. * @param usePoints defines if points or triangles must be used
  48951. */
  48952. beginTransformFeedback(usePoints: boolean): void;
  48953. /**
  48954. * Ends a transform feedback operation
  48955. */
  48956. endTransformFeedback(): void;
  48957. /**
  48958. * Specify the varyings to use with transform feedback
  48959. * @param program defines the associated webGL program
  48960. * @param value defines the list of strings representing the varying names
  48961. */
  48962. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  48963. /**
  48964. * Bind a webGL buffer for a transform feedback operation
  48965. * @param value defines the webGL buffer to bind
  48966. */
  48967. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  48968. }
  48969. }
  48970. }
  48971. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  48972. import { Scene } from "babylonjs/scene";
  48973. import { Engine } from "babylonjs/Engines/engine";
  48974. import { Texture } from "babylonjs/Materials/Textures/texture";
  48975. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  48976. import "babylonjs/Engines/Extensions/engine.multiRender";
  48977. /**
  48978. * Creation options of the multi render target texture.
  48979. */
  48980. export interface IMultiRenderTargetOptions {
  48981. /**
  48982. * Define if the texture needs to create mip maps after render.
  48983. */
  48984. generateMipMaps?: boolean;
  48985. /**
  48986. * Define the types of all the draw buffers we want to create
  48987. */
  48988. types?: number[];
  48989. /**
  48990. * Define the sampling modes of all the draw buffers we want to create
  48991. */
  48992. samplingModes?: number[];
  48993. /**
  48994. * Define if a depth buffer is required
  48995. */
  48996. generateDepthBuffer?: boolean;
  48997. /**
  48998. * Define if a stencil buffer is required
  48999. */
  49000. generateStencilBuffer?: boolean;
  49001. /**
  49002. * Define if a depth texture is required instead of a depth buffer
  49003. */
  49004. generateDepthTexture?: boolean;
  49005. /**
  49006. * Define the number of desired draw buffers
  49007. */
  49008. textureCount?: number;
  49009. /**
  49010. * Define if aspect ratio should be adapted to the texture or stay the scene one
  49011. */
  49012. doNotChangeAspectRatio?: boolean;
  49013. /**
  49014. * Define the default type of the buffers we are creating
  49015. */
  49016. defaultType?: number;
  49017. }
  49018. /**
  49019. * A multi render target, like a render target provides the ability to render to a texture.
  49020. * Unlike the render target, it can render to several draw buffers in one draw.
  49021. * This is specially interesting in deferred rendering or for any effects requiring more than
  49022. * just one color from a single pass.
  49023. */
  49024. export class MultiRenderTarget extends RenderTargetTexture {
  49025. private _internalTextures;
  49026. private _textures;
  49027. private _multiRenderTargetOptions;
  49028. /**
  49029. * Get if draw buffers are currently supported by the used hardware and browser.
  49030. */
  49031. get isSupported(): boolean;
  49032. /**
  49033. * Get the list of textures generated by the multi render target.
  49034. */
  49035. get textures(): Texture[];
  49036. /**
  49037. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  49038. */
  49039. get depthTexture(): Texture;
  49040. /**
  49041. * Set the wrapping mode on U of all the textures we are rendering to.
  49042. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  49043. */
  49044. set wrapU(wrap: number);
  49045. /**
  49046. * Set the wrapping mode on V of all the textures we are rendering to.
  49047. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  49048. */
  49049. set wrapV(wrap: number);
  49050. /**
  49051. * Instantiate a new multi render target texture.
  49052. * A multi render target, like a render target provides the ability to render to a texture.
  49053. * Unlike the render target, it can render to several draw buffers in one draw.
  49054. * This is specially interesting in deferred rendering or for any effects requiring more than
  49055. * just one color from a single pass.
  49056. * @param name Define the name of the texture
  49057. * @param size Define the size of the buffers to render to
  49058. * @param count Define the number of target we are rendering into
  49059. * @param scene Define the scene the texture belongs to
  49060. * @param options Define the options used to create the multi render target
  49061. */
  49062. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  49063. /** @hidden */
  49064. _rebuild(): void;
  49065. private _createInternalTextures;
  49066. private _createTextures;
  49067. /**
  49068. * Define the number of samples used if MSAA is enabled.
  49069. */
  49070. get samples(): number;
  49071. set samples(value: number);
  49072. /**
  49073. * Resize all the textures in the multi render target.
  49074. * Be carrefull as it will recreate all the data in the new texture.
  49075. * @param size Define the new size
  49076. */
  49077. resize(size: any): void;
  49078. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  49079. /**
  49080. * Dispose the render targets and their associated resources
  49081. */
  49082. dispose(): void;
  49083. /**
  49084. * Release all the underlying texture used as draw buffers.
  49085. */
  49086. releaseInternalTextures(): void;
  49087. }
  49088. }
  49089. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  49090. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49091. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  49092. import { Nullable } from "babylonjs/types";
  49093. module "babylonjs/Engines/thinEngine" {
  49094. interface ThinEngine {
  49095. /**
  49096. * Unbind a list of render target textures from the webGL context
  49097. * This is used only when drawBuffer extension or webGL2 are active
  49098. * @param textures defines the render target textures to unbind
  49099. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  49100. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  49101. */
  49102. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  49103. /**
  49104. * Create a multi render target texture
  49105. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  49106. * @param size defines the size of the texture
  49107. * @param options defines the creation options
  49108. * @returns the cube texture as an InternalTexture
  49109. */
  49110. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  49111. /**
  49112. * Update the sample count for a given multiple render target texture
  49113. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  49114. * @param textures defines the textures to update
  49115. * @param samples defines the sample count to set
  49116. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  49117. */
  49118. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  49119. }
  49120. }
  49121. }
  49122. declare module "babylonjs/Engines/Extensions/engine.views" {
  49123. import { Camera } from "babylonjs/Cameras/camera";
  49124. import { Nullable } from "babylonjs/types";
  49125. /**
  49126. * Class used to define an additional view for the engine
  49127. * @see https://doc.babylonjs.com/how_to/multi_canvases
  49128. */
  49129. export class EngineView {
  49130. /** Defines the canvas where to render the view */
  49131. target: HTMLCanvasElement;
  49132. /** Defines an optional camera used to render the view (will use active camera else) */
  49133. camera?: Camera;
  49134. }
  49135. module "babylonjs/Engines/engine" {
  49136. interface Engine {
  49137. /**
  49138. * Gets or sets the HTML element to use for attaching events
  49139. */
  49140. inputElement: Nullable<HTMLElement>;
  49141. /**
  49142. * Gets the current engine view
  49143. * @see https://doc.babylonjs.com/how_to/multi_canvases
  49144. */
  49145. activeView: Nullable<EngineView>;
  49146. /** Gets or sets the list of views */
  49147. views: EngineView[];
  49148. /**
  49149. * Register a new child canvas
  49150. * @param canvas defines the canvas to register
  49151. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  49152. * @returns the associated view
  49153. */
  49154. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  49155. /**
  49156. * Remove a registered child canvas
  49157. * @param canvas defines the canvas to remove
  49158. * @returns the current engine
  49159. */
  49160. unRegisterView(canvas: HTMLCanvasElement): Engine;
  49161. }
  49162. }
  49163. }
  49164. declare module "babylonjs/Engines/Extensions/index" {
  49165. export * from "babylonjs/Engines/Extensions/engine.alpha";
  49166. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  49167. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  49168. export * from "babylonjs/Engines/Extensions/engine.multiview";
  49169. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  49170. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  49171. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  49172. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  49173. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  49174. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  49175. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  49176. export * from "babylonjs/Engines/Extensions/engine.webVR";
  49177. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  49178. export * from "babylonjs/Engines/Extensions/engine.views";
  49179. }
  49180. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  49181. import { Nullable } from "babylonjs/types";
  49182. /**
  49183. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  49184. */
  49185. export interface CubeMapInfo {
  49186. /**
  49187. * The pixel array for the front face.
  49188. * This is stored in format, left to right, up to down format.
  49189. */
  49190. front: Nullable<ArrayBufferView>;
  49191. /**
  49192. * The pixel array for the back face.
  49193. * This is stored in format, left to right, up to down format.
  49194. */
  49195. back: Nullable<ArrayBufferView>;
  49196. /**
  49197. * The pixel array for the left face.
  49198. * This is stored in format, left to right, up to down format.
  49199. */
  49200. left: Nullable<ArrayBufferView>;
  49201. /**
  49202. * The pixel array for the right face.
  49203. * This is stored in format, left to right, up to down format.
  49204. */
  49205. right: Nullable<ArrayBufferView>;
  49206. /**
  49207. * The pixel array for the up face.
  49208. * This is stored in format, left to right, up to down format.
  49209. */
  49210. up: Nullable<ArrayBufferView>;
  49211. /**
  49212. * The pixel array for the down face.
  49213. * This is stored in format, left to right, up to down format.
  49214. */
  49215. down: Nullable<ArrayBufferView>;
  49216. /**
  49217. * The size of the cubemap stored.
  49218. *
  49219. * Each faces will be size * size pixels.
  49220. */
  49221. size: number;
  49222. /**
  49223. * The format of the texture.
  49224. *
  49225. * RGBA, RGB.
  49226. */
  49227. format: number;
  49228. /**
  49229. * The type of the texture data.
  49230. *
  49231. * UNSIGNED_INT, FLOAT.
  49232. */
  49233. type: number;
  49234. /**
  49235. * Specifies whether the texture is in gamma space.
  49236. */
  49237. gammaSpace: boolean;
  49238. }
  49239. /**
  49240. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  49241. */
  49242. export class PanoramaToCubeMapTools {
  49243. private static FACE_FRONT;
  49244. private static FACE_BACK;
  49245. private static FACE_RIGHT;
  49246. private static FACE_LEFT;
  49247. private static FACE_DOWN;
  49248. private static FACE_UP;
  49249. /**
  49250. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  49251. *
  49252. * @param float32Array The source data.
  49253. * @param inputWidth The width of the input panorama.
  49254. * @param inputHeight The height of the input panorama.
  49255. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  49256. * @return The cubemap data
  49257. */
  49258. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  49259. private static CreateCubemapTexture;
  49260. private static CalcProjectionSpherical;
  49261. }
  49262. }
  49263. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  49264. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49265. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49266. import { Nullable } from "babylonjs/types";
  49267. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  49268. /**
  49269. * Helper class dealing with the extraction of spherical polynomial dataArray
  49270. * from a cube map.
  49271. */
  49272. export class CubeMapToSphericalPolynomialTools {
  49273. private static FileFaces;
  49274. /**
  49275. * Converts a texture to the according Spherical Polynomial data.
  49276. * This extracts the first 3 orders only as they are the only one used in the lighting.
  49277. *
  49278. * @param texture The texture to extract the information from.
  49279. * @return The Spherical Polynomial data.
  49280. */
  49281. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  49282. /**
  49283. * Converts a cubemap to the according Spherical Polynomial data.
  49284. * This extracts the first 3 orders only as they are the only one used in the lighting.
  49285. *
  49286. * @param cubeInfo The Cube map to extract the information from.
  49287. * @return The Spherical Polynomial data.
  49288. */
  49289. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  49290. }
  49291. }
  49292. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  49293. import { Nullable } from "babylonjs/types";
  49294. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49295. module "babylonjs/Materials/Textures/baseTexture" {
  49296. interface BaseTexture {
  49297. /**
  49298. * Get the polynomial representation of the texture data.
  49299. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  49300. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  49301. */
  49302. sphericalPolynomial: Nullable<SphericalPolynomial>;
  49303. }
  49304. }
  49305. }
  49306. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  49307. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49308. /** @hidden */
  49309. export var rgbdEncodePixelShader: {
  49310. name: string;
  49311. shader: string;
  49312. };
  49313. }
  49314. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  49315. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49316. /** @hidden */
  49317. export var rgbdDecodePixelShader: {
  49318. name: string;
  49319. shader: string;
  49320. };
  49321. }
  49322. declare module "babylonjs/Misc/environmentTextureTools" {
  49323. import { Nullable } from "babylonjs/types";
  49324. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  49325. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49326. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  49327. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  49328. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  49329. import "babylonjs/Shaders/rgbdEncode.fragment";
  49330. import "babylonjs/Shaders/rgbdDecode.fragment";
  49331. /**
  49332. * Raw texture data and descriptor sufficient for WebGL texture upload
  49333. */
  49334. export interface EnvironmentTextureInfo {
  49335. /**
  49336. * Version of the environment map
  49337. */
  49338. version: number;
  49339. /**
  49340. * Width of image
  49341. */
  49342. width: number;
  49343. /**
  49344. * Irradiance information stored in the file.
  49345. */
  49346. irradiance: any;
  49347. /**
  49348. * Specular information stored in the file.
  49349. */
  49350. specular: any;
  49351. }
  49352. /**
  49353. * Defines One Image in the file. It requires only the position in the file
  49354. * as well as the length.
  49355. */
  49356. interface BufferImageData {
  49357. /**
  49358. * Length of the image data.
  49359. */
  49360. length: number;
  49361. /**
  49362. * Position of the data from the null terminator delimiting the end of the JSON.
  49363. */
  49364. position: number;
  49365. }
  49366. /**
  49367. * Defines the specular data enclosed in the file.
  49368. * This corresponds to the version 1 of the data.
  49369. */
  49370. export interface EnvironmentTextureSpecularInfoV1 {
  49371. /**
  49372. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  49373. */
  49374. specularDataPosition?: number;
  49375. /**
  49376. * This contains all the images data needed to reconstruct the cubemap.
  49377. */
  49378. mipmaps: Array<BufferImageData>;
  49379. /**
  49380. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  49381. */
  49382. lodGenerationScale: number;
  49383. }
  49384. /**
  49385. * Sets of helpers addressing the serialization and deserialization of environment texture
  49386. * stored in a BabylonJS env file.
  49387. * Those files are usually stored as .env files.
  49388. */
  49389. export class EnvironmentTextureTools {
  49390. /**
  49391. * Magic number identifying the env file.
  49392. */
  49393. private static _MagicBytes;
  49394. /**
  49395. * Gets the environment info from an env file.
  49396. * @param data The array buffer containing the .env bytes.
  49397. * @returns the environment file info (the json header) if successfully parsed.
  49398. */
  49399. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  49400. /**
  49401. * Creates an environment texture from a loaded cube texture.
  49402. * @param texture defines the cube texture to convert in env file
  49403. * @return a promise containing the environment data if succesfull.
  49404. */
  49405. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  49406. /**
  49407. * Creates a JSON representation of the spherical data.
  49408. * @param texture defines the texture containing the polynomials
  49409. * @return the JSON representation of the spherical info
  49410. */
  49411. private static _CreateEnvTextureIrradiance;
  49412. /**
  49413. * Creates the ArrayBufferViews used for initializing environment texture image data.
  49414. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  49415. * @param info parameters that determine what views will be created for accessing the underlying buffer
  49416. * @return the views described by info providing access to the underlying buffer
  49417. */
  49418. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  49419. /**
  49420. * Uploads the texture info contained in the env file to the GPU.
  49421. * @param texture defines the internal texture to upload to
  49422. * @param arrayBuffer defines the buffer cotaining the data to load
  49423. * @param info defines the texture info retrieved through the GetEnvInfo method
  49424. * @returns a promise
  49425. */
  49426. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  49427. private static _OnImageReadyAsync;
  49428. /**
  49429. * Uploads the levels of image data to the GPU.
  49430. * @param texture defines the internal texture to upload to
  49431. * @param imageData defines the array buffer views of image data [mipmap][face]
  49432. * @returns a promise
  49433. */
  49434. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  49435. /**
  49436. * Uploads spherical polynomials information to the texture.
  49437. * @param texture defines the texture we are trying to upload the information to
  49438. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  49439. */
  49440. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  49441. /** @hidden */
  49442. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  49443. }
  49444. }
  49445. declare module "babylonjs/Maths/math.vertexFormat" {
  49446. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  49447. /**
  49448. * Contains position and normal vectors for a vertex
  49449. */
  49450. export class PositionNormalVertex {
  49451. /** the position of the vertex (defaut: 0,0,0) */
  49452. position: Vector3;
  49453. /** the normal of the vertex (defaut: 0,1,0) */
  49454. normal: Vector3;
  49455. /**
  49456. * Creates a PositionNormalVertex
  49457. * @param position the position of the vertex (defaut: 0,0,0)
  49458. * @param normal the normal of the vertex (defaut: 0,1,0)
  49459. */
  49460. constructor(
  49461. /** the position of the vertex (defaut: 0,0,0) */
  49462. position?: Vector3,
  49463. /** the normal of the vertex (defaut: 0,1,0) */
  49464. normal?: Vector3);
  49465. /**
  49466. * Clones the PositionNormalVertex
  49467. * @returns the cloned PositionNormalVertex
  49468. */
  49469. clone(): PositionNormalVertex;
  49470. }
  49471. /**
  49472. * Contains position, normal and uv vectors for a vertex
  49473. */
  49474. export class PositionNormalTextureVertex {
  49475. /** the position of the vertex (defaut: 0,0,0) */
  49476. position: Vector3;
  49477. /** the normal of the vertex (defaut: 0,1,0) */
  49478. normal: Vector3;
  49479. /** the uv of the vertex (default: 0,0) */
  49480. uv: Vector2;
  49481. /**
  49482. * Creates a PositionNormalTextureVertex
  49483. * @param position the position of the vertex (defaut: 0,0,0)
  49484. * @param normal the normal of the vertex (defaut: 0,1,0)
  49485. * @param uv the uv of the vertex (default: 0,0)
  49486. */
  49487. constructor(
  49488. /** the position of the vertex (defaut: 0,0,0) */
  49489. position?: Vector3,
  49490. /** the normal of the vertex (defaut: 0,1,0) */
  49491. normal?: Vector3,
  49492. /** the uv of the vertex (default: 0,0) */
  49493. uv?: Vector2);
  49494. /**
  49495. * Clones the PositionNormalTextureVertex
  49496. * @returns the cloned PositionNormalTextureVertex
  49497. */
  49498. clone(): PositionNormalTextureVertex;
  49499. }
  49500. }
  49501. declare module "babylonjs/Maths/math" {
  49502. export * from "babylonjs/Maths/math.axis";
  49503. export * from "babylonjs/Maths/math.color";
  49504. export * from "babylonjs/Maths/math.constants";
  49505. export * from "babylonjs/Maths/math.frustum";
  49506. export * from "babylonjs/Maths/math.path";
  49507. export * from "babylonjs/Maths/math.plane";
  49508. export * from "babylonjs/Maths/math.size";
  49509. export * from "babylonjs/Maths/math.vector";
  49510. export * from "babylonjs/Maths/math.vertexFormat";
  49511. export * from "babylonjs/Maths/math.viewport";
  49512. }
  49513. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  49514. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  49515. /** @hidden */
  49516. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  49517. private _genericAttributeLocation;
  49518. private _varyingLocationCount;
  49519. private _varyingLocationMap;
  49520. private _replacements;
  49521. private _textureCount;
  49522. private _uniforms;
  49523. lineProcessor(line: string): string;
  49524. attributeProcessor(attribute: string): string;
  49525. varyingProcessor(varying: string, isFragment: boolean): string;
  49526. uniformProcessor(uniform: string): string;
  49527. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  49528. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  49529. }
  49530. }
  49531. declare module "babylonjs/Engines/nativeEngine" {
  49532. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  49533. import { Engine } from "babylonjs/Engines/engine";
  49534. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  49535. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  49536. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49537. import { Effect } from "babylonjs/Materials/effect";
  49538. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  49539. import { Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  49540. import { IColor4Like } from "babylonjs/Maths/math.like";
  49541. import { Scene } from "babylonjs/scene";
  49542. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  49543. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  49544. /**
  49545. * Container for accessors for natively-stored mesh data buffers.
  49546. */
  49547. class NativeDataBuffer extends DataBuffer {
  49548. /**
  49549. * Accessor value used to identify/retrieve a natively-stored index buffer.
  49550. */
  49551. nativeIndexBuffer?: any;
  49552. /**
  49553. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  49554. */
  49555. nativeVertexBuffer?: any;
  49556. }
  49557. /** @hidden */
  49558. class NativeTexture extends InternalTexture {
  49559. getInternalTexture(): InternalTexture;
  49560. getViewCount(): number;
  49561. }
  49562. /** @hidden */
  49563. export class NativeEngine extends Engine {
  49564. private readonly _native;
  49565. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  49566. private readonly INVALID_HANDLE;
  49567. getHardwareScalingLevel(): number;
  49568. constructor();
  49569. /**
  49570. * Can be used to override the current requestAnimationFrame requester.
  49571. * @hidden
  49572. */
  49573. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  49574. /**
  49575. * Override default engine behavior.
  49576. * @param color
  49577. * @param backBuffer
  49578. * @param depth
  49579. * @param stencil
  49580. */
  49581. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  49582. /**
  49583. * Gets host document
  49584. * @returns the host document object
  49585. */
  49586. getHostDocument(): Nullable<Document>;
  49587. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  49588. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  49589. createVertexBuffer(data: DataArray): NativeDataBuffer;
  49590. recordVertexArrayObject(vertexBuffers: {
  49591. [key: string]: VertexBuffer;
  49592. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  49593. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  49594. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  49595. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  49596. /**
  49597. * Draw a list of indexed primitives
  49598. * @param fillMode defines the primitive to use
  49599. * @param indexStart defines the starting index
  49600. * @param indexCount defines the number of index to draw
  49601. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  49602. */
  49603. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  49604. /**
  49605. * Draw a list of unindexed primitives
  49606. * @param fillMode defines the primitive to use
  49607. * @param verticesStart defines the index of first vertex to draw
  49608. * @param verticesCount defines the count of vertices to draw
  49609. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  49610. */
  49611. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  49612. createPipelineContext(): IPipelineContext;
  49613. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  49614. /** @hidden */
  49615. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  49616. /** @hidden */
  49617. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  49618. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  49619. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  49620. protected _setProgram(program: WebGLProgram): void;
  49621. _releaseEffect(effect: Effect): void;
  49622. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  49623. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  49624. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  49625. bindSamplers(effect: Effect): void;
  49626. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  49627. getRenderWidth(useScreen?: boolean): number;
  49628. getRenderHeight(useScreen?: boolean): number;
  49629. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  49630. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  49631. /**
  49632. * Set the z offset to apply to current rendering
  49633. * @param value defines the offset to apply
  49634. */
  49635. setZOffset(value: number): void;
  49636. /**
  49637. * Gets the current value of the zOffset
  49638. * @returns the current zOffset state
  49639. */
  49640. getZOffset(): number;
  49641. /**
  49642. * Enable or disable depth buffering
  49643. * @param enable defines the state to set
  49644. */
  49645. setDepthBuffer(enable: boolean): void;
  49646. /**
  49647. * Gets a boolean indicating if depth writing is enabled
  49648. * @returns the current depth writing state
  49649. */
  49650. getDepthWrite(): boolean;
  49651. /**
  49652. * Enable or disable depth writing
  49653. * @param enable defines the state to set
  49654. */
  49655. setDepthWrite(enable: boolean): void;
  49656. /**
  49657. * Enable or disable color writing
  49658. * @param enable defines the state to set
  49659. */
  49660. setColorWrite(enable: boolean): void;
  49661. /**
  49662. * Gets a boolean indicating if color writing is enabled
  49663. * @returns the current color writing state
  49664. */
  49665. getColorWrite(): boolean;
  49666. /**
  49667. * Sets alpha constants used by some alpha blending modes
  49668. * @param r defines the red component
  49669. * @param g defines the green component
  49670. * @param b defines the blue component
  49671. * @param a defines the alpha component
  49672. */
  49673. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  49674. /**
  49675. * Sets the current alpha mode
  49676. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  49677. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  49678. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  49679. */
  49680. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  49681. /**
  49682. * Gets the current alpha mode
  49683. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  49684. * @returns the current alpha mode
  49685. */
  49686. getAlphaMode(): number;
  49687. setInt(uniform: WebGLUniformLocation, int: number): void;
  49688. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  49689. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  49690. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  49691. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  49692. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  49693. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  49694. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  49695. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  49696. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  49697. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  49698. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  49699. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  49700. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  49701. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  49702. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  49703. setFloat(uniform: WebGLUniformLocation, value: number): void;
  49704. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  49705. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  49706. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  49707. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  49708. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  49709. wipeCaches(bruteForce?: boolean): void;
  49710. _createTexture(): WebGLTexture;
  49711. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  49712. /**
  49713. * Usually called from BABYLON.Texture.ts.
  49714. * Passed information to create a WebGLTexture
  49715. * @param urlArg defines a value which contains one of the following:
  49716. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  49717. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  49718. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  49719. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  49720. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  49721. * @param scene needed for loading to the correct scene
  49722. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  49723. * @param onLoad optional callback to be called upon successful completion
  49724. * @param onError optional callback to be called upon failure
  49725. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  49726. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  49727. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  49728. * @param forcedExtension defines the extension to use to pick the right loader
  49729. * @returns a InternalTexture for assignment back into BABYLON.Texture
  49730. */
  49731. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  49732. /**
  49733. * Creates a cube texture
  49734. * @param rootUrl defines the url where the files to load is located
  49735. * @param scene defines the current scene
  49736. * @param files defines the list of files to load (1 per face)
  49737. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  49738. * @param onLoad defines an optional callback raised when the texture is loaded
  49739. * @param onError defines an optional callback raised if there is an issue to load the texture
  49740. * @param format defines the format of the data
  49741. * @param forcedExtension defines the extension to use to pick the right loader
  49742. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  49743. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  49744. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  49745. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  49746. * @returns the cube texture as an InternalTexture
  49747. */
  49748. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  49749. private _getSamplingFilter;
  49750. private static _GetNativeTextureFormat;
  49751. createRenderTargetTexture(size: number | {
  49752. width: number;
  49753. height: number;
  49754. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  49755. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  49756. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  49757. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  49758. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  49759. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  49760. /**
  49761. * Updates a dynamic vertex buffer.
  49762. * @param vertexBuffer the vertex buffer to update
  49763. * @param data the data used to update the vertex buffer
  49764. * @param byteOffset the byte offset of the data (optional)
  49765. * @param byteLength the byte length of the data (optional)
  49766. */
  49767. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  49768. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  49769. private _updateAnisotropicLevel;
  49770. private _getAddressMode;
  49771. /** @hidden */
  49772. _bindTexture(channel: number, texture: InternalTexture): void;
  49773. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  49774. releaseEffects(): void;
  49775. /** @hidden */
  49776. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  49777. /** @hidden */
  49778. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  49779. /** @hidden */
  49780. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  49781. /** @hidden */
  49782. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  49783. }
  49784. }
  49785. declare module "babylonjs/Engines/index" {
  49786. export * from "babylonjs/Engines/constants";
  49787. export * from "babylonjs/Engines/engineCapabilities";
  49788. export * from "babylonjs/Engines/instancingAttributeInfo";
  49789. export * from "babylonjs/Engines/thinEngine";
  49790. export * from "babylonjs/Engines/engine";
  49791. export * from "babylonjs/Engines/engineStore";
  49792. export * from "babylonjs/Engines/nullEngine";
  49793. export * from "babylonjs/Engines/Extensions/index";
  49794. export * from "babylonjs/Engines/IPipelineContext";
  49795. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  49796. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  49797. export * from "babylonjs/Engines/nativeEngine";
  49798. }
  49799. declare module "babylonjs/Events/clipboardEvents" {
  49800. /**
  49801. * Gather the list of clipboard event types as constants.
  49802. */
  49803. export class ClipboardEventTypes {
  49804. /**
  49805. * The clipboard event is fired when a copy command is active (pressed).
  49806. */
  49807. static readonly COPY: number;
  49808. /**
  49809. * The clipboard event is fired when a cut command is active (pressed).
  49810. */
  49811. static readonly CUT: number;
  49812. /**
  49813. * The clipboard event is fired when a paste command is active (pressed).
  49814. */
  49815. static readonly PASTE: number;
  49816. }
  49817. /**
  49818. * This class is used to store clipboard related info for the onClipboardObservable event.
  49819. */
  49820. export class ClipboardInfo {
  49821. /**
  49822. * Defines the type of event (BABYLON.ClipboardEventTypes)
  49823. */
  49824. type: number;
  49825. /**
  49826. * Defines the related dom event
  49827. */
  49828. event: ClipboardEvent;
  49829. /**
  49830. *Creates an instance of ClipboardInfo.
  49831. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  49832. * @param event Defines the related dom event
  49833. */
  49834. constructor(
  49835. /**
  49836. * Defines the type of event (BABYLON.ClipboardEventTypes)
  49837. */
  49838. type: number,
  49839. /**
  49840. * Defines the related dom event
  49841. */
  49842. event: ClipboardEvent);
  49843. /**
  49844. * Get the clipboard event's type from the keycode.
  49845. * @param keyCode Defines the keyCode for the current keyboard event.
  49846. * @return {number}
  49847. */
  49848. static GetTypeFromCharacter(keyCode: number): number;
  49849. }
  49850. }
  49851. declare module "babylonjs/Events/index" {
  49852. export * from "babylonjs/Events/keyboardEvents";
  49853. export * from "babylonjs/Events/pointerEvents";
  49854. export * from "babylonjs/Events/clipboardEvents";
  49855. }
  49856. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  49857. import { Scene } from "babylonjs/scene";
  49858. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49859. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  49860. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  49861. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  49862. /**
  49863. * Google Daydream controller
  49864. */
  49865. export class DaydreamController extends WebVRController {
  49866. /**
  49867. * Base Url for the controller model.
  49868. */
  49869. static MODEL_BASE_URL: string;
  49870. /**
  49871. * File name for the controller model.
  49872. */
  49873. static MODEL_FILENAME: string;
  49874. /**
  49875. * Gamepad Id prefix used to identify Daydream Controller.
  49876. */
  49877. static readonly GAMEPAD_ID_PREFIX: string;
  49878. /**
  49879. * Creates a new DaydreamController from a gamepad
  49880. * @param vrGamepad the gamepad that the controller should be created from
  49881. */
  49882. constructor(vrGamepad: any);
  49883. /**
  49884. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  49885. * @param scene scene in which to add meshes
  49886. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  49887. */
  49888. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  49889. /**
  49890. * Called once for each button that changed state since the last frame
  49891. * @param buttonIdx Which button index changed
  49892. * @param state New state of the button
  49893. * @param changes Which properties on the state changed since last frame
  49894. */
  49895. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  49896. }
  49897. }
  49898. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  49899. import { Scene } from "babylonjs/scene";
  49900. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49901. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  49902. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  49903. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  49904. /**
  49905. * Gear VR Controller
  49906. */
  49907. export class GearVRController extends WebVRController {
  49908. /**
  49909. * Base Url for the controller model.
  49910. */
  49911. static MODEL_BASE_URL: string;
  49912. /**
  49913. * File name for the controller model.
  49914. */
  49915. static MODEL_FILENAME: string;
  49916. /**
  49917. * Gamepad Id prefix used to identify this controller.
  49918. */
  49919. static readonly GAMEPAD_ID_PREFIX: string;
  49920. private readonly _buttonIndexToObservableNameMap;
  49921. /**
  49922. * Creates a new GearVRController from a gamepad
  49923. * @param vrGamepad the gamepad that the controller should be created from
  49924. */
  49925. constructor(vrGamepad: any);
  49926. /**
  49927. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  49928. * @param scene scene in which to add meshes
  49929. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  49930. */
  49931. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  49932. /**
  49933. * Called once for each button that changed state since the last frame
  49934. * @param buttonIdx Which button index changed
  49935. * @param state New state of the button
  49936. * @param changes Which properties on the state changed since last frame
  49937. */
  49938. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  49939. }
  49940. }
  49941. declare module "babylonjs/Gamepads/Controllers/genericController" {
  49942. import { Scene } from "babylonjs/scene";
  49943. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49944. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  49945. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  49946. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  49947. /**
  49948. * Generic Controller
  49949. */
  49950. export class GenericController extends WebVRController {
  49951. /**
  49952. * Base Url for the controller model.
  49953. */
  49954. static readonly MODEL_BASE_URL: string;
  49955. /**
  49956. * File name for the controller model.
  49957. */
  49958. static readonly MODEL_FILENAME: string;
  49959. /**
  49960. * Creates a new GenericController from a gamepad
  49961. * @param vrGamepad the gamepad that the controller should be created from
  49962. */
  49963. constructor(vrGamepad: any);
  49964. /**
  49965. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  49966. * @param scene scene in which to add meshes
  49967. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  49968. */
  49969. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  49970. /**
  49971. * Called once for each button that changed state since the last frame
  49972. * @param buttonIdx Which button index changed
  49973. * @param state New state of the button
  49974. * @param changes Which properties on the state changed since last frame
  49975. */
  49976. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  49977. }
  49978. }
  49979. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  49980. import { Observable } from "babylonjs/Misc/observable";
  49981. import { Scene } from "babylonjs/scene";
  49982. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49983. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  49984. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  49985. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  49986. /**
  49987. * Oculus Touch Controller
  49988. */
  49989. export class OculusTouchController extends WebVRController {
  49990. /**
  49991. * Base Url for the controller model.
  49992. */
  49993. static MODEL_BASE_URL: string;
  49994. /**
  49995. * File name for the left controller model.
  49996. */
  49997. static MODEL_LEFT_FILENAME: string;
  49998. /**
  49999. * File name for the right controller model.
  50000. */
  50001. static MODEL_RIGHT_FILENAME: string;
  50002. /**
  50003. * Base Url for the Quest controller model.
  50004. */
  50005. static QUEST_MODEL_BASE_URL: string;
  50006. /**
  50007. * @hidden
  50008. * If the controllers are running on a device that needs the updated Quest controller models
  50009. */
  50010. static _IsQuest: boolean;
  50011. /**
  50012. * Fired when the secondary trigger on this controller is modified
  50013. */
  50014. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  50015. /**
  50016. * Fired when the thumb rest on this controller is modified
  50017. */
  50018. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  50019. /**
  50020. * Creates a new OculusTouchController from a gamepad
  50021. * @param vrGamepad the gamepad that the controller should be created from
  50022. */
  50023. constructor(vrGamepad: any);
  50024. /**
  50025. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  50026. * @param scene scene in which to add meshes
  50027. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  50028. */
  50029. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  50030. /**
  50031. * Fired when the A button on this controller is modified
  50032. */
  50033. get onAButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50034. /**
  50035. * Fired when the B button on this controller is modified
  50036. */
  50037. get onBButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50038. /**
  50039. * Fired when the X button on this controller is modified
  50040. */
  50041. get onXButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50042. /**
  50043. * Fired when the Y button on this controller is modified
  50044. */
  50045. get onYButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50046. /**
  50047. * Called once for each button that changed state since the last frame
  50048. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  50049. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  50050. * 2) secondary trigger (same)
  50051. * 3) A (right) X (left), touch, pressed = value
  50052. * 4) B / Y
  50053. * 5) thumb rest
  50054. * @param buttonIdx Which button index changed
  50055. * @param state New state of the button
  50056. * @param changes Which properties on the state changed since last frame
  50057. */
  50058. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  50059. }
  50060. }
  50061. declare module "babylonjs/Gamepads/Controllers/viveController" {
  50062. import { Scene } from "babylonjs/scene";
  50063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50064. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  50065. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  50066. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  50067. import { Observable } from "babylonjs/Misc/observable";
  50068. /**
  50069. * Vive Controller
  50070. */
  50071. export class ViveController extends WebVRController {
  50072. /**
  50073. * Base Url for the controller model.
  50074. */
  50075. static MODEL_BASE_URL: string;
  50076. /**
  50077. * File name for the controller model.
  50078. */
  50079. static MODEL_FILENAME: string;
  50080. /**
  50081. * Creates a new ViveController from a gamepad
  50082. * @param vrGamepad the gamepad that the controller should be created from
  50083. */
  50084. constructor(vrGamepad: any);
  50085. /**
  50086. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  50087. * @param scene scene in which to add meshes
  50088. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  50089. */
  50090. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  50091. /**
  50092. * Fired when the left button on this controller is modified
  50093. */
  50094. get onLeftButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50095. /**
  50096. * Fired when the right button on this controller is modified
  50097. */
  50098. get onRightButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50099. /**
  50100. * Fired when the menu button on this controller is modified
  50101. */
  50102. get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50103. /**
  50104. * Called once for each button that changed state since the last frame
  50105. * Vive mapping:
  50106. * 0: touchpad
  50107. * 1: trigger
  50108. * 2: left AND right buttons
  50109. * 3: menu button
  50110. * @param buttonIdx Which button index changed
  50111. * @param state New state of the button
  50112. * @param changes Which properties on the state changed since last frame
  50113. */
  50114. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  50115. }
  50116. }
  50117. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  50118. import { Observable } from "babylonjs/Misc/observable";
  50119. import { Scene } from "babylonjs/scene";
  50120. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50121. import { Ray } from "babylonjs/Culling/ray";
  50122. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  50123. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  50124. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  50125. /**
  50126. * Defines the WindowsMotionController object that the state of the windows motion controller
  50127. */
  50128. export class WindowsMotionController extends WebVRController {
  50129. /**
  50130. * The base url used to load the left and right controller models
  50131. */
  50132. static MODEL_BASE_URL: string;
  50133. /**
  50134. * The name of the left controller model file
  50135. */
  50136. static MODEL_LEFT_FILENAME: string;
  50137. /**
  50138. * The name of the right controller model file
  50139. */
  50140. static MODEL_RIGHT_FILENAME: string;
  50141. /**
  50142. * The controller name prefix for this controller type
  50143. */
  50144. static readonly GAMEPAD_ID_PREFIX: string;
  50145. /**
  50146. * The controller id pattern for this controller type
  50147. */
  50148. private static readonly GAMEPAD_ID_PATTERN;
  50149. private _loadedMeshInfo;
  50150. protected readonly _mapping: {
  50151. buttons: string[];
  50152. buttonMeshNames: {
  50153. 'trigger': string;
  50154. 'menu': string;
  50155. 'grip': string;
  50156. 'thumbstick': string;
  50157. 'trackpad': string;
  50158. };
  50159. buttonObservableNames: {
  50160. 'trigger': string;
  50161. 'menu': string;
  50162. 'grip': string;
  50163. 'thumbstick': string;
  50164. 'trackpad': string;
  50165. };
  50166. axisMeshNames: string[];
  50167. pointingPoseMeshName: string;
  50168. };
  50169. /**
  50170. * Fired when the trackpad on this controller is clicked
  50171. */
  50172. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  50173. /**
  50174. * Fired when the trackpad on this controller is modified
  50175. */
  50176. onTrackpadValuesChangedObservable: Observable<StickValues>;
  50177. /**
  50178. * The current x and y values of this controller's trackpad
  50179. */
  50180. trackpad: StickValues;
  50181. /**
  50182. * Creates a new WindowsMotionController from a gamepad
  50183. * @param vrGamepad the gamepad that the controller should be created from
  50184. */
  50185. constructor(vrGamepad: any);
  50186. /**
  50187. * Fired when the trigger on this controller is modified
  50188. */
  50189. get onTriggerButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50190. /**
  50191. * Fired when the menu button on this controller is modified
  50192. */
  50193. get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50194. /**
  50195. * Fired when the grip button on this controller is modified
  50196. */
  50197. get onGripButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50198. /**
  50199. * Fired when the thumbstick button on this controller is modified
  50200. */
  50201. get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50202. /**
  50203. * Fired when the touchpad button on this controller is modified
  50204. */
  50205. get onTouchpadButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50206. /**
  50207. * Fired when the touchpad values on this controller are modified
  50208. */
  50209. get onTouchpadValuesChangedObservable(): Observable<StickValues>;
  50210. protected _updateTrackpad(): void;
  50211. /**
  50212. * Called once per frame by the engine.
  50213. */
  50214. update(): void;
  50215. /**
  50216. * Called once for each button that changed state since the last frame
  50217. * @param buttonIdx Which button index changed
  50218. * @param state New state of the button
  50219. * @param changes Which properties on the state changed since last frame
  50220. */
  50221. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  50222. /**
  50223. * Moves the buttons on the controller mesh based on their current state
  50224. * @param buttonName the name of the button to move
  50225. * @param buttonValue the value of the button which determines the buttons new position
  50226. */
  50227. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  50228. /**
  50229. * Moves the axis on the controller mesh based on its current state
  50230. * @param axis the index of the axis
  50231. * @param axisValue the value of the axis which determines the meshes new position
  50232. * @hidden
  50233. */
  50234. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  50235. /**
  50236. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  50237. * @param scene scene in which to add meshes
  50238. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  50239. */
  50240. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  50241. /**
  50242. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  50243. * can be transformed by button presses and axes values, based on this._mapping.
  50244. *
  50245. * @param scene scene in which the meshes exist
  50246. * @param meshes list of meshes that make up the controller model to process
  50247. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  50248. */
  50249. private processModel;
  50250. private createMeshInfo;
  50251. /**
  50252. * Gets the ray of the controller in the direction the controller is pointing
  50253. * @param length the length the resulting ray should be
  50254. * @returns a ray in the direction the controller is pointing
  50255. */
  50256. getForwardRay(length?: number): Ray;
  50257. /**
  50258. * Disposes of the controller
  50259. */
  50260. dispose(): void;
  50261. }
  50262. /**
  50263. * This class represents a new windows motion controller in XR.
  50264. */
  50265. export class XRWindowsMotionController extends WindowsMotionController {
  50266. /**
  50267. * Changing the original WIndowsMotionController mapping to fir the new mapping
  50268. */
  50269. protected readonly _mapping: {
  50270. buttons: string[];
  50271. buttonMeshNames: {
  50272. 'trigger': string;
  50273. 'menu': string;
  50274. 'grip': string;
  50275. 'thumbstick': string;
  50276. 'trackpad': string;
  50277. };
  50278. buttonObservableNames: {
  50279. 'trigger': string;
  50280. 'menu': string;
  50281. 'grip': string;
  50282. 'thumbstick': string;
  50283. 'trackpad': string;
  50284. };
  50285. axisMeshNames: string[];
  50286. pointingPoseMeshName: string;
  50287. };
  50288. /**
  50289. * Construct a new XR-Based windows motion controller
  50290. *
  50291. * @param gamepadInfo the gamepad object from the browser
  50292. */
  50293. constructor(gamepadInfo: any);
  50294. /**
  50295. * holds the thumbstick values (X,Y)
  50296. */
  50297. thumbstickValues: StickValues;
  50298. /**
  50299. * Fired when the thumbstick on this controller is clicked
  50300. */
  50301. onThumbstickStateChangedObservable: Observable<ExtendedGamepadButton>;
  50302. /**
  50303. * Fired when the thumbstick on this controller is modified
  50304. */
  50305. onThumbstickValuesChangedObservable: Observable<StickValues>;
  50306. /**
  50307. * Fired when the touchpad button on this controller is modified
  50308. */
  50309. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  50310. /**
  50311. * Fired when the touchpad values on this controller are modified
  50312. */
  50313. onTrackpadValuesChangedObservable: Observable<StickValues>;
  50314. /**
  50315. * Fired when the thumbstick button on this controller is modified
  50316. * here to prevent breaking changes
  50317. */
  50318. get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  50319. /**
  50320. * updating the thumbstick(!) and not the trackpad.
  50321. * This is named this way due to the difference between WebVR and XR and to avoid
  50322. * changing the parent class.
  50323. */
  50324. protected _updateTrackpad(): void;
  50325. /**
  50326. * Disposes the class with joy
  50327. */
  50328. dispose(): void;
  50329. }
  50330. }
  50331. declare module "babylonjs/Gamepads/Controllers/index" {
  50332. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  50333. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  50334. export * from "babylonjs/Gamepads/Controllers/genericController";
  50335. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  50336. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  50337. export * from "babylonjs/Gamepads/Controllers/viveController";
  50338. export * from "babylonjs/Gamepads/Controllers/webVRController";
  50339. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  50340. }
  50341. declare module "babylonjs/Gamepads/index" {
  50342. export * from "babylonjs/Gamepads/Controllers/index";
  50343. export * from "babylonjs/Gamepads/gamepad";
  50344. export * from "babylonjs/Gamepads/gamepadManager";
  50345. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  50346. export * from "babylonjs/Gamepads/xboxGamepad";
  50347. export * from "babylonjs/Gamepads/dualShockGamepad";
  50348. }
  50349. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  50350. import { Scene } from "babylonjs/scene";
  50351. import { Vector4 } from "babylonjs/Maths/math.vector";
  50352. import { Color4 } from "babylonjs/Maths/math.color";
  50353. import { Mesh } from "babylonjs/Meshes/mesh";
  50354. import { Nullable } from "babylonjs/types";
  50355. /**
  50356. * Class containing static functions to help procedurally build meshes
  50357. */
  50358. export class PolyhedronBuilder {
  50359. /**
  50360. * Creates a polyhedron mesh
  50361. * * 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
  50362. * * The parameter `size` (positive float, default 1) sets the polygon size
  50363. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  50364. * * 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`
  50365. * * 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
  50366. * * 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)`)
  50367. * * 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
  50368. * * 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
  50369. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  50370. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  50371. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  50372. * @param name defines the name of the mesh
  50373. * @param options defines the options used to create the mesh
  50374. * @param scene defines the hosting scene
  50375. * @returns the polyhedron mesh
  50376. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  50377. */
  50378. static CreatePolyhedron(name: string, options: {
  50379. type?: number;
  50380. size?: number;
  50381. sizeX?: number;
  50382. sizeY?: number;
  50383. sizeZ?: number;
  50384. custom?: any;
  50385. faceUV?: Vector4[];
  50386. faceColors?: Color4[];
  50387. flat?: boolean;
  50388. updatable?: boolean;
  50389. sideOrientation?: number;
  50390. frontUVs?: Vector4;
  50391. backUVs?: Vector4;
  50392. }, scene?: Nullable<Scene>): Mesh;
  50393. }
  50394. }
  50395. declare module "babylonjs/Gizmos/scaleGizmo" {
  50396. import { Observable } from "babylonjs/Misc/observable";
  50397. import { Nullable } from "babylonjs/types";
  50398. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50399. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50400. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  50401. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50402. /**
  50403. * Gizmo that enables scaling a mesh along 3 axis
  50404. */
  50405. export class ScaleGizmo extends Gizmo {
  50406. /**
  50407. * Internal gizmo used for interactions on the x axis
  50408. */
  50409. xGizmo: AxisScaleGizmo;
  50410. /**
  50411. * Internal gizmo used for interactions on the y axis
  50412. */
  50413. yGizmo: AxisScaleGizmo;
  50414. /**
  50415. * Internal gizmo used for interactions on the z axis
  50416. */
  50417. zGizmo: AxisScaleGizmo;
  50418. /**
  50419. * Internal gizmo used to scale all axis equally
  50420. */
  50421. uniformScaleGizmo: AxisScaleGizmo;
  50422. private _meshAttached;
  50423. private _updateGizmoRotationToMatchAttachedMesh;
  50424. private _snapDistance;
  50425. private _scaleRatio;
  50426. private _uniformScalingMesh;
  50427. private _octahedron;
  50428. private _sensitivity;
  50429. /** Fires an event when any of it's sub gizmos are dragged */
  50430. onDragStartObservable: Observable<unknown>;
  50431. /** Fires an event when any of it's sub gizmos are released from dragging */
  50432. onDragEndObservable: Observable<unknown>;
  50433. get attachedMesh(): Nullable<AbstractMesh>;
  50434. set attachedMesh(mesh: Nullable<AbstractMesh>);
  50435. /**
  50436. * Creates a ScaleGizmo
  50437. * @param gizmoLayer The utility layer the gizmo will be added to
  50438. */
  50439. constructor(gizmoLayer?: UtilityLayerRenderer);
  50440. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  50441. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  50442. /**
  50443. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  50444. */
  50445. set snapDistance(value: number);
  50446. get snapDistance(): number;
  50447. /**
  50448. * Ratio for the scale of the gizmo (Default: 1)
  50449. */
  50450. set scaleRatio(value: number);
  50451. get scaleRatio(): number;
  50452. /**
  50453. * Sensitivity factor for dragging (Default: 1)
  50454. */
  50455. set sensitivity(value: number);
  50456. get sensitivity(): number;
  50457. /**
  50458. * Disposes of the gizmo
  50459. */
  50460. dispose(): void;
  50461. }
  50462. }
  50463. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  50464. import { Observable } from "babylonjs/Misc/observable";
  50465. import { Nullable } from "babylonjs/types";
  50466. import { Vector3 } from "babylonjs/Maths/math.vector";
  50467. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50468. import { Mesh } from "babylonjs/Meshes/mesh";
  50469. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  50470. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50471. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50472. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  50473. import { Color3 } from "babylonjs/Maths/math.color";
  50474. /**
  50475. * Single axis scale gizmo
  50476. */
  50477. export class AxisScaleGizmo extends Gizmo {
  50478. /**
  50479. * Drag behavior responsible for the gizmos dragging interactions
  50480. */
  50481. dragBehavior: PointerDragBehavior;
  50482. private _pointerObserver;
  50483. /**
  50484. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  50485. */
  50486. snapDistance: number;
  50487. /**
  50488. * Event that fires each time the gizmo snaps to a new location.
  50489. * * snapDistance is the the change in distance
  50490. */
  50491. onSnapObservable: Observable<{
  50492. snapDistance: number;
  50493. }>;
  50494. /**
  50495. * If the scaling operation should be done on all axis (default: false)
  50496. */
  50497. uniformScaling: boolean;
  50498. /**
  50499. * Custom sensitivity value for the drag strength
  50500. */
  50501. sensitivity: number;
  50502. private _isEnabled;
  50503. private _parent;
  50504. private _arrow;
  50505. private _coloredMaterial;
  50506. private _hoverMaterial;
  50507. /**
  50508. * Creates an AxisScaleGizmo
  50509. * @param gizmoLayer The utility layer the gizmo will be added to
  50510. * @param dragAxis The axis which the gizmo will be able to scale on
  50511. * @param color The color of the gizmo
  50512. */
  50513. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  50514. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  50515. /**
  50516. * If the gizmo is enabled
  50517. */
  50518. set isEnabled(value: boolean);
  50519. get isEnabled(): boolean;
  50520. /**
  50521. * Disposes of the gizmo
  50522. */
  50523. dispose(): void;
  50524. /**
  50525. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  50526. * @param mesh The mesh to replace the default mesh of the gizmo
  50527. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  50528. */
  50529. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  50530. }
  50531. }
  50532. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  50533. import { Observable } from "babylonjs/Misc/observable";
  50534. import { Nullable } from "babylonjs/types";
  50535. import { Vector3 } from "babylonjs/Maths/math.vector";
  50536. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50537. import { Mesh } from "babylonjs/Meshes/mesh";
  50538. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50539. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50540. import { Color3 } from "babylonjs/Maths/math.color";
  50541. import "babylonjs/Meshes/Builders/boxBuilder";
  50542. /**
  50543. * Bounding box gizmo
  50544. */
  50545. export class BoundingBoxGizmo extends Gizmo {
  50546. private _lineBoundingBox;
  50547. private _rotateSpheresParent;
  50548. private _scaleBoxesParent;
  50549. private _boundingDimensions;
  50550. private _renderObserver;
  50551. private _pointerObserver;
  50552. private _scaleDragSpeed;
  50553. private _tmpQuaternion;
  50554. private _tmpVector;
  50555. private _tmpRotationMatrix;
  50556. /**
  50557. * 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)
  50558. */
  50559. ignoreChildren: boolean;
  50560. /**
  50561. * 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)
  50562. */
  50563. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  50564. /**
  50565. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  50566. */
  50567. rotationSphereSize: number;
  50568. /**
  50569. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  50570. */
  50571. scaleBoxSize: number;
  50572. /**
  50573. * 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)
  50574. */
  50575. fixedDragMeshScreenSize: boolean;
  50576. /**
  50577. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  50578. */
  50579. fixedDragMeshScreenSizeDistanceFactor: number;
  50580. /**
  50581. * Fired when a rotation sphere or scale box is dragged
  50582. */
  50583. onDragStartObservable: Observable<{}>;
  50584. /**
  50585. * Fired when a scale box is dragged
  50586. */
  50587. onScaleBoxDragObservable: Observable<{}>;
  50588. /**
  50589. * Fired when a scale box drag is ended
  50590. */
  50591. onScaleBoxDragEndObservable: Observable<{}>;
  50592. /**
  50593. * Fired when a rotation sphere is dragged
  50594. */
  50595. onRotationSphereDragObservable: Observable<{}>;
  50596. /**
  50597. * Fired when a rotation sphere drag is ended
  50598. */
  50599. onRotationSphereDragEndObservable: Observable<{}>;
  50600. /**
  50601. * 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)
  50602. */
  50603. scalePivot: Nullable<Vector3>;
  50604. /**
  50605. * Mesh used as a pivot to rotate the attached mesh
  50606. */
  50607. private _anchorMesh;
  50608. private _existingMeshScale;
  50609. private _dragMesh;
  50610. private pointerDragBehavior;
  50611. private coloredMaterial;
  50612. private hoverColoredMaterial;
  50613. /**
  50614. * Sets the color of the bounding box gizmo
  50615. * @param color the color to set
  50616. */
  50617. setColor(color: Color3): void;
  50618. /**
  50619. * Creates an BoundingBoxGizmo
  50620. * @param gizmoLayer The utility layer the gizmo will be added to
  50621. * @param color The color of the gizmo
  50622. */
  50623. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  50624. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  50625. private _selectNode;
  50626. /**
  50627. * Updates the bounding box information for the Gizmo
  50628. */
  50629. updateBoundingBox(): void;
  50630. private _updateRotationSpheres;
  50631. private _updateScaleBoxes;
  50632. /**
  50633. * Enables rotation on the specified axis and disables rotation on the others
  50634. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  50635. */
  50636. setEnabledRotationAxis(axis: string): void;
  50637. /**
  50638. * Enables/disables scaling
  50639. * @param enable if scaling should be enabled
  50640. */
  50641. setEnabledScaling(enable: boolean): void;
  50642. private _updateDummy;
  50643. /**
  50644. * Enables a pointer drag behavior on the bounding box of the gizmo
  50645. */
  50646. enableDragBehavior(): void;
  50647. /**
  50648. * Disposes of the gizmo
  50649. */
  50650. dispose(): void;
  50651. /**
  50652. * 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)
  50653. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  50654. * @returns the bounding box mesh with the passed in mesh as a child
  50655. */
  50656. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  50657. /**
  50658. * CustomMeshes are not supported by this gizmo
  50659. * @param mesh The mesh to replace the default mesh of the gizmo
  50660. */
  50661. setCustomMesh(mesh: Mesh): void;
  50662. }
  50663. }
  50664. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  50665. import { Observable } from "babylonjs/Misc/observable";
  50666. import { Nullable } from "babylonjs/types";
  50667. import { Vector3 } from "babylonjs/Maths/math.vector";
  50668. import { Color3 } from "babylonjs/Maths/math.color";
  50669. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50670. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  50671. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50672. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50673. import "babylonjs/Meshes/Builders/linesBuilder";
  50674. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  50675. /**
  50676. * Single plane rotation gizmo
  50677. */
  50678. export class PlaneRotationGizmo extends Gizmo {
  50679. /**
  50680. * Drag behavior responsible for the gizmos dragging interactions
  50681. */
  50682. dragBehavior: PointerDragBehavior;
  50683. private _pointerObserver;
  50684. /**
  50685. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  50686. */
  50687. snapDistance: number;
  50688. /**
  50689. * Event that fires each time the gizmo snaps to a new location.
  50690. * * snapDistance is the the change in distance
  50691. */
  50692. onSnapObservable: Observable<{
  50693. snapDistance: number;
  50694. }>;
  50695. private _isEnabled;
  50696. private _parent;
  50697. /**
  50698. * Creates a PlaneRotationGizmo
  50699. * @param gizmoLayer The utility layer the gizmo will be added to
  50700. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  50701. * @param color The color of the gizmo
  50702. * @param tessellation Amount of tessellation to be used when creating rotation circles
  50703. * @param useEulerRotation Use and update Euler angle instead of quaternion
  50704. */
  50705. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  50706. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  50707. /**
  50708. * If the gizmo is enabled
  50709. */
  50710. set isEnabled(value: boolean);
  50711. get isEnabled(): boolean;
  50712. /**
  50713. * Disposes of the gizmo
  50714. */
  50715. dispose(): void;
  50716. }
  50717. }
  50718. declare module "babylonjs/Gizmos/rotationGizmo" {
  50719. import { Observable } from "babylonjs/Misc/observable";
  50720. import { Nullable } from "babylonjs/types";
  50721. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50722. import { Mesh } from "babylonjs/Meshes/mesh";
  50723. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  50724. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  50725. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50726. /**
  50727. * Gizmo that enables rotating a mesh along 3 axis
  50728. */
  50729. export class RotationGizmo extends Gizmo {
  50730. /**
  50731. * Internal gizmo used for interactions on the x axis
  50732. */
  50733. xGizmo: PlaneRotationGizmo;
  50734. /**
  50735. * Internal gizmo used for interactions on the y axis
  50736. */
  50737. yGizmo: PlaneRotationGizmo;
  50738. /**
  50739. * Internal gizmo used for interactions on the z axis
  50740. */
  50741. zGizmo: PlaneRotationGizmo;
  50742. /** Fires an event when any of it's sub gizmos are dragged */
  50743. onDragStartObservable: Observable<unknown>;
  50744. /** Fires an event when any of it's sub gizmos are released from dragging */
  50745. onDragEndObservable: Observable<unknown>;
  50746. private _meshAttached;
  50747. get attachedMesh(): Nullable<AbstractMesh>;
  50748. set attachedMesh(mesh: Nullable<AbstractMesh>);
  50749. /**
  50750. * Creates a RotationGizmo
  50751. * @param gizmoLayer The utility layer the gizmo will be added to
  50752. * @param tessellation Amount of tessellation to be used when creating rotation circles
  50753. * @param useEulerRotation Use and update Euler angle instead of quaternion
  50754. */
  50755. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  50756. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  50757. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  50758. /**
  50759. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  50760. */
  50761. set snapDistance(value: number);
  50762. get snapDistance(): number;
  50763. /**
  50764. * Ratio for the scale of the gizmo (Default: 1)
  50765. */
  50766. set scaleRatio(value: number);
  50767. get scaleRatio(): number;
  50768. /**
  50769. * Disposes of the gizmo
  50770. */
  50771. dispose(): void;
  50772. /**
  50773. * CustomMeshes are not supported by this gizmo
  50774. * @param mesh The mesh to replace the default mesh of the gizmo
  50775. */
  50776. setCustomMesh(mesh: Mesh): void;
  50777. }
  50778. }
  50779. declare module "babylonjs/Gizmos/gizmoManager" {
  50780. import { Observable } from "babylonjs/Misc/observable";
  50781. import { Nullable } from "babylonjs/types";
  50782. import { Scene, IDisposable } from "babylonjs/scene";
  50783. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50784. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  50785. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  50786. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  50787. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  50788. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  50789. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  50790. /**
  50791. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  50792. */
  50793. export class GizmoManager implements IDisposable {
  50794. private scene;
  50795. /**
  50796. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  50797. */
  50798. gizmos: {
  50799. positionGizmo: Nullable<PositionGizmo>;
  50800. rotationGizmo: Nullable<RotationGizmo>;
  50801. scaleGizmo: Nullable<ScaleGizmo>;
  50802. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  50803. };
  50804. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  50805. clearGizmoOnEmptyPointerEvent: boolean;
  50806. /** Fires an event when the manager is attached to a mesh */
  50807. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  50808. private _gizmosEnabled;
  50809. private _pointerObserver;
  50810. private _attachedMesh;
  50811. private _boundingBoxColor;
  50812. private _defaultUtilityLayer;
  50813. private _defaultKeepDepthUtilityLayer;
  50814. /**
  50815. * When bounding box gizmo is enabled, this can be used to track drag/end events
  50816. */
  50817. boundingBoxDragBehavior: SixDofDragBehavior;
  50818. /**
  50819. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  50820. */
  50821. attachableMeshes: Nullable<Array<AbstractMesh>>;
  50822. /**
  50823. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  50824. */
  50825. usePointerToAttachGizmos: boolean;
  50826. /**
  50827. * Utility layer that the bounding box gizmo belongs to
  50828. */
  50829. get keepDepthUtilityLayer(): UtilityLayerRenderer;
  50830. /**
  50831. * Utility layer that all gizmos besides bounding box belong to
  50832. */
  50833. get utilityLayer(): UtilityLayerRenderer;
  50834. /**
  50835. * Instatiates a gizmo manager
  50836. * @param scene the scene to overlay the gizmos on top of
  50837. */
  50838. constructor(scene: Scene);
  50839. /**
  50840. * Attaches a set of gizmos to the specified mesh
  50841. * @param mesh The mesh the gizmo's should be attached to
  50842. */
  50843. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  50844. /**
  50845. * If the position gizmo is enabled
  50846. */
  50847. set positionGizmoEnabled(value: boolean);
  50848. get positionGizmoEnabled(): boolean;
  50849. /**
  50850. * If the rotation gizmo is enabled
  50851. */
  50852. set rotationGizmoEnabled(value: boolean);
  50853. get rotationGizmoEnabled(): boolean;
  50854. /**
  50855. * If the scale gizmo is enabled
  50856. */
  50857. set scaleGizmoEnabled(value: boolean);
  50858. get scaleGizmoEnabled(): boolean;
  50859. /**
  50860. * If the boundingBox gizmo is enabled
  50861. */
  50862. set boundingBoxGizmoEnabled(value: boolean);
  50863. get boundingBoxGizmoEnabled(): boolean;
  50864. /**
  50865. * Disposes of the gizmo manager
  50866. */
  50867. dispose(): void;
  50868. }
  50869. }
  50870. declare module "babylonjs/Lights/directionalLight" {
  50871. import { Camera } from "babylonjs/Cameras/camera";
  50872. import { Scene } from "babylonjs/scene";
  50873. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  50874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50875. import { Light } from "babylonjs/Lights/light";
  50876. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  50877. import { Effect } from "babylonjs/Materials/effect";
  50878. /**
  50879. * A directional light is defined by a direction (what a surprise!).
  50880. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  50881. * 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.
  50882. * Documentation: https://doc.babylonjs.com/babylon101/lights
  50883. */
  50884. export class DirectionalLight extends ShadowLight {
  50885. private _shadowFrustumSize;
  50886. /**
  50887. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  50888. */
  50889. get shadowFrustumSize(): number;
  50890. /**
  50891. * Specifies a fix frustum size for the shadow generation.
  50892. */
  50893. set shadowFrustumSize(value: number);
  50894. private _shadowOrthoScale;
  50895. /**
  50896. * Gets the shadow projection scale against the optimal computed one.
  50897. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  50898. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  50899. */
  50900. get shadowOrthoScale(): number;
  50901. /**
  50902. * Sets the shadow projection scale against the optimal computed one.
  50903. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  50904. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  50905. */
  50906. set shadowOrthoScale(value: number);
  50907. /**
  50908. * Automatically compute the projection matrix to best fit (including all the casters)
  50909. * on each frame.
  50910. */
  50911. autoUpdateExtends: boolean;
  50912. /**
  50913. * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
  50914. * on each frame. autoUpdateExtends must be set to true for this to work
  50915. */
  50916. autoCalcShadowZBounds: boolean;
  50917. private _orthoLeft;
  50918. private _orthoRight;
  50919. private _orthoTop;
  50920. private _orthoBottom;
  50921. /**
  50922. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  50923. * The directional light is emitted from everywhere in the given direction.
  50924. * It can cast shadows.
  50925. * Documentation : https://doc.babylonjs.com/babylon101/lights
  50926. * @param name The friendly name of the light
  50927. * @param direction The direction of the light
  50928. * @param scene The scene the light belongs to
  50929. */
  50930. constructor(name: string, direction: Vector3, scene: Scene);
  50931. /**
  50932. * Returns the string "DirectionalLight".
  50933. * @return The class name
  50934. */
  50935. getClassName(): string;
  50936. /**
  50937. * Returns the integer 1.
  50938. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  50939. */
  50940. getTypeID(): number;
  50941. /**
  50942. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  50943. * Returns the DirectionalLight Shadow projection matrix.
  50944. */
  50945. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  50946. /**
  50947. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  50948. * Returns the DirectionalLight Shadow projection matrix.
  50949. */
  50950. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  50951. /**
  50952. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  50953. * Returns the DirectionalLight Shadow projection matrix.
  50954. */
  50955. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  50956. protected _buildUniformLayout(): void;
  50957. /**
  50958. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  50959. * @param effect The effect to update
  50960. * @param lightIndex The index of the light in the effect to update
  50961. * @returns The directional light
  50962. */
  50963. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  50964. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  50965. /**
  50966. * Gets the minZ used for shadow according to both the scene and the light.
  50967. *
  50968. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  50969. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  50970. * @param activeCamera The camera we are returning the min for
  50971. * @returns the depth min z
  50972. */
  50973. getDepthMinZ(activeCamera: Camera): number;
  50974. /**
  50975. * Gets the maxZ used for shadow according to both the scene and the light.
  50976. *
  50977. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  50978. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  50979. * @param activeCamera The camera we are returning the max for
  50980. * @returns the depth max z
  50981. */
  50982. getDepthMaxZ(activeCamera: Camera): number;
  50983. /**
  50984. * Prepares the list of defines specific to the light type.
  50985. * @param defines the list of defines
  50986. * @param lightIndex defines the index of the light for the effect
  50987. */
  50988. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  50989. }
  50990. }
  50991. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  50992. import { Mesh } from "babylonjs/Meshes/mesh";
  50993. /**
  50994. * Class containing static functions to help procedurally build meshes
  50995. */
  50996. export class HemisphereBuilder {
  50997. /**
  50998. * Creates a hemisphere mesh
  50999. * @param name defines the name of the mesh
  51000. * @param options defines the options used to create the mesh
  51001. * @param scene defines the hosting scene
  51002. * @returns the hemisphere mesh
  51003. */
  51004. static CreateHemisphere(name: string, options: {
  51005. segments?: number;
  51006. diameter?: number;
  51007. sideOrientation?: number;
  51008. }, scene: any): Mesh;
  51009. }
  51010. }
  51011. declare module "babylonjs/Lights/spotLight" {
  51012. import { Nullable } from "babylonjs/types";
  51013. import { Scene } from "babylonjs/scene";
  51014. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51015. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51016. import { Effect } from "babylonjs/Materials/effect";
  51017. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51018. import { Light } from "babylonjs/Lights/light";
  51019. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  51020. /**
  51021. * A spot light is defined by a position, a direction, an angle, and an exponent.
  51022. * These values define a cone of light starting from the position, emitting toward the direction.
  51023. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  51024. * and the exponent defines the speed of the decay of the light with distance (reach).
  51025. * Documentation: https://doc.babylonjs.com/babylon101/lights
  51026. */
  51027. export class SpotLight extends ShadowLight {
  51028. private _angle;
  51029. private _innerAngle;
  51030. private _cosHalfAngle;
  51031. private _lightAngleScale;
  51032. private _lightAngleOffset;
  51033. /**
  51034. * Gets the cone angle of the spot light in Radians.
  51035. */
  51036. get angle(): number;
  51037. /**
  51038. * Sets the cone angle of the spot light in Radians.
  51039. */
  51040. set angle(value: number);
  51041. /**
  51042. * Only used in gltf falloff mode, this defines the angle where
  51043. * the directional falloff will start before cutting at angle which could be seen
  51044. * as outer angle.
  51045. */
  51046. get innerAngle(): number;
  51047. /**
  51048. * Only used in gltf falloff mode, this defines the angle where
  51049. * the directional falloff will start before cutting at angle which could be seen
  51050. * as outer angle.
  51051. */
  51052. set innerAngle(value: number);
  51053. private _shadowAngleScale;
  51054. /**
  51055. * Allows scaling the angle of the light for shadow generation only.
  51056. */
  51057. get shadowAngleScale(): number;
  51058. /**
  51059. * Allows scaling the angle of the light for shadow generation only.
  51060. */
  51061. set shadowAngleScale(value: number);
  51062. /**
  51063. * The light decay speed with the distance from the emission spot.
  51064. */
  51065. exponent: number;
  51066. private _projectionTextureMatrix;
  51067. /**
  51068. * Allows reading the projecton texture
  51069. */
  51070. get projectionTextureMatrix(): Matrix;
  51071. protected _projectionTextureLightNear: number;
  51072. /**
  51073. * Gets the near clip of the Spotlight for texture projection.
  51074. */
  51075. get projectionTextureLightNear(): number;
  51076. /**
  51077. * Sets the near clip of the Spotlight for texture projection.
  51078. */
  51079. set projectionTextureLightNear(value: number);
  51080. protected _projectionTextureLightFar: number;
  51081. /**
  51082. * Gets the far clip of the Spotlight for texture projection.
  51083. */
  51084. get projectionTextureLightFar(): number;
  51085. /**
  51086. * Sets the far clip of the Spotlight for texture projection.
  51087. */
  51088. set projectionTextureLightFar(value: number);
  51089. protected _projectionTextureUpDirection: Vector3;
  51090. /**
  51091. * Gets the Up vector of the Spotlight for texture projection.
  51092. */
  51093. get projectionTextureUpDirection(): Vector3;
  51094. /**
  51095. * Sets the Up vector of the Spotlight for texture projection.
  51096. */
  51097. set projectionTextureUpDirection(value: Vector3);
  51098. private _projectionTexture;
  51099. /**
  51100. * Gets the projection texture of the light.
  51101. */
  51102. get projectionTexture(): Nullable<BaseTexture>;
  51103. /**
  51104. * Sets the projection texture of the light.
  51105. */
  51106. set projectionTexture(value: Nullable<BaseTexture>);
  51107. private _projectionTextureViewLightDirty;
  51108. private _projectionTextureProjectionLightDirty;
  51109. private _projectionTextureDirty;
  51110. private _projectionTextureViewTargetVector;
  51111. private _projectionTextureViewLightMatrix;
  51112. private _projectionTextureProjectionLightMatrix;
  51113. private _projectionTextureScalingMatrix;
  51114. /**
  51115. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  51116. * It can cast shadows.
  51117. * Documentation : https://doc.babylonjs.com/babylon101/lights
  51118. * @param name The light friendly name
  51119. * @param position The position of the spot light in the scene
  51120. * @param direction The direction of the light in the scene
  51121. * @param angle The cone angle of the light in Radians
  51122. * @param exponent The light decay speed with the distance from the emission spot
  51123. * @param scene The scene the lights belongs to
  51124. */
  51125. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  51126. /**
  51127. * Returns the string "SpotLight".
  51128. * @returns the class name
  51129. */
  51130. getClassName(): string;
  51131. /**
  51132. * Returns the integer 2.
  51133. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  51134. */
  51135. getTypeID(): number;
  51136. /**
  51137. * Overrides the direction setter to recompute the projection texture view light Matrix.
  51138. */
  51139. protected _setDirection(value: Vector3): void;
  51140. /**
  51141. * Overrides the position setter to recompute the projection texture view light Matrix.
  51142. */
  51143. protected _setPosition(value: Vector3): void;
  51144. /**
  51145. * 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.
  51146. * Returns the SpotLight.
  51147. */
  51148. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  51149. protected _computeProjectionTextureViewLightMatrix(): void;
  51150. protected _computeProjectionTextureProjectionLightMatrix(): void;
  51151. /**
  51152. * Main function for light texture projection matrix computing.
  51153. */
  51154. protected _computeProjectionTextureMatrix(): void;
  51155. protected _buildUniformLayout(): void;
  51156. private _computeAngleValues;
  51157. /**
  51158. * Sets the passed Effect "effect" with the Light textures.
  51159. * @param effect The effect to update
  51160. * @param lightIndex The index of the light in the effect to update
  51161. * @returns The light
  51162. */
  51163. transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
  51164. /**
  51165. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  51166. * @param effect The effect to update
  51167. * @param lightIndex The index of the light in the effect to update
  51168. * @returns The spot light
  51169. */
  51170. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  51171. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  51172. /**
  51173. * Disposes the light and the associated resources.
  51174. */
  51175. dispose(): void;
  51176. /**
  51177. * Prepares the list of defines specific to the light type.
  51178. * @param defines the list of defines
  51179. * @param lightIndex defines the index of the light for the effect
  51180. */
  51181. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  51182. }
  51183. }
  51184. declare module "babylonjs/Gizmos/lightGizmo" {
  51185. import { Nullable } from "babylonjs/types";
  51186. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  51187. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  51188. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  51189. import { Light } from "babylonjs/Lights/light";
  51190. /**
  51191. * Gizmo that enables viewing a light
  51192. */
  51193. export class LightGizmo extends Gizmo {
  51194. private _lightMesh;
  51195. private _material;
  51196. private _cachedPosition;
  51197. private _cachedForward;
  51198. private _attachedMeshParent;
  51199. /**
  51200. * Creates a LightGizmo
  51201. * @param gizmoLayer The utility layer the gizmo will be added to
  51202. */
  51203. constructor(gizmoLayer?: UtilityLayerRenderer);
  51204. private _light;
  51205. /**
  51206. * The light that the gizmo is attached to
  51207. */
  51208. set light(light: Nullable<Light>);
  51209. get light(): Nullable<Light>;
  51210. /**
  51211. * Gets the material used to render the light gizmo
  51212. */
  51213. get material(): StandardMaterial;
  51214. /**
  51215. * @hidden
  51216. * Updates the gizmo to match the attached mesh's position/rotation
  51217. */
  51218. protected _update(): void;
  51219. private static _Scale;
  51220. /**
  51221. * Creates the lines for a light mesh
  51222. */
  51223. private static _CreateLightLines;
  51224. /**
  51225. * Disposes of the light gizmo
  51226. */
  51227. dispose(): void;
  51228. private static _CreateHemisphericLightMesh;
  51229. private static _CreatePointLightMesh;
  51230. private static _CreateSpotLightMesh;
  51231. private static _CreateDirectionalLightMesh;
  51232. }
  51233. }
  51234. declare module "babylonjs/Gizmos/index" {
  51235. export * from "babylonjs/Gizmos/axisDragGizmo";
  51236. export * from "babylonjs/Gizmos/axisScaleGizmo";
  51237. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  51238. export * from "babylonjs/Gizmos/gizmo";
  51239. export * from "babylonjs/Gizmos/gizmoManager";
  51240. export * from "babylonjs/Gizmos/planeRotationGizmo";
  51241. export * from "babylonjs/Gizmos/positionGizmo";
  51242. export * from "babylonjs/Gizmos/rotationGizmo";
  51243. export * from "babylonjs/Gizmos/scaleGizmo";
  51244. export * from "babylonjs/Gizmos/lightGizmo";
  51245. export * from "babylonjs/Gizmos/planeDragGizmo";
  51246. }
  51247. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  51248. /** @hidden */
  51249. export var backgroundFragmentDeclaration: {
  51250. name: string;
  51251. shader: string;
  51252. };
  51253. }
  51254. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  51255. /** @hidden */
  51256. export var backgroundUboDeclaration: {
  51257. name: string;
  51258. shader: string;
  51259. };
  51260. }
  51261. declare module "babylonjs/Shaders/background.fragment" {
  51262. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  51263. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  51264. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  51265. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  51266. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  51267. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  51268. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  51269. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  51270. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  51271. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  51272. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  51273. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  51274. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  51275. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  51276. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  51277. /** @hidden */
  51278. export var backgroundPixelShader: {
  51279. name: string;
  51280. shader: string;
  51281. };
  51282. }
  51283. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  51284. /** @hidden */
  51285. export var backgroundVertexDeclaration: {
  51286. name: string;
  51287. shader: string;
  51288. };
  51289. }
  51290. declare module "babylonjs/Shaders/background.vertex" {
  51291. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  51292. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  51293. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  51294. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  51295. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  51296. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  51297. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  51298. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  51299. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  51300. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  51301. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  51302. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  51303. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  51304. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  51305. /** @hidden */
  51306. export var backgroundVertexShader: {
  51307. name: string;
  51308. shader: string;
  51309. };
  51310. }
  51311. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  51312. import { Nullable, int, float } from "babylonjs/types";
  51313. import { Scene } from "babylonjs/scene";
  51314. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  51315. import { SubMesh } from "babylonjs/Meshes/subMesh";
  51316. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51317. import { Mesh } from "babylonjs/Meshes/mesh";
  51318. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  51319. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  51320. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  51321. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51322. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  51323. import { Color3 } from "babylonjs/Maths/math.color";
  51324. import "babylonjs/Shaders/background.fragment";
  51325. import "babylonjs/Shaders/background.vertex";
  51326. /**
  51327. * Background material used to create an efficient environement around your scene.
  51328. */
  51329. export class BackgroundMaterial extends PushMaterial {
  51330. /**
  51331. * Standard reflectance value at parallel view angle.
  51332. */
  51333. static StandardReflectance0: number;
  51334. /**
  51335. * Standard reflectance value at grazing angle.
  51336. */
  51337. static StandardReflectance90: number;
  51338. protected _primaryColor: Color3;
  51339. /**
  51340. * Key light Color (multiply against the environement texture)
  51341. */
  51342. primaryColor: Color3;
  51343. protected __perceptualColor: Nullable<Color3>;
  51344. /**
  51345. * Experimental Internal Use Only.
  51346. *
  51347. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  51348. * This acts as a helper to set the primary color to a more "human friendly" value.
  51349. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  51350. * output color as close as possible from the chosen value.
  51351. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  51352. * part of lighting setup.)
  51353. */
  51354. get _perceptualColor(): Nullable<Color3>;
  51355. set _perceptualColor(value: Nullable<Color3>);
  51356. protected _primaryColorShadowLevel: float;
  51357. /**
  51358. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  51359. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  51360. */
  51361. get primaryColorShadowLevel(): float;
  51362. set primaryColorShadowLevel(value: float);
  51363. protected _primaryColorHighlightLevel: float;
  51364. /**
  51365. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  51366. * The primary color is used at the level chosen to define what the white area would look.
  51367. */
  51368. get primaryColorHighlightLevel(): float;
  51369. set primaryColorHighlightLevel(value: float);
  51370. protected _reflectionTexture: Nullable<BaseTexture>;
  51371. /**
  51372. * Reflection Texture used in the material.
  51373. * Should be author in a specific way for the best result (refer to the documentation).
  51374. */
  51375. reflectionTexture: Nullable<BaseTexture>;
  51376. protected _reflectionBlur: float;
  51377. /**
  51378. * Reflection Texture level of blur.
  51379. *
  51380. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  51381. * texture twice.
  51382. */
  51383. reflectionBlur: float;
  51384. protected _diffuseTexture: Nullable<BaseTexture>;
  51385. /**
  51386. * Diffuse Texture used in the material.
  51387. * Should be author in a specific way for the best result (refer to the documentation).
  51388. */
  51389. diffuseTexture: Nullable<BaseTexture>;
  51390. protected _shadowLights: Nullable<IShadowLight[]>;
  51391. /**
  51392. * Specify the list of lights casting shadow on the material.
  51393. * All scene shadow lights will be included if null.
  51394. */
  51395. shadowLights: Nullable<IShadowLight[]>;
  51396. protected _shadowLevel: float;
  51397. /**
  51398. * Helps adjusting the shadow to a softer level if required.
  51399. * 0 means black shadows and 1 means no shadows.
  51400. */
  51401. shadowLevel: float;
  51402. protected _sceneCenter: Vector3;
  51403. /**
  51404. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  51405. * It is usually zero but might be interesting to modify according to your setup.
  51406. */
  51407. sceneCenter: Vector3;
  51408. protected _opacityFresnel: boolean;
  51409. /**
  51410. * This helps specifying that the material is falling off to the sky box at grazing angle.
  51411. * This helps ensuring a nice transition when the camera goes under the ground.
  51412. */
  51413. opacityFresnel: boolean;
  51414. protected _reflectionFresnel: boolean;
  51415. /**
  51416. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  51417. * This helps adding a mirror texture on the ground.
  51418. */
  51419. reflectionFresnel: boolean;
  51420. protected _reflectionFalloffDistance: number;
  51421. /**
  51422. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  51423. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  51424. */
  51425. reflectionFalloffDistance: number;
  51426. protected _reflectionAmount: number;
  51427. /**
  51428. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  51429. */
  51430. reflectionAmount: number;
  51431. protected _reflectionReflectance0: number;
  51432. /**
  51433. * This specifies the weight of the reflection at grazing angle.
  51434. */
  51435. reflectionReflectance0: number;
  51436. protected _reflectionReflectance90: number;
  51437. /**
  51438. * This specifies the weight of the reflection at a perpendicular point of view.
  51439. */
  51440. reflectionReflectance90: number;
  51441. /**
  51442. * Sets the reflection reflectance fresnel values according to the default standard
  51443. * empirically know to work well :-)
  51444. */
  51445. set reflectionStandardFresnelWeight(value: number);
  51446. protected _useRGBColor: boolean;
  51447. /**
  51448. * Helps to directly use the maps channels instead of their level.
  51449. */
  51450. useRGBColor: boolean;
  51451. protected _enableNoise: boolean;
  51452. /**
  51453. * This helps reducing the banding effect that could occur on the background.
  51454. */
  51455. enableNoise: boolean;
  51456. /**
  51457. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51458. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  51459. * Recommended to be keep at 1.0 except for special cases.
  51460. */
  51461. get fovMultiplier(): number;
  51462. set fovMultiplier(value: number);
  51463. private _fovMultiplier;
  51464. /**
  51465. * Enable the FOV adjustment feature controlled by fovMultiplier.
  51466. */
  51467. useEquirectangularFOV: boolean;
  51468. private _maxSimultaneousLights;
  51469. /**
  51470. * Number of Simultaneous lights allowed on the material.
  51471. */
  51472. maxSimultaneousLights: int;
  51473. /**
  51474. * Default configuration related to image processing available in the Background Material.
  51475. */
  51476. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  51477. /**
  51478. * Keep track of the image processing observer to allow dispose and replace.
  51479. */
  51480. private _imageProcessingObserver;
  51481. /**
  51482. * Attaches a new image processing configuration to the PBR Material.
  51483. * @param configuration (if null the scene configuration will be use)
  51484. */
  51485. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  51486. /**
  51487. * Gets the image processing configuration used either in this material.
  51488. */
  51489. get imageProcessingConfiguration(): Nullable<ImageProcessingConfiguration>;
  51490. /**
  51491. * Sets the Default image processing configuration used either in the this material.
  51492. *
  51493. * If sets to null, the scene one is in use.
  51494. */
  51495. set imageProcessingConfiguration(value: Nullable<ImageProcessingConfiguration>);
  51496. /**
  51497. * Gets wether the color curves effect is enabled.
  51498. */
  51499. get cameraColorCurvesEnabled(): boolean;
  51500. /**
  51501. * Sets wether the color curves effect is enabled.
  51502. */
  51503. set cameraColorCurvesEnabled(value: boolean);
  51504. /**
  51505. * Gets wether the color grading effect is enabled.
  51506. */
  51507. get cameraColorGradingEnabled(): boolean;
  51508. /**
  51509. * Gets wether the color grading effect is enabled.
  51510. */
  51511. set cameraColorGradingEnabled(value: boolean);
  51512. /**
  51513. * Gets wether tonemapping is enabled or not.
  51514. */
  51515. get cameraToneMappingEnabled(): boolean;
  51516. /**
  51517. * Sets wether tonemapping is enabled or not
  51518. */
  51519. set cameraToneMappingEnabled(value: boolean);
  51520. /**
  51521. * The camera exposure used on this material.
  51522. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51523. * This corresponds to a photographic exposure.
  51524. */
  51525. get cameraExposure(): float;
  51526. /**
  51527. * The camera exposure used on this material.
  51528. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51529. * This corresponds to a photographic exposure.
  51530. */
  51531. set cameraExposure(value: float);
  51532. /**
  51533. * Gets The camera contrast used on this material.
  51534. */
  51535. get cameraContrast(): float;
  51536. /**
  51537. * Sets The camera contrast used on this material.
  51538. */
  51539. set cameraContrast(value: float);
  51540. /**
  51541. * Gets the Color Grading 2D Lookup Texture.
  51542. */
  51543. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  51544. /**
  51545. * Sets the Color Grading 2D Lookup Texture.
  51546. */
  51547. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  51548. /**
  51549. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51550. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51551. * 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;
  51552. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51553. */
  51554. get cameraColorCurves(): Nullable<ColorCurves>;
  51555. /**
  51556. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51557. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51558. * 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;
  51559. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51560. */
  51561. set cameraColorCurves(value: Nullable<ColorCurves>);
  51562. /**
  51563. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  51564. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  51565. */
  51566. switchToBGR: boolean;
  51567. private _renderTargets;
  51568. private _reflectionControls;
  51569. private _white;
  51570. private _primaryShadowColor;
  51571. private _primaryHighlightColor;
  51572. /**
  51573. * Instantiates a Background Material in the given scene
  51574. * @param name The friendly name of the material
  51575. * @param scene The scene to add the material to
  51576. */
  51577. constructor(name: string, scene: Scene);
  51578. /**
  51579. * Gets a boolean indicating that current material needs to register RTT
  51580. */
  51581. get hasRenderTargetTextures(): boolean;
  51582. /**
  51583. * The entire material has been created in order to prevent overdraw.
  51584. * @returns false
  51585. */
  51586. needAlphaTesting(): boolean;
  51587. /**
  51588. * The entire material has been created in order to prevent overdraw.
  51589. * @returns true if blending is enable
  51590. */
  51591. needAlphaBlending(): boolean;
  51592. /**
  51593. * Checks wether the material is ready to be rendered for a given mesh.
  51594. * @param mesh The mesh to render
  51595. * @param subMesh The submesh to check against
  51596. * @param useInstances Specify wether or not the material is used with instances
  51597. * @returns true if all the dependencies are ready (Textures, Effects...)
  51598. */
  51599. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  51600. /**
  51601. * Compute the primary color according to the chosen perceptual color.
  51602. */
  51603. private _computePrimaryColorFromPerceptualColor;
  51604. /**
  51605. * Compute the highlights and shadow colors according to their chosen levels.
  51606. */
  51607. private _computePrimaryColors;
  51608. /**
  51609. * Build the uniform buffer used in the material.
  51610. */
  51611. buildUniformLayout(): void;
  51612. /**
  51613. * Unbind the material.
  51614. */
  51615. unbind(): void;
  51616. /**
  51617. * Bind only the world matrix to the material.
  51618. * @param world The world matrix to bind.
  51619. */
  51620. bindOnlyWorldMatrix(world: Matrix): void;
  51621. /**
  51622. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  51623. * @param world The world matrix to bind.
  51624. * @param subMesh The submesh to bind for.
  51625. */
  51626. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  51627. /**
  51628. * Checks to see if a texture is used in the material.
  51629. * @param texture - Base texture to use.
  51630. * @returns - Boolean specifying if a texture is used in the material.
  51631. */
  51632. hasTexture(texture: BaseTexture): boolean;
  51633. /**
  51634. * Dispose the material.
  51635. * @param forceDisposeEffect Force disposal of the associated effect.
  51636. * @param forceDisposeTextures Force disposal of the associated textures.
  51637. */
  51638. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  51639. /**
  51640. * Clones the material.
  51641. * @param name The cloned name.
  51642. * @returns The cloned material.
  51643. */
  51644. clone(name: string): BackgroundMaterial;
  51645. /**
  51646. * Serializes the current material to its JSON representation.
  51647. * @returns The JSON representation.
  51648. */
  51649. serialize(): any;
  51650. /**
  51651. * Gets the class name of the material
  51652. * @returns "BackgroundMaterial"
  51653. */
  51654. getClassName(): string;
  51655. /**
  51656. * Parse a JSON input to create back a background material.
  51657. * @param source The JSON data to parse
  51658. * @param scene The scene to create the parsed material in
  51659. * @param rootUrl The root url of the assets the material depends upon
  51660. * @returns the instantiated BackgroundMaterial.
  51661. */
  51662. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  51663. }
  51664. }
  51665. declare module "babylonjs/Helpers/environmentHelper" {
  51666. import { Observable } from "babylonjs/Misc/observable";
  51667. import { Nullable } from "babylonjs/types";
  51668. import { Scene } from "babylonjs/scene";
  51669. import { Vector3 } from "babylonjs/Maths/math.vector";
  51670. import { Color3 } from "babylonjs/Maths/math.color";
  51671. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51672. import { Mesh } from "babylonjs/Meshes/mesh";
  51673. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51674. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  51675. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51676. import "babylonjs/Meshes/Builders/planeBuilder";
  51677. import "babylonjs/Meshes/Builders/boxBuilder";
  51678. /**
  51679. * Represents the different options available during the creation of
  51680. * a Environment helper.
  51681. *
  51682. * This can control the default ground, skybox and image processing setup of your scene.
  51683. */
  51684. export interface IEnvironmentHelperOptions {
  51685. /**
  51686. * Specifies wether or not to create a ground.
  51687. * True by default.
  51688. */
  51689. createGround: boolean;
  51690. /**
  51691. * Specifies the ground size.
  51692. * 15 by default.
  51693. */
  51694. groundSize: number;
  51695. /**
  51696. * The texture used on the ground for the main color.
  51697. * Comes from the BabylonJS CDN by default.
  51698. *
  51699. * Remarks: Can be either a texture or a url.
  51700. */
  51701. groundTexture: string | BaseTexture;
  51702. /**
  51703. * The color mixed in the ground texture by default.
  51704. * BabylonJS clearColor by default.
  51705. */
  51706. groundColor: Color3;
  51707. /**
  51708. * Specifies the ground opacity.
  51709. * 1 by default.
  51710. */
  51711. groundOpacity: number;
  51712. /**
  51713. * Enables the ground to receive shadows.
  51714. * True by default.
  51715. */
  51716. enableGroundShadow: boolean;
  51717. /**
  51718. * Helps preventing the shadow to be fully black on the ground.
  51719. * 0.5 by default.
  51720. */
  51721. groundShadowLevel: number;
  51722. /**
  51723. * Creates a mirror texture attach to the ground.
  51724. * false by default.
  51725. */
  51726. enableGroundMirror: boolean;
  51727. /**
  51728. * Specifies the ground mirror size ratio.
  51729. * 0.3 by default as the default kernel is 64.
  51730. */
  51731. groundMirrorSizeRatio: number;
  51732. /**
  51733. * Specifies the ground mirror blur kernel size.
  51734. * 64 by default.
  51735. */
  51736. groundMirrorBlurKernel: number;
  51737. /**
  51738. * Specifies the ground mirror visibility amount.
  51739. * 1 by default
  51740. */
  51741. groundMirrorAmount: number;
  51742. /**
  51743. * Specifies the ground mirror reflectance weight.
  51744. * This uses the standard weight of the background material to setup the fresnel effect
  51745. * of the mirror.
  51746. * 1 by default.
  51747. */
  51748. groundMirrorFresnelWeight: number;
  51749. /**
  51750. * Specifies the ground mirror Falloff distance.
  51751. * This can helps reducing the size of the reflection.
  51752. * 0 by Default.
  51753. */
  51754. groundMirrorFallOffDistance: number;
  51755. /**
  51756. * Specifies the ground mirror texture type.
  51757. * Unsigned Int by Default.
  51758. */
  51759. groundMirrorTextureType: number;
  51760. /**
  51761. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  51762. * the shown objects.
  51763. */
  51764. groundYBias: number;
  51765. /**
  51766. * Specifies wether or not to create a skybox.
  51767. * True by default.
  51768. */
  51769. createSkybox: boolean;
  51770. /**
  51771. * Specifies the skybox size.
  51772. * 20 by default.
  51773. */
  51774. skyboxSize: number;
  51775. /**
  51776. * The texture used on the skybox for the main color.
  51777. * Comes from the BabylonJS CDN by default.
  51778. *
  51779. * Remarks: Can be either a texture or a url.
  51780. */
  51781. skyboxTexture: string | BaseTexture;
  51782. /**
  51783. * The color mixed in the skybox texture by default.
  51784. * BabylonJS clearColor by default.
  51785. */
  51786. skyboxColor: Color3;
  51787. /**
  51788. * The background rotation around the Y axis of the scene.
  51789. * This helps aligning the key lights of your scene with the background.
  51790. * 0 by default.
  51791. */
  51792. backgroundYRotation: number;
  51793. /**
  51794. * Compute automatically the size of the elements to best fit with the scene.
  51795. */
  51796. sizeAuto: boolean;
  51797. /**
  51798. * Default position of the rootMesh if autoSize is not true.
  51799. */
  51800. rootPosition: Vector3;
  51801. /**
  51802. * Sets up the image processing in the scene.
  51803. * true by default.
  51804. */
  51805. setupImageProcessing: boolean;
  51806. /**
  51807. * The texture used as your environment texture in the scene.
  51808. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  51809. *
  51810. * Remarks: Can be either a texture or a url.
  51811. */
  51812. environmentTexture: string | BaseTexture;
  51813. /**
  51814. * The value of the exposure to apply to the scene.
  51815. * 0.6 by default if setupImageProcessing is true.
  51816. */
  51817. cameraExposure: number;
  51818. /**
  51819. * The value of the contrast to apply to the scene.
  51820. * 1.6 by default if setupImageProcessing is true.
  51821. */
  51822. cameraContrast: number;
  51823. /**
  51824. * Specifies wether or not tonemapping should be enabled in the scene.
  51825. * true by default if setupImageProcessing is true.
  51826. */
  51827. toneMappingEnabled: boolean;
  51828. }
  51829. /**
  51830. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  51831. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  51832. * It also helps with the default setup of your imageProcessing configuration.
  51833. */
  51834. export class EnvironmentHelper {
  51835. /**
  51836. * Default ground texture URL.
  51837. */
  51838. private static _groundTextureCDNUrl;
  51839. /**
  51840. * Default skybox texture URL.
  51841. */
  51842. private static _skyboxTextureCDNUrl;
  51843. /**
  51844. * Default environment texture URL.
  51845. */
  51846. private static _environmentTextureCDNUrl;
  51847. /**
  51848. * Creates the default options for the helper.
  51849. */
  51850. private static _getDefaultOptions;
  51851. private _rootMesh;
  51852. /**
  51853. * Gets the root mesh created by the helper.
  51854. */
  51855. get rootMesh(): Mesh;
  51856. private _skybox;
  51857. /**
  51858. * Gets the skybox created by the helper.
  51859. */
  51860. get skybox(): Nullable<Mesh>;
  51861. private _skyboxTexture;
  51862. /**
  51863. * Gets the skybox texture created by the helper.
  51864. */
  51865. get skyboxTexture(): Nullable<BaseTexture>;
  51866. private _skyboxMaterial;
  51867. /**
  51868. * Gets the skybox material created by the helper.
  51869. */
  51870. get skyboxMaterial(): Nullable<BackgroundMaterial>;
  51871. private _ground;
  51872. /**
  51873. * Gets the ground mesh created by the helper.
  51874. */
  51875. get ground(): Nullable<Mesh>;
  51876. private _groundTexture;
  51877. /**
  51878. * Gets the ground texture created by the helper.
  51879. */
  51880. get groundTexture(): Nullable<BaseTexture>;
  51881. private _groundMirror;
  51882. /**
  51883. * Gets the ground mirror created by the helper.
  51884. */
  51885. get groundMirror(): Nullable<MirrorTexture>;
  51886. /**
  51887. * Gets the ground mirror render list to helps pushing the meshes
  51888. * you wish in the ground reflection.
  51889. */
  51890. get groundMirrorRenderList(): Nullable<AbstractMesh[]>;
  51891. private _groundMaterial;
  51892. /**
  51893. * Gets the ground material created by the helper.
  51894. */
  51895. get groundMaterial(): Nullable<BackgroundMaterial>;
  51896. /**
  51897. * Stores the creation options.
  51898. */
  51899. private readonly _scene;
  51900. private _options;
  51901. /**
  51902. * This observable will be notified with any error during the creation of the environment,
  51903. * mainly texture creation errors.
  51904. */
  51905. onErrorObservable: Observable<{
  51906. message?: string;
  51907. exception?: any;
  51908. }>;
  51909. /**
  51910. * constructor
  51911. * @param options Defines the options we want to customize the helper
  51912. * @param scene The scene to add the material to
  51913. */
  51914. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  51915. /**
  51916. * Updates the background according to the new options
  51917. * @param options
  51918. */
  51919. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  51920. /**
  51921. * Sets the primary color of all the available elements.
  51922. * @param color the main color to affect to the ground and the background
  51923. */
  51924. setMainColor(color: Color3): void;
  51925. /**
  51926. * Setup the image processing according to the specified options.
  51927. */
  51928. private _setupImageProcessing;
  51929. /**
  51930. * Setup the environment texture according to the specified options.
  51931. */
  51932. private _setupEnvironmentTexture;
  51933. /**
  51934. * Setup the background according to the specified options.
  51935. */
  51936. private _setupBackground;
  51937. /**
  51938. * Get the scene sizes according to the setup.
  51939. */
  51940. private _getSceneSize;
  51941. /**
  51942. * Setup the ground according to the specified options.
  51943. */
  51944. private _setupGround;
  51945. /**
  51946. * Setup the ground material according to the specified options.
  51947. */
  51948. private _setupGroundMaterial;
  51949. /**
  51950. * Setup the ground diffuse texture according to the specified options.
  51951. */
  51952. private _setupGroundDiffuseTexture;
  51953. /**
  51954. * Setup the ground mirror texture according to the specified options.
  51955. */
  51956. private _setupGroundMirrorTexture;
  51957. /**
  51958. * Setup the ground to receive the mirror texture.
  51959. */
  51960. private _setupMirrorInGroundMaterial;
  51961. /**
  51962. * Setup the skybox according to the specified options.
  51963. */
  51964. private _setupSkybox;
  51965. /**
  51966. * Setup the skybox material according to the specified options.
  51967. */
  51968. private _setupSkyboxMaterial;
  51969. /**
  51970. * Setup the skybox reflection texture according to the specified options.
  51971. */
  51972. private _setupSkyboxReflectionTexture;
  51973. private _errorHandler;
  51974. /**
  51975. * Dispose all the elements created by the Helper.
  51976. */
  51977. dispose(): void;
  51978. }
  51979. }
  51980. declare module "babylonjs/Helpers/photoDome" {
  51981. import { Observable } from "babylonjs/Misc/observable";
  51982. import { Nullable } from "babylonjs/types";
  51983. import { Scene } from "babylonjs/scene";
  51984. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51985. import { Mesh } from "babylonjs/Meshes/mesh";
  51986. import { Texture } from "babylonjs/Materials/Textures/texture";
  51987. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51988. import "babylonjs/Meshes/Builders/sphereBuilder";
  51989. /**
  51990. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  51991. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  51992. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  51993. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51994. */
  51995. export class PhotoDome extends TransformNode {
  51996. /**
  51997. * Define the image as a Monoscopic panoramic 360 image.
  51998. */
  51999. static readonly MODE_MONOSCOPIC: number;
  52000. /**
  52001. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  52002. */
  52003. static readonly MODE_TOPBOTTOM: number;
  52004. /**
  52005. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  52006. */
  52007. static readonly MODE_SIDEBYSIDE: number;
  52008. private _useDirectMapping;
  52009. /**
  52010. * The texture being displayed on the sphere
  52011. */
  52012. protected _photoTexture: Texture;
  52013. /**
  52014. * Gets or sets the texture being displayed on the sphere
  52015. */
  52016. get photoTexture(): Texture;
  52017. set photoTexture(value: Texture);
  52018. /**
  52019. * Observable raised when an error occured while loading the 360 image
  52020. */
  52021. onLoadErrorObservable: Observable<string>;
  52022. /**
  52023. * The skybox material
  52024. */
  52025. protected _material: BackgroundMaterial;
  52026. /**
  52027. * The surface used for the skybox
  52028. */
  52029. protected _mesh: Mesh;
  52030. /**
  52031. * Gets the mesh used for the skybox.
  52032. */
  52033. get mesh(): Mesh;
  52034. /**
  52035. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  52036. * Also see the options.resolution property.
  52037. */
  52038. get fovMultiplier(): number;
  52039. set fovMultiplier(value: number);
  52040. private _imageMode;
  52041. /**
  52042. * Gets or set the current video mode for the video. It can be:
  52043. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  52044. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  52045. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  52046. */
  52047. get imageMode(): number;
  52048. set imageMode(value: number);
  52049. /**
  52050. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  52051. * @param name Element's name, child elements will append suffixes for their own names.
  52052. * @param urlsOfPhoto defines the url of the photo to display
  52053. * @param options defines an object containing optional or exposed sub element properties
  52054. * @param onError defines a callback called when an error occured while loading the texture
  52055. */
  52056. constructor(name: string, urlOfPhoto: string, options: {
  52057. resolution?: number;
  52058. size?: number;
  52059. useDirectMapping?: boolean;
  52060. faceForward?: boolean;
  52061. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  52062. private _onBeforeCameraRenderObserver;
  52063. private _changeImageMode;
  52064. /**
  52065. * Releases resources associated with this node.
  52066. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  52067. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  52068. */
  52069. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  52070. }
  52071. }
  52072. declare module "babylonjs/Misc/rgbdTextureTools" {
  52073. import "babylonjs/Shaders/rgbdDecode.fragment";
  52074. import "babylonjs/Engines/Extensions/engine.renderTarget";
  52075. import { Texture } from "babylonjs/Materials/Textures/texture";
  52076. /**
  52077. * Class used to host RGBD texture specific utilities
  52078. */
  52079. export class RGBDTextureTools {
  52080. /**
  52081. * Expand the RGBD Texture from RGBD to Half Float if possible.
  52082. * @param texture the texture to expand.
  52083. */
  52084. static ExpandRGBDTexture(texture: Texture): void;
  52085. }
  52086. }
  52087. declare module "babylonjs/Misc/brdfTextureTools" {
  52088. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52089. import { Scene } from "babylonjs/scene";
  52090. /**
  52091. * Class used to host texture specific utilities
  52092. */
  52093. export class BRDFTextureTools {
  52094. /**
  52095. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  52096. * @param scene defines the hosting scene
  52097. * @returns the environment BRDF texture
  52098. */
  52099. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  52100. private static _environmentBRDFBase64Texture;
  52101. }
  52102. }
  52103. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  52104. import { Nullable } from "babylonjs/types";
  52105. import { Color3 } from "babylonjs/Maths/math.color";
  52106. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52107. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  52108. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  52109. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  52110. import { Engine } from "babylonjs/Engines/engine";
  52111. import { Scene } from "babylonjs/scene";
  52112. /**
  52113. * @hidden
  52114. */
  52115. export interface IMaterialClearCoatDefines {
  52116. CLEARCOAT: boolean;
  52117. CLEARCOAT_DEFAULTIOR: boolean;
  52118. CLEARCOAT_TEXTURE: boolean;
  52119. CLEARCOAT_TEXTUREDIRECTUV: number;
  52120. CLEARCOAT_BUMP: boolean;
  52121. CLEARCOAT_BUMPDIRECTUV: number;
  52122. CLEARCOAT_TINT: boolean;
  52123. CLEARCOAT_TINT_TEXTURE: boolean;
  52124. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  52125. /** @hidden */
  52126. _areTexturesDirty: boolean;
  52127. }
  52128. /**
  52129. * Define the code related to the clear coat parameters of the pbr material.
  52130. */
  52131. export class PBRClearCoatConfiguration {
  52132. /**
  52133. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  52134. * The default fits with a polyurethane material.
  52135. */
  52136. private static readonly _DefaultIndexOfRefraction;
  52137. private _isEnabled;
  52138. /**
  52139. * Defines if the clear coat is enabled in the material.
  52140. */
  52141. isEnabled: boolean;
  52142. /**
  52143. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  52144. */
  52145. intensity: number;
  52146. /**
  52147. * Defines the clear coat layer roughness.
  52148. */
  52149. roughness: number;
  52150. private _indexOfRefraction;
  52151. /**
  52152. * Defines the index of refraction of the clear coat.
  52153. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  52154. * The default fits with a polyurethane material.
  52155. * Changing the default value is more performance intensive.
  52156. */
  52157. indexOfRefraction: number;
  52158. private _texture;
  52159. /**
  52160. * Stores the clear coat values in a texture.
  52161. */
  52162. texture: Nullable<BaseTexture>;
  52163. private _bumpTexture;
  52164. /**
  52165. * Define the clear coat specific bump texture.
  52166. */
  52167. bumpTexture: Nullable<BaseTexture>;
  52168. private _isTintEnabled;
  52169. /**
  52170. * Defines if the clear coat tint is enabled in the material.
  52171. */
  52172. isTintEnabled: boolean;
  52173. /**
  52174. * Defines the clear coat tint of the material.
  52175. * This is only use if tint is enabled
  52176. */
  52177. tintColor: Color3;
  52178. /**
  52179. * Defines the distance at which the tint color should be found in the
  52180. * clear coat media.
  52181. * This is only use if tint is enabled
  52182. */
  52183. tintColorAtDistance: number;
  52184. /**
  52185. * Defines the clear coat layer thickness.
  52186. * This is only use if tint is enabled
  52187. */
  52188. tintThickness: number;
  52189. private _tintTexture;
  52190. /**
  52191. * Stores the clear tint values in a texture.
  52192. * rgb is tint
  52193. * a is a thickness factor
  52194. */
  52195. tintTexture: Nullable<BaseTexture>;
  52196. /** @hidden */
  52197. private _internalMarkAllSubMeshesAsTexturesDirty;
  52198. /** @hidden */
  52199. _markAllSubMeshesAsTexturesDirty(): void;
  52200. /**
  52201. * Instantiate a new istance of clear coat configuration.
  52202. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  52203. */
  52204. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  52205. /**
  52206. * Gets wehter the submesh is ready to be used or not.
  52207. * @param defines the list of "defines" to update.
  52208. * @param scene defines the scene the material belongs to.
  52209. * @param engine defines the engine the material belongs to.
  52210. * @param disableBumpMap defines wether the material disables bump or not.
  52211. * @returns - boolean indicating that the submesh is ready or not.
  52212. */
  52213. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  52214. /**
  52215. * Checks to see if a texture is used in the material.
  52216. * @param defines the list of "defines" to update.
  52217. * @param scene defines the scene to the material belongs to.
  52218. */
  52219. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  52220. /**
  52221. * Binds the material data.
  52222. * @param uniformBuffer defines the Uniform buffer to fill in.
  52223. * @param scene defines the scene the material belongs to.
  52224. * @param engine defines the engine the material belongs to.
  52225. * @param disableBumpMap defines wether the material disables bump or not.
  52226. * @param isFrozen defines wether the material is frozen or not.
  52227. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  52228. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  52229. */
  52230. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  52231. /**
  52232. * Checks to see if a texture is used in the material.
  52233. * @param texture - Base texture to use.
  52234. * @returns - Boolean specifying if a texture is used in the material.
  52235. */
  52236. hasTexture(texture: BaseTexture): boolean;
  52237. /**
  52238. * Returns an array of the actively used textures.
  52239. * @param activeTextures Array of BaseTextures
  52240. */
  52241. getActiveTextures(activeTextures: BaseTexture[]): void;
  52242. /**
  52243. * Returns the animatable textures.
  52244. * @param animatables Array of animatable textures.
  52245. */
  52246. getAnimatables(animatables: IAnimatable[]): void;
  52247. /**
  52248. * Disposes the resources of the material.
  52249. * @param forceDisposeTextures - Forces the disposal of all textures.
  52250. */
  52251. dispose(forceDisposeTextures?: boolean): void;
  52252. /**
  52253. * Get the current class name of the texture useful for serialization or dynamic coding.
  52254. * @returns "PBRClearCoatConfiguration"
  52255. */
  52256. getClassName(): string;
  52257. /**
  52258. * Add fallbacks to the effect fallbacks list.
  52259. * @param defines defines the Base texture to use.
  52260. * @param fallbacks defines the current fallback list.
  52261. * @param currentRank defines the current fallback rank.
  52262. * @returns the new fallback rank.
  52263. */
  52264. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  52265. /**
  52266. * Add the required uniforms to the current list.
  52267. * @param uniforms defines the current uniform list.
  52268. */
  52269. static AddUniforms(uniforms: string[]): void;
  52270. /**
  52271. * Add the required samplers to the current list.
  52272. * @param samplers defines the current sampler list.
  52273. */
  52274. static AddSamplers(samplers: string[]): void;
  52275. /**
  52276. * Add the required uniforms to the current buffer.
  52277. * @param uniformBuffer defines the current uniform buffer.
  52278. */
  52279. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  52280. /**
  52281. * Makes a duplicate of the current configuration into another one.
  52282. * @param clearCoatConfiguration define the config where to copy the info
  52283. */
  52284. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  52285. /**
  52286. * Serializes this clear coat configuration.
  52287. * @returns - An object with the serialized config.
  52288. */
  52289. serialize(): any;
  52290. /**
  52291. * Parses a anisotropy Configuration from a serialized object.
  52292. * @param source - Serialized object.
  52293. * @param scene Defines the scene we are parsing for
  52294. * @param rootUrl Defines the rootUrl to load from
  52295. */
  52296. parse(source: any, scene: Scene, rootUrl: string): void;
  52297. }
  52298. }
  52299. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  52300. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  52301. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52302. import { Vector2 } from "babylonjs/Maths/math.vector";
  52303. import { Scene } from "babylonjs/scene";
  52304. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52305. import { Nullable } from "babylonjs/types";
  52306. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  52307. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  52308. /**
  52309. * @hidden
  52310. */
  52311. export interface IMaterialAnisotropicDefines {
  52312. ANISOTROPIC: boolean;
  52313. ANISOTROPIC_TEXTURE: boolean;
  52314. ANISOTROPIC_TEXTUREDIRECTUV: number;
  52315. MAINUV1: boolean;
  52316. _areTexturesDirty: boolean;
  52317. _needUVs: boolean;
  52318. }
  52319. /**
  52320. * Define the code related to the anisotropic parameters of the pbr material.
  52321. */
  52322. export class PBRAnisotropicConfiguration {
  52323. private _isEnabled;
  52324. /**
  52325. * Defines if the anisotropy is enabled in the material.
  52326. */
  52327. isEnabled: boolean;
  52328. /**
  52329. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  52330. */
  52331. intensity: number;
  52332. /**
  52333. * Defines if the effect is along the tangents, bitangents or in between.
  52334. * By default, the effect is "strectching" the highlights along the tangents.
  52335. */
  52336. direction: Vector2;
  52337. private _texture;
  52338. /**
  52339. * Stores the anisotropy values in a texture.
  52340. * rg is direction (like normal from -1 to 1)
  52341. * b is a intensity
  52342. */
  52343. texture: Nullable<BaseTexture>;
  52344. /** @hidden */
  52345. private _internalMarkAllSubMeshesAsTexturesDirty;
  52346. /** @hidden */
  52347. _markAllSubMeshesAsTexturesDirty(): void;
  52348. /**
  52349. * Instantiate a new istance of anisotropy configuration.
  52350. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  52351. */
  52352. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  52353. /**
  52354. * Specifies that the submesh is ready to be used.
  52355. * @param defines the list of "defines" to update.
  52356. * @param scene defines the scene the material belongs to.
  52357. * @returns - boolean indicating that the submesh is ready or not.
  52358. */
  52359. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  52360. /**
  52361. * Checks to see if a texture is used in the material.
  52362. * @param defines the list of "defines" to update.
  52363. * @param mesh the mesh we are preparing the defines for.
  52364. * @param scene defines the scene the material belongs to.
  52365. */
  52366. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  52367. /**
  52368. * Binds the material data.
  52369. * @param uniformBuffer defines the Uniform buffer to fill in.
  52370. * @param scene defines the scene the material belongs to.
  52371. * @param isFrozen defines wether the material is frozen or not.
  52372. */
  52373. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  52374. /**
  52375. * Checks to see if a texture is used in the material.
  52376. * @param texture - Base texture to use.
  52377. * @returns - Boolean specifying if a texture is used in the material.
  52378. */
  52379. hasTexture(texture: BaseTexture): boolean;
  52380. /**
  52381. * Returns an array of the actively used textures.
  52382. * @param activeTextures Array of BaseTextures
  52383. */
  52384. getActiveTextures(activeTextures: BaseTexture[]): void;
  52385. /**
  52386. * Returns the animatable textures.
  52387. * @param animatables Array of animatable textures.
  52388. */
  52389. getAnimatables(animatables: IAnimatable[]): void;
  52390. /**
  52391. * Disposes the resources of the material.
  52392. * @param forceDisposeTextures - Forces the disposal of all textures.
  52393. */
  52394. dispose(forceDisposeTextures?: boolean): void;
  52395. /**
  52396. * Get the current class name of the texture useful for serialization or dynamic coding.
  52397. * @returns "PBRAnisotropicConfiguration"
  52398. */
  52399. getClassName(): string;
  52400. /**
  52401. * Add fallbacks to the effect fallbacks list.
  52402. * @param defines defines the Base texture to use.
  52403. * @param fallbacks defines the current fallback list.
  52404. * @param currentRank defines the current fallback rank.
  52405. * @returns the new fallback rank.
  52406. */
  52407. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  52408. /**
  52409. * Add the required uniforms to the current list.
  52410. * @param uniforms defines the current uniform list.
  52411. */
  52412. static AddUniforms(uniforms: string[]): void;
  52413. /**
  52414. * Add the required uniforms to the current buffer.
  52415. * @param uniformBuffer defines the current uniform buffer.
  52416. */
  52417. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  52418. /**
  52419. * Add the required samplers to the current list.
  52420. * @param samplers defines the current sampler list.
  52421. */
  52422. static AddSamplers(samplers: string[]): void;
  52423. /**
  52424. * Makes a duplicate of the current configuration into another one.
  52425. * @param anisotropicConfiguration define the config where to copy the info
  52426. */
  52427. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  52428. /**
  52429. * Serializes this anisotropy configuration.
  52430. * @returns - An object with the serialized config.
  52431. */
  52432. serialize(): any;
  52433. /**
  52434. * Parses a anisotropy Configuration from a serialized object.
  52435. * @param source - Serialized object.
  52436. * @param scene Defines the scene we are parsing for
  52437. * @param rootUrl Defines the rootUrl to load from
  52438. */
  52439. parse(source: any, scene: Scene, rootUrl: string): void;
  52440. }
  52441. }
  52442. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  52443. import { Scene } from "babylonjs/scene";
  52444. /**
  52445. * @hidden
  52446. */
  52447. export interface IMaterialBRDFDefines {
  52448. BRDF_V_HEIGHT_CORRELATED: boolean;
  52449. MS_BRDF_ENERGY_CONSERVATION: boolean;
  52450. SPHERICAL_HARMONICS: boolean;
  52451. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  52452. /** @hidden */
  52453. _areMiscDirty: boolean;
  52454. }
  52455. /**
  52456. * Define the code related to the BRDF parameters of the pbr material.
  52457. */
  52458. export class PBRBRDFConfiguration {
  52459. /**
  52460. * Default value used for the energy conservation.
  52461. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  52462. */
  52463. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  52464. /**
  52465. * Default value used for the Smith Visibility Height Correlated mode.
  52466. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  52467. */
  52468. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  52469. /**
  52470. * Default value used for the IBL diffuse part.
  52471. * This can help switching back to the polynomials mode globally which is a tiny bit
  52472. * less GPU intensive at the drawback of a lower quality.
  52473. */
  52474. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  52475. /**
  52476. * Default value used for activating energy conservation for the specular workflow.
  52477. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  52478. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  52479. */
  52480. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  52481. private _useEnergyConservation;
  52482. /**
  52483. * Defines if the material uses energy conservation.
  52484. */
  52485. useEnergyConservation: boolean;
  52486. private _useSmithVisibilityHeightCorrelated;
  52487. /**
  52488. * LEGACY Mode set to false
  52489. * Defines if the material uses height smith correlated visibility term.
  52490. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  52491. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  52492. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  52493. * Not relying on height correlated will also disable energy conservation.
  52494. */
  52495. useSmithVisibilityHeightCorrelated: boolean;
  52496. private _useSphericalHarmonics;
  52497. /**
  52498. * LEGACY Mode set to false
  52499. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  52500. * diffuse part of the IBL.
  52501. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  52502. * to the ground truth.
  52503. */
  52504. useSphericalHarmonics: boolean;
  52505. private _useSpecularGlossinessInputEnergyConservation;
  52506. /**
  52507. * Defines if the material uses energy conservation, when the specular workflow is active.
  52508. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  52509. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  52510. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  52511. */
  52512. useSpecularGlossinessInputEnergyConservation: boolean;
  52513. /** @hidden */
  52514. private _internalMarkAllSubMeshesAsMiscDirty;
  52515. /** @hidden */
  52516. _markAllSubMeshesAsMiscDirty(): void;
  52517. /**
  52518. * Instantiate a new istance of clear coat configuration.
  52519. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  52520. */
  52521. constructor(markAllSubMeshesAsMiscDirty: () => void);
  52522. /**
  52523. * Checks to see if a texture is used in the material.
  52524. * @param defines the list of "defines" to update.
  52525. */
  52526. prepareDefines(defines: IMaterialBRDFDefines): void;
  52527. /**
  52528. * Get the current class name of the texture useful for serialization or dynamic coding.
  52529. * @returns "PBRClearCoatConfiguration"
  52530. */
  52531. getClassName(): string;
  52532. /**
  52533. * Makes a duplicate of the current configuration into another one.
  52534. * @param brdfConfiguration define the config where to copy the info
  52535. */
  52536. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  52537. /**
  52538. * Serializes this BRDF configuration.
  52539. * @returns - An object with the serialized config.
  52540. */
  52541. serialize(): any;
  52542. /**
  52543. * Parses a anisotropy Configuration from a serialized object.
  52544. * @param source - Serialized object.
  52545. * @param scene Defines the scene we are parsing for
  52546. * @param rootUrl Defines the rootUrl to load from
  52547. */
  52548. parse(source: any, scene: Scene, rootUrl: string): void;
  52549. }
  52550. }
  52551. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  52552. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  52553. import { Color3 } from "babylonjs/Maths/math.color";
  52554. import { Scene } from "babylonjs/scene";
  52555. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52556. import { Nullable } from "babylonjs/types";
  52557. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  52558. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  52559. /**
  52560. * @hidden
  52561. */
  52562. export interface IMaterialSheenDefines {
  52563. SHEEN: boolean;
  52564. SHEEN_TEXTURE: boolean;
  52565. SHEEN_TEXTUREDIRECTUV: number;
  52566. SHEEN_LINKWITHALBEDO: boolean;
  52567. /** @hidden */
  52568. _areTexturesDirty: boolean;
  52569. }
  52570. /**
  52571. * Define the code related to the Sheen parameters of the pbr material.
  52572. */
  52573. export class PBRSheenConfiguration {
  52574. private _isEnabled;
  52575. /**
  52576. * Defines if the material uses sheen.
  52577. */
  52578. isEnabled: boolean;
  52579. private _linkSheenWithAlbedo;
  52580. /**
  52581. * Defines if the sheen is linked to the sheen color.
  52582. */
  52583. linkSheenWithAlbedo: boolean;
  52584. /**
  52585. * Defines the sheen intensity.
  52586. */
  52587. intensity: number;
  52588. /**
  52589. * Defines the sheen color.
  52590. */
  52591. color: Color3;
  52592. private _texture;
  52593. /**
  52594. * Stores the sheen tint values in a texture.
  52595. * rgb is tint
  52596. * a is a intensity
  52597. */
  52598. texture: Nullable<BaseTexture>;
  52599. /** @hidden */
  52600. private _internalMarkAllSubMeshesAsTexturesDirty;
  52601. /** @hidden */
  52602. _markAllSubMeshesAsTexturesDirty(): void;
  52603. /**
  52604. * Instantiate a new istance of clear coat configuration.
  52605. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  52606. */
  52607. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  52608. /**
  52609. * Specifies that the submesh is ready to be used.
  52610. * @param defines the list of "defines" to update.
  52611. * @param scene defines the scene the material belongs to.
  52612. * @returns - boolean indicating that the submesh is ready or not.
  52613. */
  52614. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  52615. /**
  52616. * Checks to see if a texture is used in the material.
  52617. * @param defines the list of "defines" to update.
  52618. * @param scene defines the scene the material belongs to.
  52619. */
  52620. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  52621. /**
  52622. * Binds the material data.
  52623. * @param uniformBuffer defines the Uniform buffer to fill in.
  52624. * @param scene defines the scene the material belongs to.
  52625. * @param isFrozen defines wether the material is frozen or not.
  52626. */
  52627. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  52628. /**
  52629. * Checks to see if a texture is used in the material.
  52630. * @param texture - Base texture to use.
  52631. * @returns - Boolean specifying if a texture is used in the material.
  52632. */
  52633. hasTexture(texture: BaseTexture): boolean;
  52634. /**
  52635. * Returns an array of the actively used textures.
  52636. * @param activeTextures Array of BaseTextures
  52637. */
  52638. getActiveTextures(activeTextures: BaseTexture[]): void;
  52639. /**
  52640. * Returns the animatable textures.
  52641. * @param animatables Array of animatable textures.
  52642. */
  52643. getAnimatables(animatables: IAnimatable[]): void;
  52644. /**
  52645. * Disposes the resources of the material.
  52646. * @param forceDisposeTextures - Forces the disposal of all textures.
  52647. */
  52648. dispose(forceDisposeTextures?: boolean): void;
  52649. /**
  52650. * Get the current class name of the texture useful for serialization or dynamic coding.
  52651. * @returns "PBRSheenConfiguration"
  52652. */
  52653. getClassName(): string;
  52654. /**
  52655. * Add fallbacks to the effect fallbacks list.
  52656. * @param defines defines the Base texture to use.
  52657. * @param fallbacks defines the current fallback list.
  52658. * @param currentRank defines the current fallback rank.
  52659. * @returns the new fallback rank.
  52660. */
  52661. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  52662. /**
  52663. * Add the required uniforms to the current list.
  52664. * @param uniforms defines the current uniform list.
  52665. */
  52666. static AddUniforms(uniforms: string[]): void;
  52667. /**
  52668. * Add the required uniforms to the current buffer.
  52669. * @param uniformBuffer defines the current uniform buffer.
  52670. */
  52671. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  52672. /**
  52673. * Add the required samplers to the current list.
  52674. * @param samplers defines the current sampler list.
  52675. */
  52676. static AddSamplers(samplers: string[]): void;
  52677. /**
  52678. * Makes a duplicate of the current configuration into another one.
  52679. * @param sheenConfiguration define the config where to copy the info
  52680. */
  52681. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  52682. /**
  52683. * Serializes this BRDF configuration.
  52684. * @returns - An object with the serialized config.
  52685. */
  52686. serialize(): any;
  52687. /**
  52688. * Parses a anisotropy Configuration from a serialized object.
  52689. * @param source - Serialized object.
  52690. * @param scene Defines the scene we are parsing for
  52691. * @param rootUrl Defines the rootUrl to load from
  52692. */
  52693. parse(source: any, scene: Scene, rootUrl: string): void;
  52694. }
  52695. }
  52696. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  52697. import { Nullable } from "babylonjs/types";
  52698. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  52699. import { Color3 } from "babylonjs/Maths/math.color";
  52700. import { SmartArray } from "babylonjs/Misc/smartArray";
  52701. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52702. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52703. import { Effect } from "babylonjs/Materials/effect";
  52704. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  52705. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  52706. import { Engine } from "babylonjs/Engines/engine";
  52707. import { Scene } from "babylonjs/scene";
  52708. /**
  52709. * @hidden
  52710. */
  52711. export interface IMaterialSubSurfaceDefines {
  52712. SUBSURFACE: boolean;
  52713. SS_REFRACTION: boolean;
  52714. SS_TRANSLUCENCY: boolean;
  52715. SS_SCATERRING: boolean;
  52716. SS_THICKNESSANDMASK_TEXTURE: boolean;
  52717. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  52718. SS_REFRACTIONMAP_3D: boolean;
  52719. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  52720. SS_LODINREFRACTIONALPHA: boolean;
  52721. SS_GAMMAREFRACTION: boolean;
  52722. SS_RGBDREFRACTION: boolean;
  52723. SS_LINEARSPECULARREFRACTION: boolean;
  52724. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  52725. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  52726. /** @hidden */
  52727. _areTexturesDirty: boolean;
  52728. }
  52729. /**
  52730. * Define the code related to the sub surface parameters of the pbr material.
  52731. */
  52732. export class PBRSubSurfaceConfiguration {
  52733. private _isRefractionEnabled;
  52734. /**
  52735. * Defines if the refraction is enabled in the material.
  52736. */
  52737. isRefractionEnabled: boolean;
  52738. private _isTranslucencyEnabled;
  52739. /**
  52740. * Defines if the translucency is enabled in the material.
  52741. */
  52742. isTranslucencyEnabled: boolean;
  52743. private _isScatteringEnabled;
  52744. /**
  52745. * Defines the refraction intensity of the material.
  52746. * The refraction when enabled replaces the Diffuse part of the material.
  52747. * The intensity helps transitionning between diffuse and refraction.
  52748. */
  52749. refractionIntensity: number;
  52750. /**
  52751. * Defines the translucency intensity of the material.
  52752. * When translucency has been enabled, this defines how much of the "translucency"
  52753. * is addded to the diffuse part of the material.
  52754. */
  52755. translucencyIntensity: number;
  52756. /**
  52757. * Defines the scattering intensity of the material.
  52758. * When scattering has been enabled, this defines how much of the "scattered light"
  52759. * is addded to the diffuse part of the material.
  52760. */
  52761. scatteringIntensity: number;
  52762. private _thicknessTexture;
  52763. /**
  52764. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  52765. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  52766. * 0 would mean minimumThickness
  52767. * 1 would mean maximumThickness
  52768. * The other channels might be use as a mask to vary the different effects intensity.
  52769. */
  52770. thicknessTexture: Nullable<BaseTexture>;
  52771. private _refractionTexture;
  52772. /**
  52773. * Defines the texture to use for refraction.
  52774. */
  52775. refractionTexture: Nullable<BaseTexture>;
  52776. private _indexOfRefraction;
  52777. /**
  52778. * Defines the index of refraction used in the material.
  52779. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  52780. */
  52781. indexOfRefraction: number;
  52782. private _invertRefractionY;
  52783. /**
  52784. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  52785. */
  52786. invertRefractionY: boolean;
  52787. private _linkRefractionWithTransparency;
  52788. /**
  52789. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  52790. * Materials half opaque for instance using refraction could benefit from this control.
  52791. */
  52792. linkRefractionWithTransparency: boolean;
  52793. /**
  52794. * Defines the minimum thickness stored in the thickness map.
  52795. * If no thickness map is defined, this value will be used to simulate thickness.
  52796. */
  52797. minimumThickness: number;
  52798. /**
  52799. * Defines the maximum thickness stored in the thickness map.
  52800. */
  52801. maximumThickness: number;
  52802. /**
  52803. * Defines the volume tint of the material.
  52804. * This is used for both translucency and scattering.
  52805. */
  52806. tintColor: Color3;
  52807. /**
  52808. * Defines the distance at which the tint color should be found in the media.
  52809. * This is used for refraction only.
  52810. */
  52811. tintColorAtDistance: number;
  52812. /**
  52813. * Defines how far each channel transmit through the media.
  52814. * It is defined as a color to simplify it selection.
  52815. */
  52816. diffusionDistance: Color3;
  52817. private _useMaskFromThicknessTexture;
  52818. /**
  52819. * Stores the intensity of the different subsurface effects in the thickness texture.
  52820. * * the green channel is the translucency intensity.
  52821. * * the blue channel is the scattering intensity.
  52822. * * the alpha channel is the refraction intensity.
  52823. */
  52824. useMaskFromThicknessTexture: boolean;
  52825. /** @hidden */
  52826. private _internalMarkAllSubMeshesAsTexturesDirty;
  52827. /** @hidden */
  52828. _markAllSubMeshesAsTexturesDirty(): void;
  52829. /**
  52830. * Instantiate a new istance of sub surface configuration.
  52831. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  52832. */
  52833. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  52834. /**
  52835. * Gets wehter the submesh is ready to be used or not.
  52836. * @param defines the list of "defines" to update.
  52837. * @param scene defines the scene the material belongs to.
  52838. * @returns - boolean indicating that the submesh is ready or not.
  52839. */
  52840. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  52841. /**
  52842. * Checks to see if a texture is used in the material.
  52843. * @param defines the list of "defines" to update.
  52844. * @param scene defines the scene to the material belongs to.
  52845. */
  52846. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  52847. /**
  52848. * Binds the material data.
  52849. * @param uniformBuffer defines the Uniform buffer to fill in.
  52850. * @param scene defines the scene the material belongs to.
  52851. * @param engine defines the engine the material belongs to.
  52852. * @param isFrozen defines wether the material is frozen or not.
  52853. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  52854. */
  52855. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  52856. /**
  52857. * Unbinds the material from the mesh.
  52858. * @param activeEffect defines the effect that should be unbound from.
  52859. * @returns true if unbound, otherwise false
  52860. */
  52861. unbind(activeEffect: Effect): boolean;
  52862. /**
  52863. * Returns the texture used for refraction or null if none is used.
  52864. * @param scene defines the scene the material belongs to.
  52865. * @returns - Refraction texture if present. If no refraction texture and refraction
  52866. * is linked with transparency, returns environment texture. Otherwise, returns null.
  52867. */
  52868. private _getRefractionTexture;
  52869. /**
  52870. * Returns true if alpha blending should be disabled.
  52871. */
  52872. get disableAlphaBlending(): boolean;
  52873. /**
  52874. * Fills the list of render target textures.
  52875. * @param renderTargets the list of render targets to update
  52876. */
  52877. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  52878. /**
  52879. * Checks to see if a texture is used in the material.
  52880. * @param texture - Base texture to use.
  52881. * @returns - Boolean specifying if a texture is used in the material.
  52882. */
  52883. hasTexture(texture: BaseTexture): boolean;
  52884. /**
  52885. * Gets a boolean indicating that current material needs to register RTT
  52886. * @returns true if this uses a render target otherwise false.
  52887. */
  52888. hasRenderTargetTextures(): boolean;
  52889. /**
  52890. * Returns an array of the actively used textures.
  52891. * @param activeTextures Array of BaseTextures
  52892. */
  52893. getActiveTextures(activeTextures: BaseTexture[]): void;
  52894. /**
  52895. * Returns the animatable textures.
  52896. * @param animatables Array of animatable textures.
  52897. */
  52898. getAnimatables(animatables: IAnimatable[]): void;
  52899. /**
  52900. * Disposes the resources of the material.
  52901. * @param forceDisposeTextures - Forces the disposal of all textures.
  52902. */
  52903. dispose(forceDisposeTextures?: boolean): void;
  52904. /**
  52905. * Get the current class name of the texture useful for serialization or dynamic coding.
  52906. * @returns "PBRSubSurfaceConfiguration"
  52907. */
  52908. getClassName(): string;
  52909. /**
  52910. * Add fallbacks to the effect fallbacks list.
  52911. * @param defines defines the Base texture to use.
  52912. * @param fallbacks defines the current fallback list.
  52913. * @param currentRank defines the current fallback rank.
  52914. * @returns the new fallback rank.
  52915. */
  52916. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  52917. /**
  52918. * Add the required uniforms to the current list.
  52919. * @param uniforms defines the current uniform list.
  52920. */
  52921. static AddUniforms(uniforms: string[]): void;
  52922. /**
  52923. * Add the required samplers to the current list.
  52924. * @param samplers defines the current sampler list.
  52925. */
  52926. static AddSamplers(samplers: string[]): void;
  52927. /**
  52928. * Add the required uniforms to the current buffer.
  52929. * @param uniformBuffer defines the current uniform buffer.
  52930. */
  52931. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  52932. /**
  52933. * Makes a duplicate of the current configuration into another one.
  52934. * @param configuration define the config where to copy the info
  52935. */
  52936. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  52937. /**
  52938. * Serializes this Sub Surface configuration.
  52939. * @returns - An object with the serialized config.
  52940. */
  52941. serialize(): any;
  52942. /**
  52943. * Parses a anisotropy Configuration from a serialized object.
  52944. * @param source - Serialized object.
  52945. * @param scene Defines the scene we are parsing for
  52946. * @param rootUrl Defines the rootUrl to load from
  52947. */
  52948. parse(source: any, scene: Scene, rootUrl: string): void;
  52949. }
  52950. }
  52951. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  52952. /** @hidden */
  52953. export var pbrFragmentDeclaration: {
  52954. name: string;
  52955. shader: string;
  52956. };
  52957. }
  52958. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  52959. /** @hidden */
  52960. export var pbrUboDeclaration: {
  52961. name: string;
  52962. shader: string;
  52963. };
  52964. }
  52965. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  52966. /** @hidden */
  52967. export var pbrFragmentExtraDeclaration: {
  52968. name: string;
  52969. shader: string;
  52970. };
  52971. }
  52972. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  52973. /** @hidden */
  52974. export var pbrFragmentSamplersDeclaration: {
  52975. name: string;
  52976. shader: string;
  52977. };
  52978. }
  52979. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  52980. /** @hidden */
  52981. export var pbrHelperFunctions: {
  52982. name: string;
  52983. shader: string;
  52984. };
  52985. }
  52986. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  52987. /** @hidden */
  52988. export var harmonicsFunctions: {
  52989. name: string;
  52990. shader: string;
  52991. };
  52992. }
  52993. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  52994. /** @hidden */
  52995. export var pbrDirectLightingSetupFunctions: {
  52996. name: string;
  52997. shader: string;
  52998. };
  52999. }
  53000. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  53001. /** @hidden */
  53002. export var pbrDirectLightingFalloffFunctions: {
  53003. name: string;
  53004. shader: string;
  53005. };
  53006. }
  53007. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  53008. /** @hidden */
  53009. export var pbrBRDFFunctions: {
  53010. name: string;
  53011. shader: string;
  53012. };
  53013. }
  53014. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  53015. /** @hidden */
  53016. export var pbrDirectLightingFunctions: {
  53017. name: string;
  53018. shader: string;
  53019. };
  53020. }
  53021. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  53022. /** @hidden */
  53023. export var pbrIBLFunctions: {
  53024. name: string;
  53025. shader: string;
  53026. };
  53027. }
  53028. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  53029. /** @hidden */
  53030. export var pbrDebug: {
  53031. name: string;
  53032. shader: string;
  53033. };
  53034. }
  53035. declare module "babylonjs/Shaders/pbr.fragment" {
  53036. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  53037. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  53038. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  53039. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  53040. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  53041. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  53042. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  53043. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  53044. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  53045. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  53046. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  53047. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  53048. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  53049. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  53050. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  53051. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  53052. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  53053. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  53054. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  53055. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  53056. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  53057. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  53058. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  53059. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  53060. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  53061. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  53062. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  53063. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  53064. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  53065. /** @hidden */
  53066. export var pbrPixelShader: {
  53067. name: string;
  53068. shader: string;
  53069. };
  53070. }
  53071. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  53072. /** @hidden */
  53073. export var pbrVertexDeclaration: {
  53074. name: string;
  53075. shader: string;
  53076. };
  53077. }
  53078. declare module "babylonjs/Shaders/pbr.vertex" {
  53079. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  53080. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  53081. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  53082. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  53083. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  53084. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  53085. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  53086. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  53087. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  53088. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  53089. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  53090. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  53091. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  53092. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  53093. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  53094. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  53095. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  53096. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  53097. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  53098. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  53099. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  53100. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  53101. /** @hidden */
  53102. export var pbrVertexShader: {
  53103. name: string;
  53104. shader: string;
  53105. };
  53106. }
  53107. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  53108. import { Nullable } from "babylonjs/types";
  53109. import { Scene } from "babylonjs/scene";
  53110. import { Matrix } from "babylonjs/Maths/math.vector";
  53111. import { SubMesh } from "babylonjs/Meshes/subMesh";
  53112. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53113. import { Mesh } from "babylonjs/Meshes/mesh";
  53114. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  53115. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  53116. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  53117. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  53118. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  53119. import { Color3 } from "babylonjs/Maths/math.color";
  53120. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  53121. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  53122. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  53123. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  53124. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53125. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  53126. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53127. import "babylonjs/Shaders/pbr.fragment";
  53128. import "babylonjs/Shaders/pbr.vertex";
  53129. /**
  53130. * Manages the defines for the PBR Material.
  53131. * @hidden
  53132. */
  53133. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  53134. PBR: boolean;
  53135. MAINUV1: boolean;
  53136. MAINUV2: boolean;
  53137. UV1: boolean;
  53138. UV2: boolean;
  53139. ALBEDO: boolean;
  53140. ALBEDODIRECTUV: number;
  53141. VERTEXCOLOR: boolean;
  53142. AMBIENT: boolean;
  53143. AMBIENTDIRECTUV: number;
  53144. AMBIENTINGRAYSCALE: boolean;
  53145. OPACITY: boolean;
  53146. VERTEXALPHA: boolean;
  53147. OPACITYDIRECTUV: number;
  53148. OPACITYRGB: boolean;
  53149. ALPHATEST: boolean;
  53150. DEPTHPREPASS: boolean;
  53151. ALPHABLEND: boolean;
  53152. ALPHAFROMALBEDO: boolean;
  53153. ALPHATESTVALUE: string;
  53154. SPECULAROVERALPHA: boolean;
  53155. RADIANCEOVERALPHA: boolean;
  53156. ALPHAFRESNEL: boolean;
  53157. LINEARALPHAFRESNEL: boolean;
  53158. PREMULTIPLYALPHA: boolean;
  53159. EMISSIVE: boolean;
  53160. EMISSIVEDIRECTUV: number;
  53161. REFLECTIVITY: boolean;
  53162. REFLECTIVITYDIRECTUV: number;
  53163. SPECULARTERM: boolean;
  53164. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  53165. MICROSURFACEAUTOMATIC: boolean;
  53166. LODBASEDMICROSFURACE: boolean;
  53167. MICROSURFACEMAP: boolean;
  53168. MICROSURFACEMAPDIRECTUV: number;
  53169. METALLICWORKFLOW: boolean;
  53170. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  53171. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  53172. METALLNESSSTOREINMETALMAPBLUE: boolean;
  53173. AOSTOREINMETALMAPRED: boolean;
  53174. METALLICF0FACTORFROMMETALLICMAP: boolean;
  53175. ENVIRONMENTBRDF: boolean;
  53176. ENVIRONMENTBRDF_RGBD: boolean;
  53177. NORMAL: boolean;
  53178. TANGENT: boolean;
  53179. BUMP: boolean;
  53180. BUMPDIRECTUV: number;
  53181. OBJECTSPACE_NORMALMAP: boolean;
  53182. PARALLAX: boolean;
  53183. PARALLAXOCCLUSION: boolean;
  53184. NORMALXYSCALE: boolean;
  53185. LIGHTMAP: boolean;
  53186. LIGHTMAPDIRECTUV: number;
  53187. USELIGHTMAPASSHADOWMAP: boolean;
  53188. GAMMALIGHTMAP: boolean;
  53189. RGBDLIGHTMAP: boolean;
  53190. REFLECTION: boolean;
  53191. REFLECTIONMAP_3D: boolean;
  53192. REFLECTIONMAP_SPHERICAL: boolean;
  53193. REFLECTIONMAP_PLANAR: boolean;
  53194. REFLECTIONMAP_CUBIC: boolean;
  53195. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  53196. REFLECTIONMAP_PROJECTION: boolean;
  53197. REFLECTIONMAP_SKYBOX: boolean;
  53198. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  53199. REFLECTIONMAP_EXPLICIT: boolean;
  53200. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  53201. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  53202. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  53203. INVERTCUBICMAP: boolean;
  53204. USESPHERICALFROMREFLECTIONMAP: boolean;
  53205. USEIRRADIANCEMAP: boolean;
  53206. SPHERICAL_HARMONICS: boolean;
  53207. USESPHERICALINVERTEX: boolean;
  53208. REFLECTIONMAP_OPPOSITEZ: boolean;
  53209. LODINREFLECTIONALPHA: boolean;
  53210. GAMMAREFLECTION: boolean;
  53211. RGBDREFLECTION: boolean;
  53212. LINEARSPECULARREFLECTION: boolean;
  53213. RADIANCEOCCLUSION: boolean;
  53214. HORIZONOCCLUSION: boolean;
  53215. INSTANCES: boolean;
  53216. NUM_BONE_INFLUENCERS: number;
  53217. BonesPerMesh: number;
  53218. BONETEXTURE: boolean;
  53219. NONUNIFORMSCALING: boolean;
  53220. MORPHTARGETS: boolean;
  53221. MORPHTARGETS_NORMAL: boolean;
  53222. MORPHTARGETS_TANGENT: boolean;
  53223. MORPHTARGETS_UV: boolean;
  53224. NUM_MORPH_INFLUENCERS: number;
  53225. IMAGEPROCESSING: boolean;
  53226. VIGNETTE: boolean;
  53227. VIGNETTEBLENDMODEMULTIPLY: boolean;
  53228. VIGNETTEBLENDMODEOPAQUE: boolean;
  53229. TONEMAPPING: boolean;
  53230. TONEMAPPING_ACES: boolean;
  53231. CONTRAST: boolean;
  53232. COLORCURVES: boolean;
  53233. COLORGRADING: boolean;
  53234. COLORGRADING3D: boolean;
  53235. SAMPLER3DGREENDEPTH: boolean;
  53236. SAMPLER3DBGRMAP: boolean;
  53237. IMAGEPROCESSINGPOSTPROCESS: boolean;
  53238. EXPOSURE: boolean;
  53239. MULTIVIEW: boolean;
  53240. USEPHYSICALLIGHTFALLOFF: boolean;
  53241. USEGLTFLIGHTFALLOFF: boolean;
  53242. TWOSIDEDLIGHTING: boolean;
  53243. SHADOWFLOAT: boolean;
  53244. CLIPPLANE: boolean;
  53245. CLIPPLANE2: boolean;
  53246. CLIPPLANE3: boolean;
  53247. CLIPPLANE4: boolean;
  53248. CLIPPLANE5: boolean;
  53249. CLIPPLANE6: boolean;
  53250. POINTSIZE: boolean;
  53251. FOG: boolean;
  53252. LOGARITHMICDEPTH: boolean;
  53253. FORCENORMALFORWARD: boolean;
  53254. SPECULARAA: boolean;
  53255. CLEARCOAT: boolean;
  53256. CLEARCOAT_DEFAULTIOR: boolean;
  53257. CLEARCOAT_TEXTURE: boolean;
  53258. CLEARCOAT_TEXTUREDIRECTUV: number;
  53259. CLEARCOAT_BUMP: boolean;
  53260. CLEARCOAT_BUMPDIRECTUV: number;
  53261. CLEARCOAT_TINT: boolean;
  53262. CLEARCOAT_TINT_TEXTURE: boolean;
  53263. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  53264. ANISOTROPIC: boolean;
  53265. ANISOTROPIC_TEXTURE: boolean;
  53266. ANISOTROPIC_TEXTUREDIRECTUV: number;
  53267. BRDF_V_HEIGHT_CORRELATED: boolean;
  53268. MS_BRDF_ENERGY_CONSERVATION: boolean;
  53269. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  53270. SHEEN: boolean;
  53271. SHEEN_TEXTURE: boolean;
  53272. SHEEN_TEXTUREDIRECTUV: number;
  53273. SHEEN_LINKWITHALBEDO: boolean;
  53274. SUBSURFACE: boolean;
  53275. SS_REFRACTION: boolean;
  53276. SS_TRANSLUCENCY: boolean;
  53277. SS_SCATERRING: boolean;
  53278. SS_THICKNESSANDMASK_TEXTURE: boolean;
  53279. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  53280. SS_REFRACTIONMAP_3D: boolean;
  53281. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  53282. SS_LODINREFRACTIONALPHA: boolean;
  53283. SS_GAMMAREFRACTION: boolean;
  53284. SS_RGBDREFRACTION: boolean;
  53285. SS_LINEARSPECULARREFRACTION: boolean;
  53286. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  53287. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  53288. UNLIT: boolean;
  53289. DEBUGMODE: number;
  53290. /**
  53291. * Initializes the PBR Material defines.
  53292. */
  53293. constructor();
  53294. /**
  53295. * Resets the PBR Material defines.
  53296. */
  53297. reset(): void;
  53298. }
  53299. /**
  53300. * The Physically based material base class of BJS.
  53301. *
  53302. * This offers the main features of a standard PBR material.
  53303. * For more information, please refer to the documentation :
  53304. * https://doc.babylonjs.com/how_to/physically_based_rendering
  53305. */
  53306. export abstract class PBRBaseMaterial extends PushMaterial {
  53307. /**
  53308. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  53309. */
  53310. static readonly PBRMATERIAL_OPAQUE: number;
  53311. /**
  53312. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  53313. */
  53314. static readonly PBRMATERIAL_ALPHATEST: number;
  53315. /**
  53316. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  53317. */
  53318. static readonly PBRMATERIAL_ALPHABLEND: number;
  53319. /**
  53320. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  53321. * They are also discarded below the alpha cutoff threshold to improve performances.
  53322. */
  53323. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  53324. /**
  53325. * Defines the default value of how much AO map is occluding the analytical lights
  53326. * (point spot...).
  53327. */
  53328. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  53329. /**
  53330. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  53331. */
  53332. static readonly LIGHTFALLOFF_PHYSICAL: number;
  53333. /**
  53334. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  53335. * to enhance interoperability with other engines.
  53336. */
  53337. static readonly LIGHTFALLOFF_GLTF: number;
  53338. /**
  53339. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  53340. * to enhance interoperability with other materials.
  53341. */
  53342. static readonly LIGHTFALLOFF_STANDARD: number;
  53343. /**
  53344. * Intensity of the direct lights e.g. the four lights available in your scene.
  53345. * This impacts both the direct diffuse and specular highlights.
  53346. */
  53347. protected _directIntensity: number;
  53348. /**
  53349. * Intensity of the emissive part of the material.
  53350. * This helps controlling the emissive effect without modifying the emissive color.
  53351. */
  53352. protected _emissiveIntensity: number;
  53353. /**
  53354. * Intensity of the environment e.g. how much the environment will light the object
  53355. * either through harmonics for rough material or through the refelction for shiny ones.
  53356. */
  53357. protected _environmentIntensity: number;
  53358. /**
  53359. * This is a special control allowing the reduction of the specular highlights coming from the
  53360. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  53361. */
  53362. protected _specularIntensity: number;
  53363. /**
  53364. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  53365. */
  53366. private _lightingInfos;
  53367. /**
  53368. * Debug Control allowing disabling the bump map on this material.
  53369. */
  53370. protected _disableBumpMap: boolean;
  53371. /**
  53372. * AKA Diffuse Texture in standard nomenclature.
  53373. */
  53374. protected _albedoTexture: Nullable<BaseTexture>;
  53375. /**
  53376. * AKA Occlusion Texture in other nomenclature.
  53377. */
  53378. protected _ambientTexture: Nullable<BaseTexture>;
  53379. /**
  53380. * AKA Occlusion Texture Intensity in other nomenclature.
  53381. */
  53382. protected _ambientTextureStrength: number;
  53383. /**
  53384. * Defines how much the AO map is occluding the analytical lights (point spot...).
  53385. * 1 means it completely occludes it
  53386. * 0 mean it has no impact
  53387. */
  53388. protected _ambientTextureImpactOnAnalyticalLights: number;
  53389. /**
  53390. * Stores the alpha values in a texture.
  53391. */
  53392. protected _opacityTexture: Nullable<BaseTexture>;
  53393. /**
  53394. * Stores the reflection values in a texture.
  53395. */
  53396. protected _reflectionTexture: Nullable<BaseTexture>;
  53397. /**
  53398. * Stores the emissive values in a texture.
  53399. */
  53400. protected _emissiveTexture: Nullable<BaseTexture>;
  53401. /**
  53402. * AKA Specular texture in other nomenclature.
  53403. */
  53404. protected _reflectivityTexture: Nullable<BaseTexture>;
  53405. /**
  53406. * Used to switch from specular/glossiness to metallic/roughness workflow.
  53407. */
  53408. protected _metallicTexture: Nullable<BaseTexture>;
  53409. /**
  53410. * Specifies the metallic scalar of the metallic/roughness workflow.
  53411. * Can also be used to scale the metalness values of the metallic texture.
  53412. */
  53413. protected _metallic: Nullable<number>;
  53414. /**
  53415. * Specifies the roughness scalar of the metallic/roughness workflow.
  53416. * Can also be used to scale the roughness values of the metallic texture.
  53417. */
  53418. protected _roughness: Nullable<number>;
  53419. /**
  53420. * Specifies the an F0 factor to help configuring the material F0.
  53421. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  53422. * to 0.5 the previously hard coded value stays the same.
  53423. * Can also be used to scale the F0 values of the metallic texture.
  53424. */
  53425. protected _metallicF0Factor: number;
  53426. /**
  53427. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  53428. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  53429. * your expectation as it multiplies with the texture data.
  53430. */
  53431. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  53432. /**
  53433. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  53434. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  53435. */
  53436. protected _microSurfaceTexture: Nullable<BaseTexture>;
  53437. /**
  53438. * Stores surface normal data used to displace a mesh in a texture.
  53439. */
  53440. protected _bumpTexture: Nullable<BaseTexture>;
  53441. /**
  53442. * Stores the pre-calculated light information of a mesh in a texture.
  53443. */
  53444. protected _lightmapTexture: Nullable<BaseTexture>;
  53445. /**
  53446. * The color of a material in ambient lighting.
  53447. */
  53448. protected _ambientColor: Color3;
  53449. /**
  53450. * AKA Diffuse Color in other nomenclature.
  53451. */
  53452. protected _albedoColor: Color3;
  53453. /**
  53454. * AKA Specular Color in other nomenclature.
  53455. */
  53456. protected _reflectivityColor: Color3;
  53457. /**
  53458. * The color applied when light is reflected from a material.
  53459. */
  53460. protected _reflectionColor: Color3;
  53461. /**
  53462. * The color applied when light is emitted from a material.
  53463. */
  53464. protected _emissiveColor: Color3;
  53465. /**
  53466. * AKA Glossiness in other nomenclature.
  53467. */
  53468. protected _microSurface: number;
  53469. /**
  53470. * Specifies that the material will use the light map as a show map.
  53471. */
  53472. protected _useLightmapAsShadowmap: boolean;
  53473. /**
  53474. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  53475. * makes the reflect vector face the model (under horizon).
  53476. */
  53477. protected _useHorizonOcclusion: boolean;
  53478. /**
  53479. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  53480. * too much the area relying on ambient texture to define their ambient occlusion.
  53481. */
  53482. protected _useRadianceOcclusion: boolean;
  53483. /**
  53484. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  53485. */
  53486. protected _useAlphaFromAlbedoTexture: boolean;
  53487. /**
  53488. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  53489. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  53490. */
  53491. protected _useSpecularOverAlpha: boolean;
  53492. /**
  53493. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  53494. */
  53495. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  53496. /**
  53497. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  53498. */
  53499. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  53500. /**
  53501. * Specifies if the metallic texture contains the roughness information in its green channel.
  53502. */
  53503. protected _useRoughnessFromMetallicTextureGreen: boolean;
  53504. /**
  53505. * Specifies if the metallic texture contains the metallness information in its blue channel.
  53506. */
  53507. protected _useMetallnessFromMetallicTextureBlue: boolean;
  53508. /**
  53509. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  53510. */
  53511. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  53512. /**
  53513. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  53514. */
  53515. protected _useAmbientInGrayScale: boolean;
  53516. /**
  53517. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  53518. * The material will try to infer what glossiness each pixel should be.
  53519. */
  53520. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  53521. /**
  53522. * Defines the falloff type used in this material.
  53523. * It by default is Physical.
  53524. */
  53525. protected _lightFalloff: number;
  53526. /**
  53527. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  53528. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  53529. */
  53530. protected _useRadianceOverAlpha: boolean;
  53531. /**
  53532. * Allows using an object space normal map (instead of tangent space).
  53533. */
  53534. protected _useObjectSpaceNormalMap: boolean;
  53535. /**
  53536. * Allows using the bump map in parallax mode.
  53537. */
  53538. protected _useParallax: boolean;
  53539. /**
  53540. * Allows using the bump map in parallax occlusion mode.
  53541. */
  53542. protected _useParallaxOcclusion: boolean;
  53543. /**
  53544. * Controls the scale bias of the parallax mode.
  53545. */
  53546. protected _parallaxScaleBias: number;
  53547. /**
  53548. * If sets to true, disables all the lights affecting the material.
  53549. */
  53550. protected _disableLighting: boolean;
  53551. /**
  53552. * Number of Simultaneous lights allowed on the material.
  53553. */
  53554. protected _maxSimultaneousLights: number;
  53555. /**
  53556. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  53557. */
  53558. protected _invertNormalMapX: boolean;
  53559. /**
  53560. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  53561. */
  53562. protected _invertNormalMapY: boolean;
  53563. /**
  53564. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  53565. */
  53566. protected _twoSidedLighting: boolean;
  53567. /**
  53568. * Defines the alpha limits in alpha test mode.
  53569. */
  53570. protected _alphaCutOff: number;
  53571. /**
  53572. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  53573. */
  53574. protected _forceAlphaTest: boolean;
  53575. /**
  53576. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  53577. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  53578. */
  53579. protected _useAlphaFresnel: boolean;
  53580. /**
  53581. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  53582. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  53583. */
  53584. protected _useLinearAlphaFresnel: boolean;
  53585. /**
  53586. * The transparency mode of the material.
  53587. */
  53588. protected _transparencyMode: Nullable<number>;
  53589. /**
  53590. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  53591. * from cos thetav and roughness:
  53592. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  53593. */
  53594. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  53595. /**
  53596. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  53597. */
  53598. protected _forceIrradianceInFragment: boolean;
  53599. /**
  53600. * Force normal to face away from face.
  53601. */
  53602. protected _forceNormalForward: boolean;
  53603. /**
  53604. * Enables specular anti aliasing in the PBR shader.
  53605. * It will both interacts on the Geometry for analytical and IBL lighting.
  53606. * It also prefilter the roughness map based on the bump values.
  53607. */
  53608. protected _enableSpecularAntiAliasing: boolean;
  53609. /**
  53610. * Default configuration related to image processing available in the PBR Material.
  53611. */
  53612. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  53613. /**
  53614. * Keep track of the image processing observer to allow dispose and replace.
  53615. */
  53616. private _imageProcessingObserver;
  53617. /**
  53618. * Attaches a new image processing configuration to the PBR Material.
  53619. * @param configuration
  53620. */
  53621. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  53622. /**
  53623. * Stores the available render targets.
  53624. */
  53625. private _renderTargets;
  53626. /**
  53627. * Sets the global ambient color for the material used in lighting calculations.
  53628. */
  53629. private _globalAmbientColor;
  53630. /**
  53631. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  53632. */
  53633. private _useLogarithmicDepth;
  53634. /**
  53635. * If set to true, no lighting calculations will be applied.
  53636. */
  53637. private _unlit;
  53638. private _debugMode;
  53639. /**
  53640. * @hidden
  53641. * This is reserved for the inspector.
  53642. * Defines the material debug mode.
  53643. * It helps seeing only some components of the material while troubleshooting.
  53644. */
  53645. debugMode: number;
  53646. /**
  53647. * @hidden
  53648. * This is reserved for the inspector.
  53649. * Specify from where on screen the debug mode should start.
  53650. * The value goes from -1 (full screen) to 1 (not visible)
  53651. * It helps with side by side comparison against the final render
  53652. * This defaults to -1
  53653. */
  53654. private debugLimit;
  53655. /**
  53656. * @hidden
  53657. * This is reserved for the inspector.
  53658. * As the default viewing range might not be enough (if the ambient is really small for instance)
  53659. * You can use the factor to better multiply the final value.
  53660. */
  53661. private debugFactor;
  53662. /**
  53663. * Defines the clear coat layer parameters for the material.
  53664. */
  53665. readonly clearCoat: PBRClearCoatConfiguration;
  53666. /**
  53667. * Defines the anisotropic parameters for the material.
  53668. */
  53669. readonly anisotropy: PBRAnisotropicConfiguration;
  53670. /**
  53671. * Defines the BRDF parameters for the material.
  53672. */
  53673. readonly brdf: PBRBRDFConfiguration;
  53674. /**
  53675. * Defines the Sheen parameters for the material.
  53676. */
  53677. readonly sheen: PBRSheenConfiguration;
  53678. /**
  53679. * Defines the SubSurface parameters for the material.
  53680. */
  53681. readonly subSurface: PBRSubSurfaceConfiguration;
  53682. /**
  53683. * Custom callback helping to override the default shader used in the material.
  53684. */
  53685. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  53686. protected _rebuildInParallel: boolean;
  53687. /**
  53688. * Instantiates a new PBRMaterial instance.
  53689. *
  53690. * @param name The material name
  53691. * @param scene The scene the material will be use in.
  53692. */
  53693. constructor(name: string, scene: Scene);
  53694. /**
  53695. * Gets a boolean indicating that current material needs to register RTT
  53696. */
  53697. get hasRenderTargetTextures(): boolean;
  53698. /**
  53699. * Gets the name of the material class.
  53700. */
  53701. getClassName(): string;
  53702. /**
  53703. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  53704. */
  53705. get useLogarithmicDepth(): boolean;
  53706. /**
  53707. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  53708. */
  53709. set useLogarithmicDepth(value: boolean);
  53710. /**
  53711. * Gets the current transparency mode.
  53712. */
  53713. get transparencyMode(): Nullable<number>;
  53714. /**
  53715. * Sets the transparency mode of the material.
  53716. *
  53717. * | Value | Type | Description |
  53718. * | ----- | ----------------------------------- | ----------- |
  53719. * | 0 | OPAQUE | |
  53720. * | 1 | ALPHATEST | |
  53721. * | 2 | ALPHABLEND | |
  53722. * | 3 | ALPHATESTANDBLEND | |
  53723. *
  53724. */
  53725. set transparencyMode(value: Nullable<number>);
  53726. /**
  53727. * Returns true if alpha blending should be disabled.
  53728. */
  53729. private get _disableAlphaBlending();
  53730. /**
  53731. * Specifies whether or not this material should be rendered in alpha blend mode.
  53732. */
  53733. needAlphaBlending(): boolean;
  53734. /**
  53735. * Specifies if the mesh will require alpha blending.
  53736. * @param mesh - BJS mesh.
  53737. */
  53738. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  53739. /**
  53740. * Specifies whether or not this material should be rendered in alpha test mode.
  53741. */
  53742. needAlphaTesting(): boolean;
  53743. /**
  53744. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  53745. */
  53746. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  53747. /**
  53748. * Gets the texture used for the alpha test.
  53749. */
  53750. getAlphaTestTexture(): Nullable<BaseTexture>;
  53751. /**
  53752. * Specifies that the submesh is ready to be used.
  53753. * @param mesh - BJS mesh.
  53754. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  53755. * @param useInstances - Specifies that instances should be used.
  53756. * @returns - boolean indicating that the submesh is ready or not.
  53757. */
  53758. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  53759. /**
  53760. * Specifies if the material uses metallic roughness workflow.
  53761. * @returns boolean specifiying if the material uses metallic roughness workflow.
  53762. */
  53763. isMetallicWorkflow(): boolean;
  53764. private _prepareEffect;
  53765. private _prepareDefines;
  53766. /**
  53767. * Force shader compilation
  53768. */
  53769. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  53770. /**
  53771. * Initializes the uniform buffer layout for the shader.
  53772. */
  53773. buildUniformLayout(): void;
  53774. /**
  53775. * Unbinds the material from the mesh
  53776. */
  53777. unbind(): void;
  53778. /**
  53779. * Binds the submesh data.
  53780. * @param world - The world matrix.
  53781. * @param mesh - The BJS mesh.
  53782. * @param subMesh - A submesh of the BJS mesh.
  53783. */
  53784. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  53785. /**
  53786. * Returns the animatable textures.
  53787. * @returns - Array of animatable textures.
  53788. */
  53789. getAnimatables(): IAnimatable[];
  53790. /**
  53791. * Returns the texture used for reflections.
  53792. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  53793. */
  53794. private _getReflectionTexture;
  53795. /**
  53796. * Returns an array of the actively used textures.
  53797. * @returns - Array of BaseTextures
  53798. */
  53799. getActiveTextures(): BaseTexture[];
  53800. /**
  53801. * Checks to see if a texture is used in the material.
  53802. * @param texture - Base texture to use.
  53803. * @returns - Boolean specifying if a texture is used in the material.
  53804. */
  53805. hasTexture(texture: BaseTexture): boolean;
  53806. /**
  53807. * Disposes the resources of the material.
  53808. * @param forceDisposeEffect - Forces the disposal of effects.
  53809. * @param forceDisposeTextures - Forces the disposal of all textures.
  53810. */
  53811. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  53812. }
  53813. }
  53814. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  53815. import { Nullable } from "babylonjs/types";
  53816. import { Scene } from "babylonjs/scene";
  53817. import { Color3 } from "babylonjs/Maths/math.color";
  53818. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  53819. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  53820. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53821. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  53822. /**
  53823. * The Physically based material of BJS.
  53824. *
  53825. * This offers the main features of a standard PBR material.
  53826. * For more information, please refer to the documentation :
  53827. * https://doc.babylonjs.com/how_to/physically_based_rendering
  53828. */
  53829. export class PBRMaterial extends PBRBaseMaterial {
  53830. /**
  53831. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  53832. */
  53833. static readonly PBRMATERIAL_OPAQUE: number;
  53834. /**
  53835. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  53836. */
  53837. static readonly PBRMATERIAL_ALPHATEST: number;
  53838. /**
  53839. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  53840. */
  53841. static readonly PBRMATERIAL_ALPHABLEND: number;
  53842. /**
  53843. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  53844. * They are also discarded below the alpha cutoff threshold to improve performances.
  53845. */
  53846. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  53847. /**
  53848. * Defines the default value of how much AO map is occluding the analytical lights
  53849. * (point spot...).
  53850. */
  53851. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  53852. /**
  53853. * Intensity of the direct lights e.g. the four lights available in your scene.
  53854. * This impacts both the direct diffuse and specular highlights.
  53855. */
  53856. directIntensity: number;
  53857. /**
  53858. * Intensity of the emissive part of the material.
  53859. * This helps controlling the emissive effect without modifying the emissive color.
  53860. */
  53861. emissiveIntensity: number;
  53862. /**
  53863. * Intensity of the environment e.g. how much the environment will light the object
  53864. * either through harmonics for rough material or through the refelction for shiny ones.
  53865. */
  53866. environmentIntensity: number;
  53867. /**
  53868. * This is a special control allowing the reduction of the specular highlights coming from the
  53869. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  53870. */
  53871. specularIntensity: number;
  53872. /**
  53873. * Debug Control allowing disabling the bump map on this material.
  53874. */
  53875. disableBumpMap: boolean;
  53876. /**
  53877. * AKA Diffuse Texture in standard nomenclature.
  53878. */
  53879. albedoTexture: BaseTexture;
  53880. /**
  53881. * AKA Occlusion Texture in other nomenclature.
  53882. */
  53883. ambientTexture: BaseTexture;
  53884. /**
  53885. * AKA Occlusion Texture Intensity in other nomenclature.
  53886. */
  53887. ambientTextureStrength: number;
  53888. /**
  53889. * Defines how much the AO map is occluding the analytical lights (point spot...).
  53890. * 1 means it completely occludes it
  53891. * 0 mean it has no impact
  53892. */
  53893. ambientTextureImpactOnAnalyticalLights: number;
  53894. /**
  53895. * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.
  53896. */
  53897. opacityTexture: BaseTexture;
  53898. /**
  53899. * Stores the reflection values in a texture.
  53900. */
  53901. reflectionTexture: Nullable<BaseTexture>;
  53902. /**
  53903. * Stores the emissive values in a texture.
  53904. */
  53905. emissiveTexture: BaseTexture;
  53906. /**
  53907. * AKA Specular texture in other nomenclature.
  53908. */
  53909. reflectivityTexture: BaseTexture;
  53910. /**
  53911. * Used to switch from specular/glossiness to metallic/roughness workflow.
  53912. */
  53913. metallicTexture: BaseTexture;
  53914. /**
  53915. * Specifies the metallic scalar of the metallic/roughness workflow.
  53916. * Can also be used to scale the metalness values of the metallic texture.
  53917. */
  53918. metallic: Nullable<number>;
  53919. /**
  53920. * Specifies the roughness scalar of the metallic/roughness workflow.
  53921. * Can also be used to scale the roughness values of the metallic texture.
  53922. */
  53923. roughness: Nullable<number>;
  53924. /**
  53925. * Specifies the an F0 factor to help configuring the material F0.
  53926. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  53927. * to 0.5 the previously hard coded value stays the same.
  53928. * Can also be used to scale the F0 values of the metallic texture.
  53929. */
  53930. metallicF0Factor: number;
  53931. /**
  53932. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  53933. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  53934. * your expectation as it multiplies with the texture data.
  53935. */
  53936. useMetallicF0FactorFromMetallicTexture: boolean;
  53937. /**
  53938. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  53939. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  53940. */
  53941. microSurfaceTexture: BaseTexture;
  53942. /**
  53943. * Stores surface normal data used to displace a mesh in a texture.
  53944. */
  53945. bumpTexture: BaseTexture;
  53946. /**
  53947. * Stores the pre-calculated light information of a mesh in a texture.
  53948. */
  53949. lightmapTexture: BaseTexture;
  53950. /**
  53951. * Stores the refracted light information in a texture.
  53952. */
  53953. get refractionTexture(): Nullable<BaseTexture>;
  53954. set refractionTexture(value: Nullable<BaseTexture>);
  53955. /**
  53956. * The color of a material in ambient lighting.
  53957. */
  53958. ambientColor: Color3;
  53959. /**
  53960. * AKA Diffuse Color in other nomenclature.
  53961. */
  53962. albedoColor: Color3;
  53963. /**
  53964. * AKA Specular Color in other nomenclature.
  53965. */
  53966. reflectivityColor: Color3;
  53967. /**
  53968. * The color reflected from the material.
  53969. */
  53970. reflectionColor: Color3;
  53971. /**
  53972. * The color emitted from the material.
  53973. */
  53974. emissiveColor: Color3;
  53975. /**
  53976. * AKA Glossiness in other nomenclature.
  53977. */
  53978. microSurface: number;
  53979. /**
  53980. * source material index of refraction (IOR)' / 'destination material IOR.
  53981. */
  53982. get indexOfRefraction(): number;
  53983. set indexOfRefraction(value: number);
  53984. /**
  53985. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  53986. */
  53987. get invertRefractionY(): boolean;
  53988. set invertRefractionY(value: boolean);
  53989. /**
  53990. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  53991. * Materials half opaque for instance using refraction could benefit from this control.
  53992. */
  53993. get linkRefractionWithTransparency(): boolean;
  53994. set linkRefractionWithTransparency(value: boolean);
  53995. /**
  53996. * If true, the light map contains occlusion information instead of lighting info.
  53997. */
  53998. useLightmapAsShadowmap: boolean;
  53999. /**
  54000. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  54001. */
  54002. useAlphaFromAlbedoTexture: boolean;
  54003. /**
  54004. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  54005. */
  54006. forceAlphaTest: boolean;
  54007. /**
  54008. * Defines the alpha limits in alpha test mode.
  54009. */
  54010. alphaCutOff: number;
  54011. /**
  54012. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  54013. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  54014. */
  54015. useSpecularOverAlpha: boolean;
  54016. /**
  54017. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  54018. */
  54019. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  54020. /**
  54021. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  54022. */
  54023. useRoughnessFromMetallicTextureAlpha: boolean;
  54024. /**
  54025. * Specifies if the metallic texture contains the roughness information in its green channel.
  54026. */
  54027. useRoughnessFromMetallicTextureGreen: boolean;
  54028. /**
  54029. * Specifies if the metallic texture contains the metallness information in its blue channel.
  54030. */
  54031. useMetallnessFromMetallicTextureBlue: boolean;
  54032. /**
  54033. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  54034. */
  54035. useAmbientOcclusionFromMetallicTextureRed: boolean;
  54036. /**
  54037. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  54038. */
  54039. useAmbientInGrayScale: boolean;
  54040. /**
  54041. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  54042. * The material will try to infer what glossiness each pixel should be.
  54043. */
  54044. useAutoMicroSurfaceFromReflectivityMap: boolean;
  54045. /**
  54046. * BJS is using an harcoded light falloff based on a manually sets up range.
  54047. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  54048. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  54049. */
  54050. get usePhysicalLightFalloff(): boolean;
  54051. /**
  54052. * BJS is using an harcoded light falloff based on a manually sets up range.
  54053. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  54054. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  54055. */
  54056. set usePhysicalLightFalloff(value: boolean);
  54057. /**
  54058. * In order to support the falloff compatibility with gltf, a special mode has been added
  54059. * to reproduce the gltf light falloff.
  54060. */
  54061. get useGLTFLightFalloff(): boolean;
  54062. /**
  54063. * In order to support the falloff compatibility with gltf, a special mode has been added
  54064. * to reproduce the gltf light falloff.
  54065. */
  54066. set useGLTFLightFalloff(value: boolean);
  54067. /**
  54068. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  54069. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  54070. */
  54071. useRadianceOverAlpha: boolean;
  54072. /**
  54073. * Allows using an object space normal map (instead of tangent space).
  54074. */
  54075. useObjectSpaceNormalMap: boolean;
  54076. /**
  54077. * Allows using the bump map in parallax mode.
  54078. */
  54079. useParallax: boolean;
  54080. /**
  54081. * Allows using the bump map in parallax occlusion mode.
  54082. */
  54083. useParallaxOcclusion: boolean;
  54084. /**
  54085. * Controls the scale bias of the parallax mode.
  54086. */
  54087. parallaxScaleBias: number;
  54088. /**
  54089. * If sets to true, disables all the lights affecting the material.
  54090. */
  54091. disableLighting: boolean;
  54092. /**
  54093. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  54094. */
  54095. forceIrradianceInFragment: boolean;
  54096. /**
  54097. * Number of Simultaneous lights allowed on the material.
  54098. */
  54099. maxSimultaneousLights: number;
  54100. /**
  54101. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54102. */
  54103. invertNormalMapX: boolean;
  54104. /**
  54105. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54106. */
  54107. invertNormalMapY: boolean;
  54108. /**
  54109. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54110. */
  54111. twoSidedLighting: boolean;
  54112. /**
  54113. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  54114. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  54115. */
  54116. useAlphaFresnel: boolean;
  54117. /**
  54118. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  54119. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  54120. */
  54121. useLinearAlphaFresnel: boolean;
  54122. /**
  54123. * Let user defines the brdf lookup texture used for IBL.
  54124. * A default 8bit version is embedded but you could point at :
  54125. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  54126. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  54127. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  54128. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  54129. */
  54130. environmentBRDFTexture: Nullable<BaseTexture>;
  54131. /**
  54132. * Force normal to face away from face.
  54133. */
  54134. forceNormalForward: boolean;
  54135. /**
  54136. * Enables specular anti aliasing in the PBR shader.
  54137. * It will both interacts on the Geometry for analytical and IBL lighting.
  54138. * It also prefilter the roughness map based on the bump values.
  54139. */
  54140. enableSpecularAntiAliasing: boolean;
  54141. /**
  54142. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  54143. * makes the reflect vector face the model (under horizon).
  54144. */
  54145. useHorizonOcclusion: boolean;
  54146. /**
  54147. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  54148. * too much the area relying on ambient texture to define their ambient occlusion.
  54149. */
  54150. useRadianceOcclusion: boolean;
  54151. /**
  54152. * If set to true, no lighting calculations will be applied.
  54153. */
  54154. unlit: boolean;
  54155. /**
  54156. * Gets the image processing configuration used either in this material.
  54157. */
  54158. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  54159. /**
  54160. * Sets the Default image processing configuration used either in the this material.
  54161. *
  54162. * If sets to null, the scene one is in use.
  54163. */
  54164. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  54165. /**
  54166. * Gets wether the color curves effect is enabled.
  54167. */
  54168. get cameraColorCurvesEnabled(): boolean;
  54169. /**
  54170. * Sets wether the color curves effect is enabled.
  54171. */
  54172. set cameraColorCurvesEnabled(value: boolean);
  54173. /**
  54174. * Gets wether the color grading effect is enabled.
  54175. */
  54176. get cameraColorGradingEnabled(): boolean;
  54177. /**
  54178. * Gets wether the color grading effect is enabled.
  54179. */
  54180. set cameraColorGradingEnabled(value: boolean);
  54181. /**
  54182. * Gets wether tonemapping is enabled or not.
  54183. */
  54184. get cameraToneMappingEnabled(): boolean;
  54185. /**
  54186. * Sets wether tonemapping is enabled or not
  54187. */
  54188. set cameraToneMappingEnabled(value: boolean);
  54189. /**
  54190. * The camera exposure used on this material.
  54191. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  54192. * This corresponds to a photographic exposure.
  54193. */
  54194. get cameraExposure(): number;
  54195. /**
  54196. * The camera exposure used on this material.
  54197. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  54198. * This corresponds to a photographic exposure.
  54199. */
  54200. set cameraExposure(value: number);
  54201. /**
  54202. * Gets The camera contrast used on this material.
  54203. */
  54204. get cameraContrast(): number;
  54205. /**
  54206. * Sets The camera contrast used on this material.
  54207. */
  54208. set cameraContrast(value: number);
  54209. /**
  54210. * Gets the Color Grading 2D Lookup Texture.
  54211. */
  54212. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  54213. /**
  54214. * Sets the Color Grading 2D Lookup Texture.
  54215. */
  54216. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  54217. /**
  54218. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  54219. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  54220. * 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;
  54221. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  54222. */
  54223. get cameraColorCurves(): Nullable<ColorCurves>;
  54224. /**
  54225. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  54226. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  54227. * 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;
  54228. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  54229. */
  54230. set cameraColorCurves(value: Nullable<ColorCurves>);
  54231. /**
  54232. * Instantiates a new PBRMaterial instance.
  54233. *
  54234. * @param name The material name
  54235. * @param scene The scene the material will be use in.
  54236. */
  54237. constructor(name: string, scene: Scene);
  54238. /**
  54239. * Returns the name of this material class.
  54240. */
  54241. getClassName(): string;
  54242. /**
  54243. * Makes a duplicate of the current material.
  54244. * @param name - name to use for the new material.
  54245. */
  54246. clone(name: string): PBRMaterial;
  54247. /**
  54248. * Serializes this PBR Material.
  54249. * @returns - An object with the serialized material.
  54250. */
  54251. serialize(): any;
  54252. /**
  54253. * Parses a PBR Material from a serialized object.
  54254. * @param source - Serialized object.
  54255. * @param scene - BJS scene instance.
  54256. * @param rootUrl - url for the scene object
  54257. * @returns - PBRMaterial
  54258. */
  54259. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  54260. }
  54261. }
  54262. declare module "babylonjs/Misc/dds" {
  54263. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  54264. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54265. import { Nullable } from "babylonjs/types";
  54266. import { Scene } from "babylonjs/scene";
  54267. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  54268. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  54269. /**
  54270. * Direct draw surface info
  54271. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  54272. */
  54273. export interface DDSInfo {
  54274. /**
  54275. * Width of the texture
  54276. */
  54277. width: number;
  54278. /**
  54279. * Width of the texture
  54280. */
  54281. height: number;
  54282. /**
  54283. * Number of Mipmaps for the texture
  54284. * @see https://en.wikipedia.org/wiki/Mipmap
  54285. */
  54286. mipmapCount: number;
  54287. /**
  54288. * If the textures format is a known fourCC format
  54289. * @see https://www.fourcc.org/
  54290. */
  54291. isFourCC: boolean;
  54292. /**
  54293. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  54294. */
  54295. isRGB: boolean;
  54296. /**
  54297. * If the texture is a lumincance format
  54298. */
  54299. isLuminance: boolean;
  54300. /**
  54301. * If this is a cube texture
  54302. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  54303. */
  54304. isCube: boolean;
  54305. /**
  54306. * If the texture is a compressed format eg. FOURCC_DXT1
  54307. */
  54308. isCompressed: boolean;
  54309. /**
  54310. * The dxgiFormat of the texture
  54311. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  54312. */
  54313. dxgiFormat: number;
  54314. /**
  54315. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  54316. */
  54317. textureType: number;
  54318. /**
  54319. * Sphericle polynomial created for the dds texture
  54320. */
  54321. sphericalPolynomial?: SphericalPolynomial;
  54322. }
  54323. /**
  54324. * Class used to provide DDS decompression tools
  54325. */
  54326. export class DDSTools {
  54327. /**
  54328. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  54329. */
  54330. static StoreLODInAlphaChannel: boolean;
  54331. /**
  54332. * Gets DDS information from an array buffer
  54333. * @param arrayBuffer defines the array buffer to read data from
  54334. * @returns the DDS information
  54335. */
  54336. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  54337. private static _FloatView;
  54338. private static _Int32View;
  54339. private static _ToHalfFloat;
  54340. private static _FromHalfFloat;
  54341. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  54342. private static _GetHalfFloatRGBAArrayBuffer;
  54343. private static _GetFloatRGBAArrayBuffer;
  54344. private static _GetFloatAsUIntRGBAArrayBuffer;
  54345. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  54346. private static _GetRGBAArrayBuffer;
  54347. private static _ExtractLongWordOrder;
  54348. private static _GetRGBArrayBuffer;
  54349. private static _GetLuminanceArrayBuffer;
  54350. /**
  54351. * Uploads DDS Levels to a Babylon Texture
  54352. * @hidden
  54353. */
  54354. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  54355. }
  54356. module "babylonjs/Engines/thinEngine" {
  54357. interface ThinEngine {
  54358. /**
  54359. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  54360. * @param rootUrl defines the url where the file to load is located
  54361. * @param scene defines the current scene
  54362. * @param lodScale defines scale to apply to the mip map selection
  54363. * @param lodOffset defines offset to apply to the mip map selection
  54364. * @param onLoad defines an optional callback raised when the texture is loaded
  54365. * @param onError defines an optional callback raised if there is an issue to load the texture
  54366. * @param format defines the format of the data
  54367. * @param forcedExtension defines the extension to use to pick the right loader
  54368. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  54369. * @returns the cube texture as an InternalTexture
  54370. */
  54371. 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;
  54372. }
  54373. }
  54374. }
  54375. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  54376. import { Nullable } from "babylonjs/types";
  54377. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54378. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54379. /**
  54380. * Implementation of the DDS Texture Loader.
  54381. * @hidden
  54382. */
  54383. export class _DDSTextureLoader implements IInternalTextureLoader {
  54384. /**
  54385. * Defines wether the loader supports cascade loading the different faces.
  54386. */
  54387. readonly supportCascades: boolean;
  54388. /**
  54389. * This returns if the loader support the current file information.
  54390. * @param extension defines the file extension of the file being loaded
  54391. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54392. * @param fallback defines the fallback internal texture if any
  54393. * @param isBase64 defines whether the texture is encoded as a base64
  54394. * @param isBuffer defines whether the texture data are stored as a buffer
  54395. * @returns true if the loader can load the specified file
  54396. */
  54397. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54398. /**
  54399. * Transform the url before loading if required.
  54400. * @param rootUrl the url of the texture
  54401. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54402. * @returns the transformed texture
  54403. */
  54404. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54405. /**
  54406. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54407. * @param rootUrl the url of the texture
  54408. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54409. * @returns the fallback texture
  54410. */
  54411. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54412. /**
  54413. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54414. * @param data contains the texture data
  54415. * @param texture defines the BabylonJS internal texture
  54416. * @param createPolynomials will be true if polynomials have been requested
  54417. * @param onLoad defines the callback to trigger once the texture is ready
  54418. * @param onError defines the callback to trigger in case of error
  54419. */
  54420. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54421. /**
  54422. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54423. * @param data contains the texture data
  54424. * @param texture defines the BabylonJS internal texture
  54425. * @param callback defines the method to call once ready to upload
  54426. */
  54427. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54428. }
  54429. }
  54430. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  54431. import { Nullable } from "babylonjs/types";
  54432. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54433. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54434. /**
  54435. * Implementation of the ENV Texture Loader.
  54436. * @hidden
  54437. */
  54438. export class _ENVTextureLoader implements IInternalTextureLoader {
  54439. /**
  54440. * Defines wether the loader supports cascade loading the different faces.
  54441. */
  54442. readonly supportCascades: boolean;
  54443. /**
  54444. * This returns if the loader support the current file information.
  54445. * @param extension defines the file extension of the file being loaded
  54446. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54447. * @param fallback defines the fallback internal texture if any
  54448. * @param isBase64 defines whether the texture is encoded as a base64
  54449. * @param isBuffer defines whether the texture data are stored as a buffer
  54450. * @returns true if the loader can load the specified file
  54451. */
  54452. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54453. /**
  54454. * Transform the url before loading if required.
  54455. * @param rootUrl the url of the texture
  54456. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54457. * @returns the transformed texture
  54458. */
  54459. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54460. /**
  54461. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54462. * @param rootUrl the url of the texture
  54463. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54464. * @returns the fallback texture
  54465. */
  54466. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54467. /**
  54468. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54469. * @param data contains the texture data
  54470. * @param texture defines the BabylonJS internal texture
  54471. * @param createPolynomials will be true if polynomials have been requested
  54472. * @param onLoad defines the callback to trigger once the texture is ready
  54473. * @param onError defines the callback to trigger in case of error
  54474. */
  54475. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54476. /**
  54477. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54478. * @param data contains the texture data
  54479. * @param texture defines the BabylonJS internal texture
  54480. * @param callback defines the method to call once ready to upload
  54481. */
  54482. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  54483. }
  54484. }
  54485. declare module "babylonjs/Misc/khronosTextureContainer" {
  54486. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54487. /**
  54488. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  54489. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  54490. */
  54491. export class KhronosTextureContainer {
  54492. /** contents of the KTX container file */
  54493. arrayBuffer: any;
  54494. private static HEADER_LEN;
  54495. private static COMPRESSED_2D;
  54496. private static COMPRESSED_3D;
  54497. private static TEX_2D;
  54498. private static TEX_3D;
  54499. /**
  54500. * Gets the openGL type
  54501. */
  54502. glType: number;
  54503. /**
  54504. * Gets the openGL type size
  54505. */
  54506. glTypeSize: number;
  54507. /**
  54508. * Gets the openGL format
  54509. */
  54510. glFormat: number;
  54511. /**
  54512. * Gets the openGL internal format
  54513. */
  54514. glInternalFormat: number;
  54515. /**
  54516. * Gets the base internal format
  54517. */
  54518. glBaseInternalFormat: number;
  54519. /**
  54520. * Gets image width in pixel
  54521. */
  54522. pixelWidth: number;
  54523. /**
  54524. * Gets image height in pixel
  54525. */
  54526. pixelHeight: number;
  54527. /**
  54528. * Gets image depth in pixels
  54529. */
  54530. pixelDepth: number;
  54531. /**
  54532. * Gets the number of array elements
  54533. */
  54534. numberOfArrayElements: number;
  54535. /**
  54536. * Gets the number of faces
  54537. */
  54538. numberOfFaces: number;
  54539. /**
  54540. * Gets the number of mipmap levels
  54541. */
  54542. numberOfMipmapLevels: number;
  54543. /**
  54544. * Gets the bytes of key value data
  54545. */
  54546. bytesOfKeyValueData: number;
  54547. /**
  54548. * Gets the load type
  54549. */
  54550. loadType: number;
  54551. /**
  54552. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  54553. */
  54554. isInvalid: boolean;
  54555. /**
  54556. * Creates a new KhronosTextureContainer
  54557. * @param arrayBuffer contents of the KTX container file
  54558. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  54559. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  54560. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  54561. */
  54562. constructor(
  54563. /** contents of the KTX container file */
  54564. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  54565. /**
  54566. * Uploads KTX content to a Babylon Texture.
  54567. * It is assumed that the texture has already been created & is currently bound
  54568. * @hidden
  54569. */
  54570. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  54571. private _upload2DCompressedLevels;
  54572. }
  54573. }
  54574. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  54575. import { Nullable } from "babylonjs/types";
  54576. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  54577. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  54578. /**
  54579. * Implementation of the KTX Texture Loader.
  54580. * @hidden
  54581. */
  54582. export class _KTXTextureLoader implements IInternalTextureLoader {
  54583. /**
  54584. * Defines wether the loader supports cascade loading the different faces.
  54585. */
  54586. readonly supportCascades: boolean;
  54587. /**
  54588. * This returns if the loader support the current file information.
  54589. * @param extension defines the file extension of the file being loaded
  54590. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54591. * @param fallback defines the fallback internal texture if any
  54592. * @param isBase64 defines whether the texture is encoded as a base64
  54593. * @param isBuffer defines whether the texture data are stored as a buffer
  54594. * @returns true if the loader can load the specified file
  54595. */
  54596. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  54597. /**
  54598. * Transform the url before loading if required.
  54599. * @param rootUrl the url of the texture
  54600. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54601. * @returns the transformed texture
  54602. */
  54603. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  54604. /**
  54605. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  54606. * @param rootUrl the url of the texture
  54607. * @param textureFormatInUse defines the current compressed format in use iun the engine
  54608. * @returns the fallback texture
  54609. */
  54610. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  54611. /**
  54612. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  54613. * @param data contains the texture data
  54614. * @param texture defines the BabylonJS internal texture
  54615. * @param createPolynomials will be true if polynomials have been requested
  54616. * @param onLoad defines the callback to trigger once the texture is ready
  54617. * @param onError defines the callback to trigger in case of error
  54618. */
  54619. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  54620. /**
  54621. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  54622. * @param data contains the texture data
  54623. * @param texture defines the BabylonJS internal texture
  54624. * @param callback defines the method to call once ready to upload
  54625. */
  54626. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  54627. }
  54628. }
  54629. declare module "babylonjs/Helpers/sceneHelpers" {
  54630. import { Nullable } from "babylonjs/types";
  54631. import { Mesh } from "babylonjs/Meshes/mesh";
  54632. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54633. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  54634. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  54635. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  54636. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  54637. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  54638. import "babylonjs/Meshes/Builders/boxBuilder";
  54639. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  54640. /** @hidden */
  54641. export var _forceSceneHelpersToBundle: boolean;
  54642. module "babylonjs/scene" {
  54643. interface Scene {
  54644. /**
  54645. * Creates a default light for the scene.
  54646. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  54647. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  54648. */
  54649. createDefaultLight(replace?: boolean): void;
  54650. /**
  54651. * Creates a default camera for the scene.
  54652. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  54653. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  54654. * @param replace has default false, when true replaces the active camera in the scene
  54655. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  54656. */
  54657. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  54658. /**
  54659. * Creates a default camera and a default light.
  54660. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  54661. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  54662. * @param replace has the default false, when true replaces the active camera/light in the scene
  54663. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  54664. */
  54665. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  54666. /**
  54667. * Creates a new sky box
  54668. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  54669. * @param environmentTexture defines the texture to use as environment texture
  54670. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  54671. * @param scale defines the overall scale of the skybox
  54672. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  54673. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  54674. * @returns a new mesh holding the sky box
  54675. */
  54676. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  54677. /**
  54678. * Creates a new environment
  54679. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  54680. * @param options defines the options you can use to configure the environment
  54681. * @returns the new EnvironmentHelper
  54682. */
  54683. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  54684. /**
  54685. * Creates a new VREXperienceHelper
  54686. * @see http://doc.babylonjs.com/how_to/webvr_helper
  54687. * @param webVROptions defines the options used to create the new VREXperienceHelper
  54688. * @returns a new VREXperienceHelper
  54689. */
  54690. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  54691. /**
  54692. * Creates a new WebXRDefaultExperience
  54693. * @see http://doc.babylonjs.com/how_to/webxr
  54694. * @param options experience options
  54695. * @returns a promise for a new WebXRDefaultExperience
  54696. */
  54697. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  54698. }
  54699. }
  54700. }
  54701. declare module "babylonjs/Helpers/videoDome" {
  54702. import { Scene } from "babylonjs/scene";
  54703. import { TransformNode } from "babylonjs/Meshes/transformNode";
  54704. import { Mesh } from "babylonjs/Meshes/mesh";
  54705. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  54706. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  54707. import "babylonjs/Meshes/Builders/sphereBuilder";
  54708. /**
  54709. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  54710. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  54711. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  54712. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  54713. */
  54714. export class VideoDome extends TransformNode {
  54715. /**
  54716. * Define the video source as a Monoscopic panoramic 360 video.
  54717. */
  54718. static readonly MODE_MONOSCOPIC: number;
  54719. /**
  54720. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  54721. */
  54722. static readonly MODE_TOPBOTTOM: number;
  54723. /**
  54724. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  54725. */
  54726. static readonly MODE_SIDEBYSIDE: number;
  54727. private _halfDome;
  54728. private _useDirectMapping;
  54729. /**
  54730. * The video texture being displayed on the sphere
  54731. */
  54732. protected _videoTexture: VideoTexture;
  54733. /**
  54734. * Gets the video texture being displayed on the sphere
  54735. */
  54736. get videoTexture(): VideoTexture;
  54737. /**
  54738. * The skybox material
  54739. */
  54740. protected _material: BackgroundMaterial;
  54741. /**
  54742. * The surface used for the skybox
  54743. */
  54744. protected _mesh: Mesh;
  54745. /**
  54746. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  54747. */
  54748. private _halfDomeMask;
  54749. /**
  54750. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  54751. * Also see the options.resolution property.
  54752. */
  54753. get fovMultiplier(): number;
  54754. set fovMultiplier(value: number);
  54755. private _videoMode;
  54756. /**
  54757. * Gets or set the current video mode for the video. It can be:
  54758. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  54759. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  54760. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  54761. */
  54762. get videoMode(): number;
  54763. set videoMode(value: number);
  54764. /**
  54765. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  54766. *
  54767. */
  54768. get halfDome(): boolean;
  54769. /**
  54770. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  54771. */
  54772. set halfDome(enabled: boolean);
  54773. /**
  54774. * Oberserver used in Stereoscopic VR Mode.
  54775. */
  54776. private _onBeforeCameraRenderObserver;
  54777. /**
  54778. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  54779. * @param name Element's name, child elements will append suffixes for their own names.
  54780. * @param urlsOrVideo defines the url(s) or the video element to use
  54781. * @param options An object containing optional or exposed sub element properties
  54782. */
  54783. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  54784. resolution?: number;
  54785. clickToPlay?: boolean;
  54786. autoPlay?: boolean;
  54787. loop?: boolean;
  54788. size?: number;
  54789. poster?: string;
  54790. faceForward?: boolean;
  54791. useDirectMapping?: boolean;
  54792. halfDomeMode?: boolean;
  54793. }, scene: Scene);
  54794. private _changeVideoMode;
  54795. /**
  54796. * Releases resources associated with this node.
  54797. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  54798. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  54799. */
  54800. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  54801. }
  54802. }
  54803. declare module "babylonjs/Helpers/index" {
  54804. export * from "babylonjs/Helpers/environmentHelper";
  54805. export * from "babylonjs/Helpers/photoDome";
  54806. export * from "babylonjs/Helpers/sceneHelpers";
  54807. export * from "babylonjs/Helpers/videoDome";
  54808. }
  54809. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  54810. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  54811. import { IDisposable } from "babylonjs/scene";
  54812. import { Engine } from "babylonjs/Engines/engine";
  54813. /**
  54814. * This class can be used to get instrumentation data from a Babylon engine
  54815. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  54816. */
  54817. export class EngineInstrumentation implements IDisposable {
  54818. /**
  54819. * Define the instrumented engine.
  54820. */
  54821. engine: Engine;
  54822. private _captureGPUFrameTime;
  54823. private _gpuFrameTimeToken;
  54824. private _gpuFrameTime;
  54825. private _captureShaderCompilationTime;
  54826. private _shaderCompilationTime;
  54827. private _onBeginFrameObserver;
  54828. private _onEndFrameObserver;
  54829. private _onBeforeShaderCompilationObserver;
  54830. private _onAfterShaderCompilationObserver;
  54831. /**
  54832. * Gets the perf counter used for GPU frame time
  54833. */
  54834. get gpuFrameTimeCounter(): PerfCounter;
  54835. /**
  54836. * Gets the GPU frame time capture status
  54837. */
  54838. get captureGPUFrameTime(): boolean;
  54839. /**
  54840. * Enable or disable the GPU frame time capture
  54841. */
  54842. set captureGPUFrameTime(value: boolean);
  54843. /**
  54844. * Gets the perf counter used for shader compilation time
  54845. */
  54846. get shaderCompilationTimeCounter(): PerfCounter;
  54847. /**
  54848. * Gets the shader compilation time capture status
  54849. */
  54850. get captureShaderCompilationTime(): boolean;
  54851. /**
  54852. * Enable or disable the shader compilation time capture
  54853. */
  54854. set captureShaderCompilationTime(value: boolean);
  54855. /**
  54856. * Instantiates a new engine instrumentation.
  54857. * This class can be used to get instrumentation data from a Babylon engine
  54858. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  54859. * @param engine Defines the engine to instrument
  54860. */
  54861. constructor(
  54862. /**
  54863. * Define the instrumented engine.
  54864. */
  54865. engine: Engine);
  54866. /**
  54867. * Dispose and release associated resources.
  54868. */
  54869. dispose(): void;
  54870. }
  54871. }
  54872. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  54873. import { Scene, IDisposable } from "babylonjs/scene";
  54874. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  54875. /**
  54876. * This class can be used to get instrumentation data from a Babylon engine
  54877. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  54878. */
  54879. export class SceneInstrumentation implements IDisposable {
  54880. /**
  54881. * Defines the scene to instrument
  54882. */
  54883. scene: Scene;
  54884. private _captureActiveMeshesEvaluationTime;
  54885. private _activeMeshesEvaluationTime;
  54886. private _captureRenderTargetsRenderTime;
  54887. private _renderTargetsRenderTime;
  54888. private _captureFrameTime;
  54889. private _frameTime;
  54890. private _captureRenderTime;
  54891. private _renderTime;
  54892. private _captureInterFrameTime;
  54893. private _interFrameTime;
  54894. private _captureParticlesRenderTime;
  54895. private _particlesRenderTime;
  54896. private _captureSpritesRenderTime;
  54897. private _spritesRenderTime;
  54898. private _capturePhysicsTime;
  54899. private _physicsTime;
  54900. private _captureAnimationsTime;
  54901. private _animationsTime;
  54902. private _captureCameraRenderTime;
  54903. private _cameraRenderTime;
  54904. private _onBeforeActiveMeshesEvaluationObserver;
  54905. private _onAfterActiveMeshesEvaluationObserver;
  54906. private _onBeforeRenderTargetsRenderObserver;
  54907. private _onAfterRenderTargetsRenderObserver;
  54908. private _onAfterRenderObserver;
  54909. private _onBeforeDrawPhaseObserver;
  54910. private _onAfterDrawPhaseObserver;
  54911. private _onBeforeAnimationsObserver;
  54912. private _onBeforeParticlesRenderingObserver;
  54913. private _onAfterParticlesRenderingObserver;
  54914. private _onBeforeSpritesRenderingObserver;
  54915. private _onAfterSpritesRenderingObserver;
  54916. private _onBeforePhysicsObserver;
  54917. private _onAfterPhysicsObserver;
  54918. private _onAfterAnimationsObserver;
  54919. private _onBeforeCameraRenderObserver;
  54920. private _onAfterCameraRenderObserver;
  54921. /**
  54922. * Gets the perf counter used for active meshes evaluation time
  54923. */
  54924. get activeMeshesEvaluationTimeCounter(): PerfCounter;
  54925. /**
  54926. * Gets the active meshes evaluation time capture status
  54927. */
  54928. get captureActiveMeshesEvaluationTime(): boolean;
  54929. /**
  54930. * Enable or disable the active meshes evaluation time capture
  54931. */
  54932. set captureActiveMeshesEvaluationTime(value: boolean);
  54933. /**
  54934. * Gets the perf counter used for render targets render time
  54935. */
  54936. get renderTargetsRenderTimeCounter(): PerfCounter;
  54937. /**
  54938. * Gets the render targets render time capture status
  54939. */
  54940. get captureRenderTargetsRenderTime(): boolean;
  54941. /**
  54942. * Enable or disable the render targets render time capture
  54943. */
  54944. set captureRenderTargetsRenderTime(value: boolean);
  54945. /**
  54946. * Gets the perf counter used for particles render time
  54947. */
  54948. get particlesRenderTimeCounter(): PerfCounter;
  54949. /**
  54950. * Gets the particles render time capture status
  54951. */
  54952. get captureParticlesRenderTime(): boolean;
  54953. /**
  54954. * Enable or disable the particles render time capture
  54955. */
  54956. set captureParticlesRenderTime(value: boolean);
  54957. /**
  54958. * Gets the perf counter used for sprites render time
  54959. */
  54960. get spritesRenderTimeCounter(): PerfCounter;
  54961. /**
  54962. * Gets the sprites render time capture status
  54963. */
  54964. get captureSpritesRenderTime(): boolean;
  54965. /**
  54966. * Enable or disable the sprites render time capture
  54967. */
  54968. set captureSpritesRenderTime(value: boolean);
  54969. /**
  54970. * Gets the perf counter used for physics time
  54971. */
  54972. get physicsTimeCounter(): PerfCounter;
  54973. /**
  54974. * Gets the physics time capture status
  54975. */
  54976. get capturePhysicsTime(): boolean;
  54977. /**
  54978. * Enable or disable the physics time capture
  54979. */
  54980. set capturePhysicsTime(value: boolean);
  54981. /**
  54982. * Gets the perf counter used for animations time
  54983. */
  54984. get animationsTimeCounter(): PerfCounter;
  54985. /**
  54986. * Gets the animations time capture status
  54987. */
  54988. get captureAnimationsTime(): boolean;
  54989. /**
  54990. * Enable or disable the animations time capture
  54991. */
  54992. set captureAnimationsTime(value: boolean);
  54993. /**
  54994. * Gets the perf counter used for frame time capture
  54995. */
  54996. get frameTimeCounter(): PerfCounter;
  54997. /**
  54998. * Gets the frame time capture status
  54999. */
  55000. get captureFrameTime(): boolean;
  55001. /**
  55002. * Enable or disable the frame time capture
  55003. */
  55004. set captureFrameTime(value: boolean);
  55005. /**
  55006. * Gets the perf counter used for inter-frames time capture
  55007. */
  55008. get interFrameTimeCounter(): PerfCounter;
  55009. /**
  55010. * Gets the inter-frames time capture status
  55011. */
  55012. get captureInterFrameTime(): boolean;
  55013. /**
  55014. * Enable or disable the inter-frames time capture
  55015. */
  55016. set captureInterFrameTime(value: boolean);
  55017. /**
  55018. * Gets the perf counter used for render time capture
  55019. */
  55020. get renderTimeCounter(): PerfCounter;
  55021. /**
  55022. * Gets the render time capture status
  55023. */
  55024. get captureRenderTime(): boolean;
  55025. /**
  55026. * Enable or disable the render time capture
  55027. */
  55028. set captureRenderTime(value: boolean);
  55029. /**
  55030. * Gets the perf counter used for camera render time capture
  55031. */
  55032. get cameraRenderTimeCounter(): PerfCounter;
  55033. /**
  55034. * Gets the camera render time capture status
  55035. */
  55036. get captureCameraRenderTime(): boolean;
  55037. /**
  55038. * Enable or disable the camera render time capture
  55039. */
  55040. set captureCameraRenderTime(value: boolean);
  55041. /**
  55042. * Gets the perf counter used for draw calls
  55043. */
  55044. get drawCallsCounter(): PerfCounter;
  55045. /**
  55046. * Instantiates a new scene instrumentation.
  55047. * This class can be used to get instrumentation data from a Babylon engine
  55048. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  55049. * @param scene Defines the scene to instrument
  55050. */
  55051. constructor(
  55052. /**
  55053. * Defines the scene to instrument
  55054. */
  55055. scene: Scene);
  55056. /**
  55057. * Dispose and release associated resources.
  55058. */
  55059. dispose(): void;
  55060. }
  55061. }
  55062. declare module "babylonjs/Instrumentation/index" {
  55063. export * from "babylonjs/Instrumentation/engineInstrumentation";
  55064. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  55065. export * from "babylonjs/Instrumentation/timeToken";
  55066. }
  55067. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  55068. /** @hidden */
  55069. export var glowMapGenerationPixelShader: {
  55070. name: string;
  55071. shader: string;
  55072. };
  55073. }
  55074. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  55075. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  55076. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  55077. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  55078. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  55079. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  55080. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  55081. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  55082. /** @hidden */
  55083. export var glowMapGenerationVertexShader: {
  55084. name: string;
  55085. shader: string;
  55086. };
  55087. }
  55088. declare module "babylonjs/Layers/effectLayer" {
  55089. import { Observable } from "babylonjs/Misc/observable";
  55090. import { Nullable } from "babylonjs/types";
  55091. import { Camera } from "babylonjs/Cameras/camera";
  55092. import { Scene } from "babylonjs/scene";
  55093. import { ISize } from "babylonjs/Maths/math.size";
  55094. import { Color4 } from "babylonjs/Maths/math.color";
  55095. import { Engine } from "babylonjs/Engines/engine";
  55096. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55097. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55098. import { Mesh } from "babylonjs/Meshes/mesh";
  55099. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  55100. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55101. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55102. import { Effect } from "babylonjs/Materials/effect";
  55103. import { Material } from "babylonjs/Materials/material";
  55104. import "babylonjs/Shaders/glowMapGeneration.fragment";
  55105. import "babylonjs/Shaders/glowMapGeneration.vertex";
  55106. /**
  55107. * Effect layer options. This helps customizing the behaviour
  55108. * of the effect layer.
  55109. */
  55110. export interface IEffectLayerOptions {
  55111. /**
  55112. * Multiplication factor apply to the canvas size to compute the render target size
  55113. * used to generated the objects (the smaller the faster).
  55114. */
  55115. mainTextureRatio: number;
  55116. /**
  55117. * Enforces a fixed size texture to ensure effect stability across devices.
  55118. */
  55119. mainTextureFixedSize?: number;
  55120. /**
  55121. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  55122. */
  55123. alphaBlendingMode: number;
  55124. /**
  55125. * The camera attached to the layer.
  55126. */
  55127. camera: Nullable<Camera>;
  55128. /**
  55129. * The rendering group to draw the layer in.
  55130. */
  55131. renderingGroupId: number;
  55132. }
  55133. /**
  55134. * The effect layer Helps adding post process effect blended with the main pass.
  55135. *
  55136. * This can be for instance use to generate glow or higlight effects on the scene.
  55137. *
  55138. * The effect layer class can not be used directly and is intented to inherited from to be
  55139. * customized per effects.
  55140. */
  55141. export abstract class EffectLayer {
  55142. private _vertexBuffers;
  55143. private _indexBuffer;
  55144. private _cachedDefines;
  55145. private _effectLayerMapGenerationEffect;
  55146. private _effectLayerOptions;
  55147. private _mergeEffect;
  55148. protected _scene: Scene;
  55149. protected _engine: Engine;
  55150. protected _maxSize: number;
  55151. protected _mainTextureDesiredSize: ISize;
  55152. protected _mainTexture: RenderTargetTexture;
  55153. protected _shouldRender: boolean;
  55154. protected _postProcesses: PostProcess[];
  55155. protected _textures: BaseTexture[];
  55156. protected _emissiveTextureAndColor: {
  55157. texture: Nullable<BaseTexture>;
  55158. color: Color4;
  55159. };
  55160. /**
  55161. * The name of the layer
  55162. */
  55163. name: string;
  55164. /**
  55165. * The clear color of the texture used to generate the glow map.
  55166. */
  55167. neutralColor: Color4;
  55168. /**
  55169. * Specifies wether the highlight layer is enabled or not.
  55170. */
  55171. isEnabled: boolean;
  55172. /**
  55173. * Gets the camera attached to the layer.
  55174. */
  55175. get camera(): Nullable<Camera>;
  55176. /**
  55177. * Gets the rendering group id the layer should render in.
  55178. */
  55179. get renderingGroupId(): number;
  55180. set renderingGroupId(renderingGroupId: number);
  55181. /**
  55182. * An event triggered when the effect layer has been disposed.
  55183. */
  55184. onDisposeObservable: Observable<EffectLayer>;
  55185. /**
  55186. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  55187. */
  55188. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  55189. /**
  55190. * An event triggered when the generated texture is being merged in the scene.
  55191. */
  55192. onBeforeComposeObservable: Observable<EffectLayer>;
  55193. /**
  55194. * An event triggered when the mesh is rendered into the effect render target.
  55195. */
  55196. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  55197. /**
  55198. * An event triggered after the mesh has been rendered into the effect render target.
  55199. */
  55200. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  55201. /**
  55202. * An event triggered when the generated texture has been merged in the scene.
  55203. */
  55204. onAfterComposeObservable: Observable<EffectLayer>;
  55205. /**
  55206. * An event triggered when the efffect layer changes its size.
  55207. */
  55208. onSizeChangedObservable: Observable<EffectLayer>;
  55209. /** @hidden */
  55210. static _SceneComponentInitialization: (scene: Scene) => void;
  55211. /**
  55212. * Instantiates a new effect Layer and references it in the scene.
  55213. * @param name The name of the layer
  55214. * @param scene The scene to use the layer in
  55215. */
  55216. constructor(
  55217. /** The Friendly of the effect in the scene */
  55218. name: string, scene: Scene);
  55219. /**
  55220. * Get the effect name of the layer.
  55221. * @return The effect name
  55222. */
  55223. abstract getEffectName(): string;
  55224. /**
  55225. * Checks for the readiness of the element composing the layer.
  55226. * @param subMesh the mesh to check for
  55227. * @param useInstances specify wether or not to use instances to render the mesh
  55228. * @return true if ready otherwise, false
  55229. */
  55230. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  55231. /**
  55232. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  55233. * @returns true if the effect requires stencil during the main canvas render pass.
  55234. */
  55235. abstract needStencil(): boolean;
  55236. /**
  55237. * Create the merge effect. This is the shader use to blit the information back
  55238. * to the main canvas at the end of the scene rendering.
  55239. * @returns The effect containing the shader used to merge the effect on the main canvas
  55240. */
  55241. protected abstract _createMergeEffect(): Effect;
  55242. /**
  55243. * Creates the render target textures and post processes used in the effect layer.
  55244. */
  55245. protected abstract _createTextureAndPostProcesses(): void;
  55246. /**
  55247. * Implementation specific of rendering the generating effect on the main canvas.
  55248. * @param effect The effect used to render through
  55249. */
  55250. protected abstract _internalRender(effect: Effect): void;
  55251. /**
  55252. * Sets the required values for both the emissive texture and and the main color.
  55253. */
  55254. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  55255. /**
  55256. * Free any resources and references associated to a mesh.
  55257. * Internal use
  55258. * @param mesh The mesh to free.
  55259. */
  55260. abstract _disposeMesh(mesh: Mesh): void;
  55261. /**
  55262. * Serializes this layer (Glow or Highlight for example)
  55263. * @returns a serialized layer object
  55264. */
  55265. abstract serialize?(): any;
  55266. /**
  55267. * Initializes the effect layer with the required options.
  55268. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  55269. */
  55270. protected _init(options: Partial<IEffectLayerOptions>): void;
  55271. /**
  55272. * Generates the index buffer of the full screen quad blending to the main canvas.
  55273. */
  55274. private _generateIndexBuffer;
  55275. /**
  55276. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  55277. */
  55278. private _generateVertexBuffer;
  55279. /**
  55280. * Sets the main texture desired size which is the closest power of two
  55281. * of the engine canvas size.
  55282. */
  55283. private _setMainTextureSize;
  55284. /**
  55285. * Creates the main texture for the effect layer.
  55286. */
  55287. protected _createMainTexture(): void;
  55288. /**
  55289. * Adds specific effects defines.
  55290. * @param defines The defines to add specifics to.
  55291. */
  55292. protected _addCustomEffectDefines(defines: string[]): void;
  55293. /**
  55294. * Checks for the readiness of the element composing the layer.
  55295. * @param subMesh the mesh to check for
  55296. * @param useInstances specify wether or not to use instances to render the mesh
  55297. * @param emissiveTexture the associated emissive texture used to generate the glow
  55298. * @return true if ready otherwise, false
  55299. */
  55300. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  55301. /**
  55302. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  55303. */
  55304. render(): void;
  55305. /**
  55306. * Determine if a given mesh will be used in the current effect.
  55307. * @param mesh mesh to test
  55308. * @returns true if the mesh will be used
  55309. */
  55310. hasMesh(mesh: AbstractMesh): boolean;
  55311. /**
  55312. * Returns true if the layer contains information to display, otherwise false.
  55313. * @returns true if the glow layer should be rendered
  55314. */
  55315. shouldRender(): boolean;
  55316. /**
  55317. * Returns true if the mesh should render, otherwise false.
  55318. * @param mesh The mesh to render
  55319. * @returns true if it should render otherwise false
  55320. */
  55321. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  55322. /**
  55323. * Returns true if the mesh can be rendered, otherwise false.
  55324. * @param mesh The mesh to render
  55325. * @param material The material used on the mesh
  55326. * @returns true if it can be rendered otherwise false
  55327. */
  55328. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  55329. /**
  55330. * Returns true if the mesh should render, otherwise false.
  55331. * @param mesh The mesh to render
  55332. * @returns true if it should render otherwise false
  55333. */
  55334. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  55335. /**
  55336. * Renders the submesh passed in parameter to the generation map.
  55337. */
  55338. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  55339. /**
  55340. * Defines wether the current material of the mesh should be use to render the effect.
  55341. * @param mesh defines the current mesh to render
  55342. */
  55343. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  55344. /**
  55345. * Rebuild the required buffers.
  55346. * @hidden Internal use only.
  55347. */
  55348. _rebuild(): void;
  55349. /**
  55350. * Dispose only the render target textures and post process.
  55351. */
  55352. private _disposeTextureAndPostProcesses;
  55353. /**
  55354. * Dispose the highlight layer and free resources.
  55355. */
  55356. dispose(): void;
  55357. /**
  55358. * Gets the class name of the effect layer
  55359. * @returns the string with the class name of the effect layer
  55360. */
  55361. getClassName(): string;
  55362. /**
  55363. * Creates an effect layer from parsed effect layer data
  55364. * @param parsedEffectLayer defines effect layer data
  55365. * @param scene defines the current scene
  55366. * @param rootUrl defines the root URL containing the effect layer information
  55367. * @returns a parsed effect Layer
  55368. */
  55369. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  55370. }
  55371. }
  55372. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  55373. import { Scene } from "babylonjs/scene";
  55374. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  55375. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  55376. import { AbstractScene } from "babylonjs/abstractScene";
  55377. module "babylonjs/abstractScene" {
  55378. interface AbstractScene {
  55379. /**
  55380. * The list of effect layers (highlights/glow) added to the scene
  55381. * @see http://doc.babylonjs.com/how_to/highlight_layer
  55382. * @see http://doc.babylonjs.com/how_to/glow_layer
  55383. */
  55384. effectLayers: Array<EffectLayer>;
  55385. /**
  55386. * Removes the given effect layer from this scene.
  55387. * @param toRemove defines the effect layer to remove
  55388. * @returns the index of the removed effect layer
  55389. */
  55390. removeEffectLayer(toRemove: EffectLayer): number;
  55391. /**
  55392. * Adds the given effect layer to this scene
  55393. * @param newEffectLayer defines the effect layer to add
  55394. */
  55395. addEffectLayer(newEffectLayer: EffectLayer): void;
  55396. }
  55397. }
  55398. /**
  55399. * Defines the layer scene component responsible to manage any effect layers
  55400. * in a given scene.
  55401. */
  55402. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  55403. /**
  55404. * The component name helpfull to identify the component in the list of scene components.
  55405. */
  55406. readonly name: string;
  55407. /**
  55408. * The scene the component belongs to.
  55409. */
  55410. scene: Scene;
  55411. private _engine;
  55412. private _renderEffects;
  55413. private _needStencil;
  55414. private _previousStencilState;
  55415. /**
  55416. * Creates a new instance of the component for the given scene
  55417. * @param scene Defines the scene to register the component in
  55418. */
  55419. constructor(scene: Scene);
  55420. /**
  55421. * Registers the component in a given scene
  55422. */
  55423. register(): void;
  55424. /**
  55425. * Rebuilds the elements related to this component in case of
  55426. * context lost for instance.
  55427. */
  55428. rebuild(): void;
  55429. /**
  55430. * Serializes the component data to the specified json object
  55431. * @param serializationObject The object to serialize to
  55432. */
  55433. serialize(serializationObject: any): void;
  55434. /**
  55435. * Adds all the elements from the container to the scene
  55436. * @param container the container holding the elements
  55437. */
  55438. addFromContainer(container: AbstractScene): void;
  55439. /**
  55440. * Removes all the elements in the container from the scene
  55441. * @param container contains the elements to remove
  55442. * @param dispose if the removed element should be disposed (default: false)
  55443. */
  55444. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  55445. /**
  55446. * Disposes the component and the associated ressources.
  55447. */
  55448. dispose(): void;
  55449. private _isReadyForMesh;
  55450. private _renderMainTexture;
  55451. private _setStencil;
  55452. private _setStencilBack;
  55453. private _draw;
  55454. private _drawCamera;
  55455. private _drawRenderingGroup;
  55456. }
  55457. }
  55458. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  55459. /** @hidden */
  55460. export var glowMapMergePixelShader: {
  55461. name: string;
  55462. shader: string;
  55463. };
  55464. }
  55465. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  55466. /** @hidden */
  55467. export var glowMapMergeVertexShader: {
  55468. name: string;
  55469. shader: string;
  55470. };
  55471. }
  55472. declare module "babylonjs/Layers/glowLayer" {
  55473. import { Nullable } from "babylonjs/types";
  55474. import { Camera } from "babylonjs/Cameras/camera";
  55475. import { Scene } from "babylonjs/scene";
  55476. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55477. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55478. import { Mesh } from "babylonjs/Meshes/mesh";
  55479. import { Texture } from "babylonjs/Materials/Textures/texture";
  55480. import { Effect } from "babylonjs/Materials/effect";
  55481. import { Material } from "babylonjs/Materials/material";
  55482. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  55483. import { Color4 } from "babylonjs/Maths/math.color";
  55484. import "babylonjs/Shaders/glowMapMerge.fragment";
  55485. import "babylonjs/Shaders/glowMapMerge.vertex";
  55486. import "babylonjs/Layers/effectLayerSceneComponent";
  55487. module "babylonjs/abstractScene" {
  55488. interface AbstractScene {
  55489. /**
  55490. * Return a the first highlight layer of the scene with a given name.
  55491. * @param name The name of the highlight layer to look for.
  55492. * @return The highlight layer if found otherwise null.
  55493. */
  55494. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  55495. }
  55496. }
  55497. /**
  55498. * Glow layer options. This helps customizing the behaviour
  55499. * of the glow layer.
  55500. */
  55501. export interface IGlowLayerOptions {
  55502. /**
  55503. * Multiplication factor apply to the canvas size to compute the render target size
  55504. * used to generated the glowing objects (the smaller the faster).
  55505. */
  55506. mainTextureRatio: number;
  55507. /**
  55508. * Enforces a fixed size texture to ensure resize independant blur.
  55509. */
  55510. mainTextureFixedSize?: number;
  55511. /**
  55512. * How big is the kernel of the blur texture.
  55513. */
  55514. blurKernelSize: number;
  55515. /**
  55516. * The camera attached to the layer.
  55517. */
  55518. camera: Nullable<Camera>;
  55519. /**
  55520. * Enable MSAA by chosing the number of samples.
  55521. */
  55522. mainTextureSamples?: number;
  55523. /**
  55524. * The rendering group to draw the layer in.
  55525. */
  55526. renderingGroupId: number;
  55527. }
  55528. /**
  55529. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  55530. *
  55531. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  55532. *
  55533. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  55534. */
  55535. export class GlowLayer extends EffectLayer {
  55536. /**
  55537. * Effect Name of the layer.
  55538. */
  55539. static readonly EffectName: string;
  55540. /**
  55541. * The default blur kernel size used for the glow.
  55542. */
  55543. static DefaultBlurKernelSize: number;
  55544. /**
  55545. * The default texture size ratio used for the glow.
  55546. */
  55547. static DefaultTextureRatio: number;
  55548. /**
  55549. * Sets the kernel size of the blur.
  55550. */
  55551. set blurKernelSize(value: number);
  55552. /**
  55553. * Gets the kernel size of the blur.
  55554. */
  55555. get blurKernelSize(): number;
  55556. /**
  55557. * Sets the glow intensity.
  55558. */
  55559. set intensity(value: number);
  55560. /**
  55561. * Gets the glow intensity.
  55562. */
  55563. get intensity(): number;
  55564. private _options;
  55565. private _intensity;
  55566. private _horizontalBlurPostprocess1;
  55567. private _verticalBlurPostprocess1;
  55568. private _horizontalBlurPostprocess2;
  55569. private _verticalBlurPostprocess2;
  55570. private _blurTexture1;
  55571. private _blurTexture2;
  55572. private _postProcesses1;
  55573. private _postProcesses2;
  55574. private _includedOnlyMeshes;
  55575. private _excludedMeshes;
  55576. private _meshesUsingTheirOwnMaterials;
  55577. /**
  55578. * Callback used to let the user override the color selection on a per mesh basis
  55579. */
  55580. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  55581. /**
  55582. * Callback used to let the user override the texture selection on a per mesh basis
  55583. */
  55584. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  55585. /**
  55586. * Instantiates a new glow Layer and references it to the scene.
  55587. * @param name The name of the layer
  55588. * @param scene The scene to use the layer in
  55589. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  55590. */
  55591. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  55592. /**
  55593. * Get the effect name of the layer.
  55594. * @return The effect name
  55595. */
  55596. getEffectName(): string;
  55597. /**
  55598. * Create the merge effect. This is the shader use to blit the information back
  55599. * to the main canvas at the end of the scene rendering.
  55600. */
  55601. protected _createMergeEffect(): Effect;
  55602. /**
  55603. * Creates the render target textures and post processes used in the glow layer.
  55604. */
  55605. protected _createTextureAndPostProcesses(): void;
  55606. /**
  55607. * Checks for the readiness of the element composing the layer.
  55608. * @param subMesh the mesh to check for
  55609. * @param useInstances specify wether or not to use instances to render the mesh
  55610. * @param emissiveTexture the associated emissive texture used to generate the glow
  55611. * @return true if ready otherwise, false
  55612. */
  55613. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  55614. /**
  55615. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  55616. */
  55617. needStencil(): boolean;
  55618. /**
  55619. * Returns true if the mesh can be rendered, otherwise false.
  55620. * @param mesh The mesh to render
  55621. * @param material The material used on the mesh
  55622. * @returns true if it can be rendered otherwise false
  55623. */
  55624. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  55625. /**
  55626. * Implementation specific of rendering the generating effect on the main canvas.
  55627. * @param effect The effect used to render through
  55628. */
  55629. protected _internalRender(effect: Effect): void;
  55630. /**
  55631. * Sets the required values for both the emissive texture and and the main color.
  55632. */
  55633. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  55634. /**
  55635. * Returns true if the mesh should render, otherwise false.
  55636. * @param mesh The mesh to render
  55637. * @returns true if it should render otherwise false
  55638. */
  55639. protected _shouldRenderMesh(mesh: Mesh): boolean;
  55640. /**
  55641. * Adds specific effects defines.
  55642. * @param defines The defines to add specifics to.
  55643. */
  55644. protected _addCustomEffectDefines(defines: string[]): void;
  55645. /**
  55646. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  55647. * @param mesh The mesh to exclude from the glow layer
  55648. */
  55649. addExcludedMesh(mesh: Mesh): void;
  55650. /**
  55651. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  55652. * @param mesh The mesh to remove
  55653. */
  55654. removeExcludedMesh(mesh: Mesh): void;
  55655. /**
  55656. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  55657. * @param mesh The mesh to include in the glow layer
  55658. */
  55659. addIncludedOnlyMesh(mesh: Mesh): void;
  55660. /**
  55661. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  55662. * @param mesh The mesh to remove
  55663. */
  55664. removeIncludedOnlyMesh(mesh: Mesh): void;
  55665. /**
  55666. * Determine if a given mesh will be used in the glow layer
  55667. * @param mesh The mesh to test
  55668. * @returns true if the mesh will be highlighted by the current glow layer
  55669. */
  55670. hasMesh(mesh: AbstractMesh): boolean;
  55671. /**
  55672. * Defines wether the current material of the mesh should be use to render the effect.
  55673. * @param mesh defines the current mesh to render
  55674. */
  55675. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  55676. /**
  55677. * Add a mesh to be rendered through its own material and not with emissive only.
  55678. * @param mesh The mesh for which we need to use its material
  55679. */
  55680. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  55681. /**
  55682. * Remove a mesh from being rendered through its own material and not with emissive only.
  55683. * @param mesh The mesh for which we need to not use its material
  55684. */
  55685. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  55686. /**
  55687. * Free any resources and references associated to a mesh.
  55688. * Internal use
  55689. * @param mesh The mesh to free.
  55690. * @hidden
  55691. */
  55692. _disposeMesh(mesh: Mesh): void;
  55693. /**
  55694. * Gets the class name of the effect layer
  55695. * @returns the string with the class name of the effect layer
  55696. */
  55697. getClassName(): string;
  55698. /**
  55699. * Serializes this glow layer
  55700. * @returns a serialized glow layer object
  55701. */
  55702. serialize(): any;
  55703. /**
  55704. * Creates a Glow Layer from parsed glow layer data
  55705. * @param parsedGlowLayer defines glow layer data
  55706. * @param scene defines the current scene
  55707. * @param rootUrl defines the root URL containing the glow layer information
  55708. * @returns a parsed Glow Layer
  55709. */
  55710. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  55711. }
  55712. }
  55713. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  55714. /** @hidden */
  55715. export var glowBlurPostProcessPixelShader: {
  55716. name: string;
  55717. shader: string;
  55718. };
  55719. }
  55720. declare module "babylonjs/Layers/highlightLayer" {
  55721. import { Observable } from "babylonjs/Misc/observable";
  55722. import { Nullable } from "babylonjs/types";
  55723. import { Camera } from "babylonjs/Cameras/camera";
  55724. import { Scene } from "babylonjs/scene";
  55725. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55726. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55727. import { Mesh } from "babylonjs/Meshes/mesh";
  55728. import { Effect } from "babylonjs/Materials/effect";
  55729. import { Material } from "babylonjs/Materials/material";
  55730. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  55731. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  55732. import "babylonjs/Shaders/glowMapMerge.fragment";
  55733. import "babylonjs/Shaders/glowMapMerge.vertex";
  55734. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  55735. module "babylonjs/abstractScene" {
  55736. interface AbstractScene {
  55737. /**
  55738. * Return a the first highlight layer of the scene with a given name.
  55739. * @param name The name of the highlight layer to look for.
  55740. * @return The highlight layer if found otherwise null.
  55741. */
  55742. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  55743. }
  55744. }
  55745. /**
  55746. * Highlight layer options. This helps customizing the behaviour
  55747. * of the highlight layer.
  55748. */
  55749. export interface IHighlightLayerOptions {
  55750. /**
  55751. * Multiplication factor apply to the canvas size to compute the render target size
  55752. * used to generated the glowing objects (the smaller the faster).
  55753. */
  55754. mainTextureRatio: number;
  55755. /**
  55756. * Enforces a fixed size texture to ensure resize independant blur.
  55757. */
  55758. mainTextureFixedSize?: number;
  55759. /**
  55760. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  55761. * of the picture to blur (the smaller the faster).
  55762. */
  55763. blurTextureSizeRatio: number;
  55764. /**
  55765. * How big in texel of the blur texture is the vertical blur.
  55766. */
  55767. blurVerticalSize: number;
  55768. /**
  55769. * How big in texel of the blur texture is the horizontal blur.
  55770. */
  55771. blurHorizontalSize: number;
  55772. /**
  55773. * Alpha blending mode used to apply the blur. Default is combine.
  55774. */
  55775. alphaBlendingMode: number;
  55776. /**
  55777. * The camera attached to the layer.
  55778. */
  55779. camera: Nullable<Camera>;
  55780. /**
  55781. * Should we display highlight as a solid stroke?
  55782. */
  55783. isStroke?: boolean;
  55784. /**
  55785. * The rendering group to draw the layer in.
  55786. */
  55787. renderingGroupId: number;
  55788. }
  55789. /**
  55790. * The highlight layer Helps adding a glow effect around a mesh.
  55791. *
  55792. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  55793. * glowy meshes to your scene.
  55794. *
  55795. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  55796. */
  55797. export class HighlightLayer extends EffectLayer {
  55798. name: string;
  55799. /**
  55800. * Effect Name of the highlight layer.
  55801. */
  55802. static readonly EffectName: string;
  55803. /**
  55804. * The neutral color used during the preparation of the glow effect.
  55805. * This is black by default as the blend operation is a blend operation.
  55806. */
  55807. static NeutralColor: Color4;
  55808. /**
  55809. * Stencil value used for glowing meshes.
  55810. */
  55811. static GlowingMeshStencilReference: number;
  55812. /**
  55813. * Stencil value used for the other meshes in the scene.
  55814. */
  55815. static NormalMeshStencilReference: number;
  55816. /**
  55817. * Specifies whether or not the inner glow is ACTIVE in the layer.
  55818. */
  55819. innerGlow: boolean;
  55820. /**
  55821. * Specifies whether or not the outer glow is ACTIVE in the layer.
  55822. */
  55823. outerGlow: boolean;
  55824. /**
  55825. * Specifies the horizontal size of the blur.
  55826. */
  55827. set blurHorizontalSize(value: number);
  55828. /**
  55829. * Specifies the vertical size of the blur.
  55830. */
  55831. set blurVerticalSize(value: number);
  55832. /**
  55833. * Gets the horizontal size of the blur.
  55834. */
  55835. get blurHorizontalSize(): number;
  55836. /**
  55837. * Gets the vertical size of the blur.
  55838. */
  55839. get blurVerticalSize(): number;
  55840. /**
  55841. * An event triggered when the highlight layer is being blurred.
  55842. */
  55843. onBeforeBlurObservable: Observable<HighlightLayer>;
  55844. /**
  55845. * An event triggered when the highlight layer has been blurred.
  55846. */
  55847. onAfterBlurObservable: Observable<HighlightLayer>;
  55848. private _instanceGlowingMeshStencilReference;
  55849. private _options;
  55850. private _downSamplePostprocess;
  55851. private _horizontalBlurPostprocess;
  55852. private _verticalBlurPostprocess;
  55853. private _blurTexture;
  55854. private _meshes;
  55855. private _excludedMeshes;
  55856. /**
  55857. * Instantiates a new highlight Layer and references it to the scene..
  55858. * @param name The name of the layer
  55859. * @param scene The scene to use the layer in
  55860. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  55861. */
  55862. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  55863. /**
  55864. * Get the effect name of the layer.
  55865. * @return The effect name
  55866. */
  55867. getEffectName(): string;
  55868. /**
  55869. * Create the merge effect. This is the shader use to blit the information back
  55870. * to the main canvas at the end of the scene rendering.
  55871. */
  55872. protected _createMergeEffect(): Effect;
  55873. /**
  55874. * Creates the render target textures and post processes used in the highlight layer.
  55875. */
  55876. protected _createTextureAndPostProcesses(): void;
  55877. /**
  55878. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  55879. */
  55880. needStencil(): boolean;
  55881. /**
  55882. * Checks for the readiness of the element composing the layer.
  55883. * @param subMesh the mesh to check for
  55884. * @param useInstances specify wether or not to use instances to render the mesh
  55885. * @param emissiveTexture the associated emissive texture used to generate the glow
  55886. * @return true if ready otherwise, false
  55887. */
  55888. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  55889. /**
  55890. * Implementation specific of rendering the generating effect on the main canvas.
  55891. * @param effect The effect used to render through
  55892. */
  55893. protected _internalRender(effect: Effect): void;
  55894. /**
  55895. * Returns true if the layer contains information to display, otherwise false.
  55896. */
  55897. shouldRender(): boolean;
  55898. /**
  55899. * Returns true if the mesh should render, otherwise false.
  55900. * @param mesh The mesh to render
  55901. * @returns true if it should render otherwise false
  55902. */
  55903. protected _shouldRenderMesh(mesh: Mesh): boolean;
  55904. /**
  55905. * Sets the required values for both the emissive texture and and the main color.
  55906. */
  55907. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  55908. /**
  55909. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  55910. * @param mesh The mesh to exclude from the highlight layer
  55911. */
  55912. addExcludedMesh(mesh: Mesh): void;
  55913. /**
  55914. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  55915. * @param mesh The mesh to highlight
  55916. */
  55917. removeExcludedMesh(mesh: Mesh): void;
  55918. /**
  55919. * Determine if a given mesh will be highlighted by the current HighlightLayer
  55920. * @param mesh mesh to test
  55921. * @returns true if the mesh will be highlighted by the current HighlightLayer
  55922. */
  55923. hasMesh(mesh: AbstractMesh): boolean;
  55924. /**
  55925. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  55926. * @param mesh The mesh to highlight
  55927. * @param color The color of the highlight
  55928. * @param glowEmissiveOnly Extract the glow from the emissive texture
  55929. */
  55930. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  55931. /**
  55932. * Remove a mesh from the highlight layer in order to make it stop glowing.
  55933. * @param mesh The mesh to highlight
  55934. */
  55935. removeMesh(mesh: Mesh): void;
  55936. /**
  55937. * Force the stencil to the normal expected value for none glowing parts
  55938. */
  55939. private _defaultStencilReference;
  55940. /**
  55941. * Free any resources and references associated to a mesh.
  55942. * Internal use
  55943. * @param mesh The mesh to free.
  55944. * @hidden
  55945. */
  55946. _disposeMesh(mesh: Mesh): void;
  55947. /**
  55948. * Dispose the highlight layer and free resources.
  55949. */
  55950. dispose(): void;
  55951. /**
  55952. * Gets the class name of the effect layer
  55953. * @returns the string with the class name of the effect layer
  55954. */
  55955. getClassName(): string;
  55956. /**
  55957. * Serializes this Highlight layer
  55958. * @returns a serialized Highlight layer object
  55959. */
  55960. serialize(): any;
  55961. /**
  55962. * Creates a Highlight layer from parsed Highlight layer data
  55963. * @param parsedHightlightLayer defines the Highlight layer data
  55964. * @param scene defines the current scene
  55965. * @param rootUrl defines the root URL containing the Highlight layer information
  55966. * @returns a parsed Highlight layer
  55967. */
  55968. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  55969. }
  55970. }
  55971. declare module "babylonjs/Layers/layerSceneComponent" {
  55972. import { Scene } from "babylonjs/scene";
  55973. import { ISceneComponent } from "babylonjs/sceneComponent";
  55974. import { Layer } from "babylonjs/Layers/layer";
  55975. import { AbstractScene } from "babylonjs/abstractScene";
  55976. module "babylonjs/abstractScene" {
  55977. interface AbstractScene {
  55978. /**
  55979. * The list of layers (background and foreground) of the scene
  55980. */
  55981. layers: Array<Layer>;
  55982. }
  55983. }
  55984. /**
  55985. * Defines the layer scene component responsible to manage any layers
  55986. * in a given scene.
  55987. */
  55988. export class LayerSceneComponent implements ISceneComponent {
  55989. /**
  55990. * The component name helpfull to identify the component in the list of scene components.
  55991. */
  55992. readonly name: string;
  55993. /**
  55994. * The scene the component belongs to.
  55995. */
  55996. scene: Scene;
  55997. private _engine;
  55998. /**
  55999. * Creates a new instance of the component for the given scene
  56000. * @param scene Defines the scene to register the component in
  56001. */
  56002. constructor(scene: Scene);
  56003. /**
  56004. * Registers the component in a given scene
  56005. */
  56006. register(): void;
  56007. /**
  56008. * Rebuilds the elements related to this component in case of
  56009. * context lost for instance.
  56010. */
  56011. rebuild(): void;
  56012. /**
  56013. * Disposes the component and the associated ressources.
  56014. */
  56015. dispose(): void;
  56016. private _draw;
  56017. private _drawCameraPredicate;
  56018. private _drawCameraBackground;
  56019. private _drawCameraForeground;
  56020. private _drawRenderTargetPredicate;
  56021. private _drawRenderTargetBackground;
  56022. private _drawRenderTargetForeground;
  56023. /**
  56024. * Adds all the elements from the container to the scene
  56025. * @param container the container holding the elements
  56026. */
  56027. addFromContainer(container: AbstractScene): void;
  56028. /**
  56029. * Removes all the elements in the container from the scene
  56030. * @param container contains the elements to remove
  56031. * @param dispose if the removed element should be disposed (default: false)
  56032. */
  56033. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  56034. }
  56035. }
  56036. declare module "babylonjs/Shaders/layer.fragment" {
  56037. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56038. /** @hidden */
  56039. export var layerPixelShader: {
  56040. name: string;
  56041. shader: string;
  56042. };
  56043. }
  56044. declare module "babylonjs/Shaders/layer.vertex" {
  56045. /** @hidden */
  56046. export var layerVertexShader: {
  56047. name: string;
  56048. shader: string;
  56049. };
  56050. }
  56051. declare module "babylonjs/Layers/layer" {
  56052. import { Observable } from "babylonjs/Misc/observable";
  56053. import { Nullable } from "babylonjs/types";
  56054. import { Scene } from "babylonjs/scene";
  56055. import { Vector2 } from "babylonjs/Maths/math.vector";
  56056. import { Color4 } from "babylonjs/Maths/math.color";
  56057. import { Texture } from "babylonjs/Materials/Textures/texture";
  56058. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56059. import "babylonjs/Shaders/layer.fragment";
  56060. import "babylonjs/Shaders/layer.vertex";
  56061. /**
  56062. * This represents a full screen 2d layer.
  56063. * This can be useful to display a picture in the background of your scene for instance.
  56064. * @see https://www.babylonjs-playground.com/#08A2BS#1
  56065. */
  56066. export class Layer {
  56067. /**
  56068. * Define the name of the layer.
  56069. */
  56070. name: string;
  56071. /**
  56072. * Define the texture the layer should display.
  56073. */
  56074. texture: Nullable<Texture>;
  56075. /**
  56076. * Is the layer in background or foreground.
  56077. */
  56078. isBackground: boolean;
  56079. /**
  56080. * Define the color of the layer (instead of texture).
  56081. */
  56082. color: Color4;
  56083. /**
  56084. * Define the scale of the layer in order to zoom in out of the texture.
  56085. */
  56086. scale: Vector2;
  56087. /**
  56088. * Define an offset for the layer in order to shift the texture.
  56089. */
  56090. offset: Vector2;
  56091. /**
  56092. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  56093. */
  56094. alphaBlendingMode: number;
  56095. /**
  56096. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  56097. * Alpha test will not mix with the background color in case of transparency.
  56098. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  56099. */
  56100. alphaTest: boolean;
  56101. /**
  56102. * Define a mask to restrict the layer to only some of the scene cameras.
  56103. */
  56104. layerMask: number;
  56105. /**
  56106. * Define the list of render target the layer is visible into.
  56107. */
  56108. renderTargetTextures: RenderTargetTexture[];
  56109. /**
  56110. * Define if the layer is only used in renderTarget or if it also
  56111. * renders in the main frame buffer of the canvas.
  56112. */
  56113. renderOnlyInRenderTargetTextures: boolean;
  56114. private _scene;
  56115. private _vertexBuffers;
  56116. private _indexBuffer;
  56117. private _effect;
  56118. private _previousDefines;
  56119. /**
  56120. * An event triggered when the layer is disposed.
  56121. */
  56122. onDisposeObservable: Observable<Layer>;
  56123. private _onDisposeObserver;
  56124. /**
  56125. * Back compatibility with callback before the onDisposeObservable existed.
  56126. * The set callback will be triggered when the layer has been disposed.
  56127. */
  56128. set onDispose(callback: () => void);
  56129. /**
  56130. * An event triggered before rendering the scene
  56131. */
  56132. onBeforeRenderObservable: Observable<Layer>;
  56133. private _onBeforeRenderObserver;
  56134. /**
  56135. * Back compatibility with callback before the onBeforeRenderObservable existed.
  56136. * The set callback will be triggered just before rendering the layer.
  56137. */
  56138. set onBeforeRender(callback: () => void);
  56139. /**
  56140. * An event triggered after rendering the scene
  56141. */
  56142. onAfterRenderObservable: Observable<Layer>;
  56143. private _onAfterRenderObserver;
  56144. /**
  56145. * Back compatibility with callback before the onAfterRenderObservable existed.
  56146. * The set callback will be triggered just after rendering the layer.
  56147. */
  56148. set onAfterRender(callback: () => void);
  56149. /**
  56150. * Instantiates a new layer.
  56151. * This represents a full screen 2d layer.
  56152. * This can be useful to display a picture in the background of your scene for instance.
  56153. * @see https://www.babylonjs-playground.com/#08A2BS#1
  56154. * @param name Define the name of the layer in the scene
  56155. * @param imgUrl Define the url of the texture to display in the layer
  56156. * @param scene Define the scene the layer belongs to
  56157. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  56158. * @param color Defines a color for the layer
  56159. */
  56160. constructor(
  56161. /**
  56162. * Define the name of the layer.
  56163. */
  56164. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  56165. private _createIndexBuffer;
  56166. /** @hidden */
  56167. _rebuild(): void;
  56168. /**
  56169. * Renders the layer in the scene.
  56170. */
  56171. render(): void;
  56172. /**
  56173. * Disposes and releases the associated ressources.
  56174. */
  56175. dispose(): void;
  56176. }
  56177. }
  56178. declare module "babylonjs/Layers/index" {
  56179. export * from "babylonjs/Layers/effectLayer";
  56180. export * from "babylonjs/Layers/effectLayerSceneComponent";
  56181. export * from "babylonjs/Layers/glowLayer";
  56182. export * from "babylonjs/Layers/highlightLayer";
  56183. export * from "babylonjs/Layers/layer";
  56184. export * from "babylonjs/Layers/layerSceneComponent";
  56185. }
  56186. declare module "babylonjs/Shaders/lensFlare.fragment" {
  56187. /** @hidden */
  56188. export var lensFlarePixelShader: {
  56189. name: string;
  56190. shader: string;
  56191. };
  56192. }
  56193. declare module "babylonjs/Shaders/lensFlare.vertex" {
  56194. /** @hidden */
  56195. export var lensFlareVertexShader: {
  56196. name: string;
  56197. shader: string;
  56198. };
  56199. }
  56200. declare module "babylonjs/LensFlares/lensFlareSystem" {
  56201. import { Scene } from "babylonjs/scene";
  56202. import { Vector3 } from "babylonjs/Maths/math.vector";
  56203. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56204. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  56205. import "babylonjs/Shaders/lensFlare.fragment";
  56206. import "babylonjs/Shaders/lensFlare.vertex";
  56207. import { Viewport } from "babylonjs/Maths/math.viewport";
  56208. /**
  56209. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  56210. * It is usually composed of several `lensFlare`.
  56211. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56212. */
  56213. export class LensFlareSystem {
  56214. /**
  56215. * Define the name of the lens flare system
  56216. */
  56217. name: string;
  56218. /**
  56219. * List of lens flares used in this system.
  56220. */
  56221. lensFlares: LensFlare[];
  56222. /**
  56223. * Define a limit from the border the lens flare can be visible.
  56224. */
  56225. borderLimit: number;
  56226. /**
  56227. * Define a viewport border we do not want to see the lens flare in.
  56228. */
  56229. viewportBorder: number;
  56230. /**
  56231. * Define a predicate which could limit the list of meshes able to occlude the effect.
  56232. */
  56233. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  56234. /**
  56235. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  56236. */
  56237. layerMask: number;
  56238. /**
  56239. * Define the id of the lens flare system in the scene.
  56240. * (equal to name by default)
  56241. */
  56242. id: string;
  56243. private _scene;
  56244. private _emitter;
  56245. private _vertexBuffers;
  56246. private _indexBuffer;
  56247. private _effect;
  56248. private _positionX;
  56249. private _positionY;
  56250. private _isEnabled;
  56251. /** @hidden */
  56252. static _SceneComponentInitialization: (scene: Scene) => void;
  56253. /**
  56254. * Instantiates a lens flare system.
  56255. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  56256. * It is usually composed of several `lensFlare`.
  56257. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56258. * @param name Define the name of the lens flare system in the scene
  56259. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  56260. * @param scene Define the scene the lens flare system belongs to
  56261. */
  56262. constructor(
  56263. /**
  56264. * Define the name of the lens flare system
  56265. */
  56266. name: string, emitter: any, scene: Scene);
  56267. /**
  56268. * Define if the lens flare system is enabled.
  56269. */
  56270. get isEnabled(): boolean;
  56271. set isEnabled(value: boolean);
  56272. /**
  56273. * Get the scene the effects belongs to.
  56274. * @returns the scene holding the lens flare system
  56275. */
  56276. getScene(): Scene;
  56277. /**
  56278. * Get the emitter of the lens flare system.
  56279. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  56280. * @returns the emitter of the lens flare system
  56281. */
  56282. getEmitter(): any;
  56283. /**
  56284. * Set the emitter of the lens flare system.
  56285. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  56286. * @param newEmitter Define the new emitter of the system
  56287. */
  56288. setEmitter(newEmitter: any): void;
  56289. /**
  56290. * Get the lens flare system emitter position.
  56291. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  56292. * @returns the position
  56293. */
  56294. getEmitterPosition(): Vector3;
  56295. /**
  56296. * @hidden
  56297. */
  56298. computeEffectivePosition(globalViewport: Viewport): boolean;
  56299. /** @hidden */
  56300. _isVisible(): boolean;
  56301. /**
  56302. * @hidden
  56303. */
  56304. render(): boolean;
  56305. /**
  56306. * Dispose and release the lens flare with its associated resources.
  56307. */
  56308. dispose(): void;
  56309. /**
  56310. * Parse a lens flare system from a JSON repressentation
  56311. * @param parsedLensFlareSystem Define the JSON to parse
  56312. * @param scene Define the scene the parsed system should be instantiated in
  56313. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  56314. * @returns the parsed system
  56315. */
  56316. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  56317. /**
  56318. * Serialize the current Lens Flare System into a JSON representation.
  56319. * @returns the serialized JSON
  56320. */
  56321. serialize(): any;
  56322. }
  56323. }
  56324. declare module "babylonjs/LensFlares/lensFlare" {
  56325. import { Nullable } from "babylonjs/types";
  56326. import { Color3 } from "babylonjs/Maths/math.color";
  56327. import { Texture } from "babylonjs/Materials/Textures/texture";
  56328. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  56329. /**
  56330. * This represents one of the lens effect in a `lensFlareSystem`.
  56331. * It controls one of the indiviual texture used in the effect.
  56332. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56333. */
  56334. export class LensFlare {
  56335. /**
  56336. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  56337. */
  56338. size: number;
  56339. /**
  56340. * 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.
  56341. */
  56342. position: number;
  56343. /**
  56344. * Define the lens color.
  56345. */
  56346. color: Color3;
  56347. /**
  56348. * Define the lens texture.
  56349. */
  56350. texture: Nullable<Texture>;
  56351. /**
  56352. * Define the alpha mode to render this particular lens.
  56353. */
  56354. alphaMode: number;
  56355. private _system;
  56356. /**
  56357. * Creates a new Lens Flare.
  56358. * This represents one of the lens effect in a `lensFlareSystem`.
  56359. * It controls one of the indiviual texture used in the effect.
  56360. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56361. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  56362. * @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.
  56363. * @param color Define the lens color
  56364. * @param imgUrl Define the lens texture url
  56365. * @param system Define the `lensFlareSystem` this flare is part of
  56366. * @returns The newly created Lens Flare
  56367. */
  56368. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  56369. /**
  56370. * Instantiates a new Lens Flare.
  56371. * This represents one of the lens effect in a `lensFlareSystem`.
  56372. * It controls one of the indiviual texture used in the effect.
  56373. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56374. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  56375. * @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.
  56376. * @param color Define the lens color
  56377. * @param imgUrl Define the lens texture url
  56378. * @param system Define the `lensFlareSystem` this flare is part of
  56379. */
  56380. constructor(
  56381. /**
  56382. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  56383. */
  56384. size: number,
  56385. /**
  56386. * 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.
  56387. */
  56388. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  56389. /**
  56390. * Dispose and release the lens flare with its associated resources.
  56391. */
  56392. dispose(): void;
  56393. }
  56394. }
  56395. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  56396. import { Nullable } from "babylonjs/types";
  56397. import { Scene } from "babylonjs/scene";
  56398. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  56399. import { AbstractScene } from "babylonjs/abstractScene";
  56400. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  56401. module "babylonjs/abstractScene" {
  56402. interface AbstractScene {
  56403. /**
  56404. * The list of lens flare system added to the scene
  56405. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  56406. */
  56407. lensFlareSystems: Array<LensFlareSystem>;
  56408. /**
  56409. * Removes the given lens flare system from this scene.
  56410. * @param toRemove The lens flare system to remove
  56411. * @returns The index of the removed lens flare system
  56412. */
  56413. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  56414. /**
  56415. * Adds the given lens flare system to this scene
  56416. * @param newLensFlareSystem The lens flare system to add
  56417. */
  56418. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  56419. /**
  56420. * Gets a lens flare system using its name
  56421. * @param name defines the name to look for
  56422. * @returns the lens flare system or null if not found
  56423. */
  56424. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  56425. /**
  56426. * Gets a lens flare system using its id
  56427. * @param id defines the id to look for
  56428. * @returns the lens flare system or null if not found
  56429. */
  56430. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  56431. }
  56432. }
  56433. /**
  56434. * Defines the lens flare scene component responsible to manage any lens flares
  56435. * in a given scene.
  56436. */
  56437. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  56438. /**
  56439. * The component name helpfull to identify the component in the list of scene components.
  56440. */
  56441. readonly name: string;
  56442. /**
  56443. * The scene the component belongs to.
  56444. */
  56445. scene: Scene;
  56446. /**
  56447. * Creates a new instance of the component for the given scene
  56448. * @param scene Defines the scene to register the component in
  56449. */
  56450. constructor(scene: Scene);
  56451. /**
  56452. * Registers the component in a given scene
  56453. */
  56454. register(): void;
  56455. /**
  56456. * Rebuilds the elements related to this component in case of
  56457. * context lost for instance.
  56458. */
  56459. rebuild(): void;
  56460. /**
  56461. * Adds all the elements from the container to the scene
  56462. * @param container the container holding the elements
  56463. */
  56464. addFromContainer(container: AbstractScene): void;
  56465. /**
  56466. * Removes all the elements in the container from the scene
  56467. * @param container contains the elements to remove
  56468. * @param dispose if the removed element should be disposed (default: false)
  56469. */
  56470. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  56471. /**
  56472. * Serializes the component data to the specified json object
  56473. * @param serializationObject The object to serialize to
  56474. */
  56475. serialize(serializationObject: any): void;
  56476. /**
  56477. * Disposes the component and the associated ressources.
  56478. */
  56479. dispose(): void;
  56480. private _draw;
  56481. }
  56482. }
  56483. declare module "babylonjs/LensFlares/index" {
  56484. export * from "babylonjs/LensFlares/lensFlare";
  56485. export * from "babylonjs/LensFlares/lensFlareSystem";
  56486. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  56487. }
  56488. declare module "babylonjs/Shaders/depth.fragment" {
  56489. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  56490. /** @hidden */
  56491. export var depthPixelShader: {
  56492. name: string;
  56493. shader: string;
  56494. };
  56495. }
  56496. declare module "babylonjs/Shaders/depth.vertex" {
  56497. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  56498. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  56499. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  56500. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  56501. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  56502. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  56503. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  56504. /** @hidden */
  56505. export var depthVertexShader: {
  56506. name: string;
  56507. shader: string;
  56508. };
  56509. }
  56510. declare module "babylonjs/Rendering/depthRenderer" {
  56511. import { Nullable } from "babylonjs/types";
  56512. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56513. import { Scene } from "babylonjs/scene";
  56514. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56515. import { Camera } from "babylonjs/Cameras/camera";
  56516. import "babylonjs/Shaders/depth.fragment";
  56517. import "babylonjs/Shaders/depth.vertex";
  56518. /**
  56519. * This represents a depth renderer in Babylon.
  56520. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  56521. */
  56522. export class DepthRenderer {
  56523. private _scene;
  56524. private _depthMap;
  56525. private _effect;
  56526. private readonly _storeNonLinearDepth;
  56527. private readonly _clearColor;
  56528. /** Get if the depth renderer is using packed depth or not */
  56529. readonly isPacked: boolean;
  56530. private _cachedDefines;
  56531. private _camera;
  56532. /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */
  56533. enabled: boolean;
  56534. /**
  56535. * Specifiess that the depth renderer will only be used within
  56536. * the camera it is created for.
  56537. * This can help forcing its rendering during the camera processing.
  56538. */
  56539. useOnlyInActiveCamera: boolean;
  56540. /** @hidden */
  56541. static _SceneComponentInitialization: (scene: Scene) => void;
  56542. /**
  56543. * Instantiates a depth renderer
  56544. * @param scene The scene the renderer belongs to
  56545. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  56546. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  56547. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  56548. */
  56549. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  56550. /**
  56551. * Creates the depth rendering effect and checks if the effect is ready.
  56552. * @param subMesh The submesh to be used to render the depth map of
  56553. * @param useInstances If multiple world instances should be used
  56554. * @returns if the depth renderer is ready to render the depth map
  56555. */
  56556. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  56557. /**
  56558. * Gets the texture which the depth map will be written to.
  56559. * @returns The depth map texture
  56560. */
  56561. getDepthMap(): RenderTargetTexture;
  56562. /**
  56563. * Disposes of the depth renderer.
  56564. */
  56565. dispose(): void;
  56566. }
  56567. }
  56568. declare module "babylonjs/Shaders/minmaxRedux.fragment" {
  56569. /** @hidden */
  56570. export var minmaxReduxPixelShader: {
  56571. name: string;
  56572. shader: string;
  56573. };
  56574. }
  56575. declare module "babylonjs/Misc/minMaxReducer" {
  56576. import { Nullable } from "babylonjs/types";
  56577. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56578. import { Camera } from "babylonjs/Cameras/camera";
  56579. import { Observer } from "babylonjs/Misc/observable";
  56580. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  56581. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  56582. import { Observable } from "babylonjs/Misc/observable";
  56583. import "babylonjs/Shaders/minmaxRedux.fragment";
  56584. /**
  56585. * This class computes a min/max reduction from a texture: it means it computes the minimum
  56586. * and maximum values from all values of the texture.
  56587. * It is performed on the GPU for better performances, thanks to a succession of post processes.
  56588. * The source values are read from the red channel of the texture.
  56589. */
  56590. export class MinMaxReducer {
  56591. /**
  56592. * Observable triggered when the computation has been performed
  56593. */
  56594. onAfterReductionPerformed: Observable<{
  56595. min: number;
  56596. max: number;
  56597. }>;
  56598. protected _camera: Camera;
  56599. protected _sourceTexture: Nullable<RenderTargetTexture>;
  56600. protected _reductionSteps: Nullable<Array<PostProcess>>;
  56601. protected _postProcessManager: PostProcessManager;
  56602. protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;
  56603. protected _forceFullscreenViewport: boolean;
  56604. /**
  56605. * Creates a min/max reducer
  56606. * @param camera The camera to use for the post processes
  56607. */
  56608. constructor(camera: Camera);
  56609. /**
  56610. * Gets the texture used to read the values from.
  56611. */
  56612. get sourceTexture(): Nullable<RenderTargetTexture>;
  56613. /**
  56614. * Sets the source texture to read the values from.
  56615. * One must indicate if the texture is a depth texture or not through the depthRedux parameter
  56616. * because in such textures '1' value must not be taken into account to compute the maximum
  56617. * as this value is used to clear the texture.
  56618. * Note that the computation is not activated by calling this function, you must call activate() for that!
  56619. * @param sourceTexture The texture to read the values from. The values should be in the red channel.
  56620. * @param depthRedux Indicates if the texture is a depth texture or not
  56621. * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)
  56622. * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)
  56623. */
  56624. setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
  56625. /**
  56626. * Defines the refresh rate of the computation.
  56627. * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
  56628. */
  56629. get refreshRate(): number;
  56630. set refreshRate(value: number);
  56631. protected _activated: boolean;
  56632. /**
  56633. * Gets the activation status of the reducer
  56634. */
  56635. get activated(): boolean;
  56636. /**
  56637. * Activates the reduction computation.
  56638. * When activated, the observers registered in onAfterReductionPerformed are
  56639. * called after the compuation is performed
  56640. */
  56641. activate(): void;
  56642. /**
  56643. * Deactivates the reduction computation.
  56644. */
  56645. deactivate(): void;
  56646. /**
  56647. * Disposes the min/max reducer
  56648. * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.
  56649. */
  56650. dispose(disposeAll?: boolean): void;
  56651. }
  56652. }
  56653. declare module "babylonjs/Misc/depthReducer" {
  56654. import { Nullable } from "babylonjs/types";
  56655. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56656. import { Camera } from "babylonjs/Cameras/camera";
  56657. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  56658. import { MinMaxReducer } from "babylonjs/Misc/minMaxReducer";
  56659. /**
  56660. * This class is a small wrapper around the MinMaxReducer class to compute the min/max values of a depth texture
  56661. */
  56662. export class DepthReducer extends MinMaxReducer {
  56663. private _depthRenderer;
  56664. private _depthRendererId;
  56665. /**
  56666. * Gets the depth renderer used for the computation.
  56667. * Note that the result is null if you provide your own renderer when calling setDepthRenderer.
  56668. */
  56669. get depthRenderer(): Nullable<DepthRenderer>;
  56670. /**
  56671. * Creates a depth reducer
  56672. * @param camera The camera used to render the depth texture
  56673. */
  56674. constructor(camera: Camera);
  56675. /**
  56676. * Sets the depth renderer to use to generate the depth map
  56677. * @param depthRenderer The depth renderer to use. If not provided, a new one will be created automatically
  56678. * @param type The texture type of the depth map (default: TEXTURETYPE_HALF_FLOAT)
  56679. * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)
  56680. */
  56681. setDepthRenderer(depthRenderer?: Nullable<DepthRenderer>, type?: number, forceFullscreenViewport?: boolean): void;
  56682. /** @hidden */
  56683. setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
  56684. /**
  56685. * Activates the reduction computation.
  56686. * When activated, the observers registered in onAfterReductionPerformed are
  56687. * called after the compuation is performed
  56688. */
  56689. activate(): void;
  56690. /**
  56691. * Deactivates the reduction computation.
  56692. */
  56693. deactivate(): void;
  56694. /**
  56695. * Disposes the depth reducer
  56696. * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.
  56697. */
  56698. dispose(disposeAll?: boolean): void;
  56699. }
  56700. }
  56701. declare module "babylonjs/Lights/Shadows/cascadedShadowGenerator" {
  56702. import { Nullable } from "babylonjs/types";
  56703. import { Scene } from "babylonjs/scene";
  56704. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  56705. import { SubMesh } from "babylonjs/Meshes/subMesh";
  56706. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56707. import { Mesh } from "babylonjs/Meshes/mesh";
  56708. import { Effect } from "babylonjs/Materials/effect";
  56709. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  56710. import "babylonjs/Shaders/shadowMap.fragment";
  56711. import "babylonjs/Shaders/shadowMap.vertex";
  56712. import "babylonjs/Shaders/depthBoxBlur.fragment";
  56713. import { Observable } from "babylonjs/Misc/observable";
  56714. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  56715. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  56716. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  56717. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  56718. /**
  56719. * A CSM implementation allowing casting shadows on large scenes.
  56720. * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
  56721. * Based on: https://github.com/TheRealMJP/Shadows and https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/
  56722. */
  56723. export class CascadedShadowGenerator implements IShadowGenerator {
  56724. private static readonly frustumCornersNDCSpace;
  56725. /**
  56726. * Defines the default number of cascades used by the CSM.
  56727. */
  56728. static readonly DEFAULT_CASCADES_COUNT: number;
  56729. /**
  56730. * Defines the minimum number of cascades used by the CSM.
  56731. */
  56732. static readonly MIN_CASCADES_COUNT: number;
  56733. /**
  56734. * Defines the maximum number of cascades used by the CSM.
  56735. */
  56736. static readonly MAX_CASCADES_COUNT: number;
  56737. /**
  56738. * Shadow generator mode None: no filtering applied.
  56739. */
  56740. static readonly FILTER_NONE: number;
  56741. /**
  56742. * Shadow generator mode PCF: Percentage Closer Filtering
  56743. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  56744. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  56745. */
  56746. static readonly FILTER_PCF: number;
  56747. /**
  56748. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  56749. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  56750. * Contact Hardening
  56751. */
  56752. static readonly FILTER_PCSS: number;
  56753. /**
  56754. * Reserved for PCF and PCSS
  56755. * Highest Quality.
  56756. *
  56757. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  56758. *
  56759. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  56760. */
  56761. static readonly QUALITY_HIGH: number;
  56762. /**
  56763. * Reserved for PCF and PCSS
  56764. * Good tradeoff for quality/perf cross devices
  56765. *
  56766. * Execute PCF on a 3*3 kernel.
  56767. *
  56768. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  56769. */
  56770. static readonly QUALITY_MEDIUM: number;
  56771. /**
  56772. * Reserved for PCF and PCSS
  56773. * The lowest quality but the fastest.
  56774. *
  56775. * Execute PCF on a 1*1 kernel.
  56776. *
  56777. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  56778. */
  56779. static readonly QUALITY_LOW: number;
  56780. private static readonly _CLEARONE;
  56781. /**
  56782. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  56783. */
  56784. onBeforeShadowMapRenderObservable: Observable<Effect>;
  56785. /**
  56786. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  56787. */
  56788. onAfterShadowMapRenderObservable: Observable<Effect>;
  56789. /**
  56790. * Observable triggered before a mesh is rendered in the shadow map.
  56791. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  56792. */
  56793. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  56794. /**
  56795. * Observable triggered after a mesh is rendered in the shadow map.
  56796. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  56797. */
  56798. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  56799. private _bias;
  56800. /**
  56801. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  56802. */
  56803. get bias(): number;
  56804. /**
  56805. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  56806. */
  56807. set bias(bias: number);
  56808. private _normalBias;
  56809. /**
  56810. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  56811. */
  56812. get normalBias(): number;
  56813. /**
  56814. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  56815. */
  56816. set normalBias(normalBias: number);
  56817. private _filter;
  56818. /**
  56819. * Gets the current mode of the shadow generator (normal, PCF, PCSS...).
  56820. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  56821. */
  56822. get filter(): number;
  56823. /**
  56824. * Sets the current mode of the shadow generator (normal, PCF, PCSS...).
  56825. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  56826. */
  56827. set filter(value: number);
  56828. /**
  56829. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  56830. */
  56831. get usePercentageCloserFiltering(): boolean;
  56832. /**
  56833. * Sets the current filter to "PCF" (percentage closer filtering).
  56834. */
  56835. set usePercentageCloserFiltering(value: boolean);
  56836. private _filteringQuality;
  56837. /**
  56838. * Gets the PCF or PCSS Quality.
  56839. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  56840. */
  56841. get filteringQuality(): number;
  56842. /**
  56843. * Sets the PCF or PCSS Quality.
  56844. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  56845. */
  56846. set filteringQuality(filteringQuality: number);
  56847. /**
  56848. * Gets if the current filter is set to "PCSS" (contact hardening).
  56849. */
  56850. get useContactHardeningShadow(): boolean;
  56851. /**
  56852. * Sets the current filter to "PCSS" (contact hardening).
  56853. */
  56854. set useContactHardeningShadow(value: boolean);
  56855. private _contactHardeningLightSizeUVRatio;
  56856. /**
  56857. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  56858. * Using a ratio helps keeping shape stability independently of the map size.
  56859. *
  56860. * It does not account for the light projection as it was having too much
  56861. * instability during the light setup or during light position changes.
  56862. *
  56863. * Only valid if useContactHardeningShadow is true.
  56864. */
  56865. get contactHardeningLightSizeUVRatio(): number;
  56866. /**
  56867. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  56868. * Using a ratio helps keeping shape stability independently of the map size.
  56869. *
  56870. * It does not account for the light projection as it was having too much
  56871. * instability during the light setup or during light position changes.
  56872. *
  56873. * Only valid if useContactHardeningShadow is true.
  56874. */
  56875. set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
  56876. private _darkness;
  56877. /** Gets or sets the actual darkness of a shadow */
  56878. get darkness(): number;
  56879. set darkness(value: number);
  56880. /**
  56881. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  56882. * 0 means strongest and 1 would means no shadow.
  56883. * @returns the darkness.
  56884. */
  56885. getDarkness(): number;
  56886. /**
  56887. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  56888. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  56889. * @returns the shadow generator allowing fluent coding.
  56890. */
  56891. setDarkness(darkness: number): CascadedShadowGenerator;
  56892. /**
  56893. * Gets or sets the actual darkness of the soft shadows while using PCSS filtering (value between 0. and 1.)
  56894. */
  56895. penumbraDarkness: number;
  56896. private _transparencyShadow;
  56897. /** Gets or sets the ability to have transparent shadow */
  56898. get transparencyShadow(): boolean;
  56899. set transparencyShadow(value: boolean);
  56900. /**
  56901. * Sets the ability to have transparent shadow (boolean).
  56902. * @param transparent True if transparent else False
  56903. * @returns the shadow generator allowing fluent coding
  56904. */
  56905. setTransparencyShadow(transparent: boolean): CascadedShadowGenerator;
  56906. private _numCascades;
  56907. /**
  56908. * Gets or set the number of cascades used by the CSM.
  56909. */
  56910. get numCascades(): number;
  56911. set numCascades(value: number);
  56912. /**
  56913. * Sets this to true if you want that the edges of the shadows don't "swimm" / "shimmer" when rotating the camera.
  56914. * The trade off is that you loose some precision in the shadow rendering when enabling this setting.
  56915. */
  56916. stabilizeCascades: boolean;
  56917. private _shadowMap;
  56918. /**
  56919. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  56920. * @returns The render target texture if present otherwise, null
  56921. */
  56922. getShadowMap(): Nullable<RenderTargetTexture>;
  56923. protected _freezeShadowCastersBoundingInfo: boolean;
  56924. private _freezeShadowCastersBoundingInfoObservable;
  56925. /**
  56926. * Enables or disables the shadow casters bounding info computation.
  56927. * If your shadow casters don't move, you can disable this feature.
  56928. * If it is enabled, the bounding box computation is done every frame.
  56929. */
  56930. get freezeShadowCastersBoundingInfo(): boolean;
  56931. set freezeShadowCastersBoundingInfo(freeze: boolean);
  56932. private _scbiMin;
  56933. private _scbiMax;
  56934. protected _computeShadowCastersBoundingInfo(): void;
  56935. protected _shadowCastersBoundingInfo: BoundingInfo;
  56936. /**
  56937. * Gets or sets the shadow casters bounding info.
  56938. * If you provide your own shadow casters bounding info, first enable freezeShadowCastersBoundingInfo
  56939. * so that the system won't overwrite the bounds you provide
  56940. */
  56941. get shadowCastersBoundingInfo(): BoundingInfo;
  56942. set shadowCastersBoundingInfo(boundingInfo: BoundingInfo);
  56943. protected _breaksAreDirty: boolean;
  56944. protected _minDistance: number;
  56945. protected _maxDistance: number;
  56946. /**
  56947. * Sets the minimal and maximal distances to use when computing the cascade breaks.
  56948. *
  56949. * The values of min / max are typically the depth zmin and zmax values of your scene, for a given frame.
  56950. * If you don't know these values, simply leave them to their defaults and don't call this function.
  56951. * @param min minimal distance for the breaks (default to 0.)
  56952. * @param max maximal distance for the breaks (default to 1.)
  56953. */
  56954. setMinMaxDistance(min: number, max: number): void;
  56955. /** Gets the minimal distance used in the cascade break computation */
  56956. get minDistance(): number;
  56957. /** Gets the maximal distance used in the cascade break computation */
  56958. get maxDistance(): number;
  56959. /**
  56960. * Gets the class name of that object
  56961. * @returns "ShadowGenerator"
  56962. */
  56963. getClassName(): string;
  56964. /**
  56965. * Helper function to add a mesh and its descendants to the list of shadow casters.
  56966. * @param mesh Mesh to add
  56967. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  56968. * @returns the Shadow Generator itself
  56969. */
  56970. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
  56971. /**
  56972. * Helper function to remove a mesh and its descendants from the list of shadow casters
  56973. * @param mesh Mesh to remove
  56974. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  56975. * @returns the Shadow Generator itself
  56976. */
  56977. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
  56978. /**
  56979. * Controls the extent to which the shadows fade out at the edge of the frustum
  56980. */
  56981. frustumEdgeFalloff: number;
  56982. private _light;
  56983. /**
  56984. * Returns the associated light object.
  56985. * @returns the light generating the shadow
  56986. */
  56987. getLight(): DirectionalLight;
  56988. /**
  56989. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  56990. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  56991. * It might on the other hand introduce peter panning.
  56992. */
  56993. forceBackFacesOnly: boolean;
  56994. private _cascadeMinExtents;
  56995. private _cascadeMaxExtents;
  56996. /**
  56997. * Gets a cascade minimum extents
  56998. * @param cascadeIndex index of the cascade
  56999. * @returns the minimum cascade extents
  57000. */
  57001. getCascadeMinExtents(cascadeIndex: number): Nullable<Vector3>;
  57002. /**
  57003. * Gets a cascade maximum extents
  57004. * @param cascadeIndex index of the cascade
  57005. * @returns the maximum cascade extents
  57006. */
  57007. getCascadeMaxExtents(cascadeIndex: number): Nullable<Vector3>;
  57008. private _scene;
  57009. private _lightDirection;
  57010. private _effect;
  57011. private _cascades;
  57012. private _cachedDirection;
  57013. private _cachedDefines;
  57014. private _mapSize;
  57015. private _currentLayer;
  57016. private _textureType;
  57017. private _defaultTextureMatrix;
  57018. private _storedUniqueId;
  57019. private _viewSpaceFrustumsZ;
  57020. private _viewMatrices;
  57021. private _projectionMatrices;
  57022. private _transformMatrices;
  57023. private _transformMatricesAsArray;
  57024. private _frustumLengths;
  57025. private _lightSizeUVCorrection;
  57026. private _depthCorrection;
  57027. private _frustumCornersWorldSpace;
  57028. private _frustumCenter;
  57029. private _shadowCameraPos;
  57030. private _shadowMaxZ;
  57031. /**
  57032. * Gets the shadow max z distance. It's the limit beyond which shadows are not displayed.
  57033. * It defaults to camera.maxZ
  57034. */
  57035. get shadowMaxZ(): number;
  57036. /**
  57037. * Sets the shadow max z distance.
  57038. */
  57039. set shadowMaxZ(value: number);
  57040. protected _debug: boolean;
  57041. /**
  57042. * Gets or sets the debug flag.
  57043. * When enabled, the cascades are materialized by different colors on the screen.
  57044. */
  57045. get debug(): boolean;
  57046. set debug(dbg: boolean);
  57047. private _depthClamp;
  57048. /**
  57049. * Gets or sets the depth clamping value.
  57050. *
  57051. * When enabled, it improves the shadow quality because the near z plane of the light frustum don't need to be adjusted
  57052. * to account for the shadow casters far away.
  57053. *
  57054. * Note that this property is incompatible with PCSS filtering, so it won't be used in that case.
  57055. */
  57056. get depthClamp(): boolean;
  57057. set depthClamp(value: boolean);
  57058. private _cascadeBlendPercentage;
  57059. /**
  57060. * Gets or sets the percentage of blending between two cascades (value between 0. and 1.).
  57061. * It defaults to 0.1 (10% blending).
  57062. */
  57063. get cascadeBlendPercentage(): number;
  57064. set cascadeBlendPercentage(value: number);
  57065. private _lambda;
  57066. /**
  57067. * Gets or set the lambda parameter.
  57068. * This parameter is used to split the camera frustum and create the cascades.
  57069. * It's a value between 0. and 1.: If 0, the split is a uniform split of the frustum, if 1 it is a logarithmic split.
  57070. * For all values in-between, it's a linear combination of the uniform and logarithm split algorithm.
  57071. */
  57072. get lambda(): number;
  57073. set lambda(value: number);
  57074. /**
  57075. * Gets the view matrix corresponding to a given cascade
  57076. * @param cascadeNum cascade to retrieve the view matrix from
  57077. * @returns the cascade view matrix
  57078. */
  57079. getCascadeViewMatrix(cascadeNum: number): Nullable<Matrix>;
  57080. /**
  57081. * Gets the projection matrix corresponding to a given cascade
  57082. * @param cascadeNum cascade to retrieve the projection matrix from
  57083. * @returns the cascade projection matrix
  57084. */
  57085. getCascadeProjectionMatrix(cascadeNum: number): Nullable<Matrix>;
  57086. private _depthRenderer;
  57087. /**
  57088. * Sets the depth renderer to use when autoCalcDepthBounds is enabled.
  57089. *
  57090. * Note that if no depth renderer is set, a new one will be automatically created internally when necessary.
  57091. *
  57092. * You should call this function if you already have a depth renderer enabled in your scene, to avoid
  57093. * doing multiple depth rendering each frame. If you provide your own depth renderer, make sure it stores linear depth!
  57094. * @param depthRenderer The depth renderer to use when autoCalcDepthBounds is enabled. If you pass null or don't call this function at all, a depth renderer will be automatically created
  57095. */
  57096. setDepthRenderer(depthRenderer: Nullable<DepthRenderer>): void;
  57097. private _depthReducer;
  57098. private _autoCalcDepthBounds;
  57099. /**
  57100. * Gets or sets the autoCalcDepthBounds property.
  57101. *
  57102. * When enabled, a depth rendering pass is first performed (with an internally created depth renderer or with the one
  57103. * you provide by calling setDepthRenderer). Then, a min/max reducing is applied on the depth map to compute the
  57104. * minimal and maximal depth of the map and those values are used as inputs for the setMinMaxDistance() function.
  57105. * It can greatly enhance the shadow quality, at the expense of more GPU works.
  57106. * When using this option, you should increase the value of the lambda parameter, and even set it to 1 for best results.
  57107. */
  57108. get autoCalcDepthBounds(): boolean;
  57109. set autoCalcDepthBounds(value: boolean);
  57110. /**
  57111. * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true
  57112. * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
  57113. * Note that if you provided your own depth renderer through a call to setDepthRenderer, you are responsible
  57114. * for setting the refresh rate on the renderer yourself!
  57115. */
  57116. get autoCalcDepthBoundsRefreshRate(): number;
  57117. set autoCalcDepthBoundsRefreshRate(value: number);
  57118. /**
  57119. * Create the cascade breaks according to the lambda, shadowMaxZ and min/max distance properties, as well as the camera near and far planes.
  57120. * This function is automatically called when updating lambda, shadowMaxZ and min/max distances, however you should call it yourself if
  57121. * you change the camera near/far planes!
  57122. */
  57123. splitFrustum(): void;
  57124. private _splitFrustum;
  57125. /**
  57126. * Gets the CSM transformation matrix used to project the meshes into the map from the light point of view.
  57127. * (eq to view projection * shadow projection matrices)
  57128. * @param cascadeIndex index number of the cascaded shadow map
  57129. * @returns The transform matrix used to create the CSM shadow map
  57130. */
  57131. getCSMTransformMatrix(cascadeIndex: number): Matrix;
  57132. private _computeMatrices;
  57133. private _computeFrustumInWorldSpace;
  57134. private _computeCascadeFrustum;
  57135. /** @hidden */
  57136. static _SceneComponentInitialization: (scene: Scene) => void;
  57137. /**
  57138. * Creates a Cascaded Shadow Generator object.
  57139. * A ShadowGenerator is the required tool to use the shadows.
  57140. * Each directional light casting shadows needs to use its own ShadowGenerator.
  57141. * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
  57142. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  57143. * @param light The directional light object generating the shadows.
  57144. * @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.
  57145. */
  57146. constructor(mapSize: number, light: DirectionalLight, usefulFloatFirst?: boolean);
  57147. private _initializeGenerator;
  57148. private _initializeShadowMap;
  57149. private _renderForShadowMap;
  57150. private _renderSubMeshForShadowMap;
  57151. private _applyFilterValues;
  57152. /**
  57153. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  57154. * @param onCompiled Callback triggered at the and of the effects compilation
  57155. * @param options Sets of optional options forcing the compilation with different modes
  57156. */
  57157. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  57158. useInstances: boolean;
  57159. }>): void;
  57160. /**
  57161. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  57162. * @param options Sets of optional options forcing the compilation with different modes
  57163. * @returns A promise that resolves when the compilation completes
  57164. */
  57165. forceCompilationAsync(options?: Partial<{
  57166. useInstances: boolean;
  57167. }>): Promise<void>;
  57168. /**
  57169. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  57170. * @param subMesh The submesh we want to render in the shadow map
  57171. * @param useInstances Defines wether will draw in the map using instances
  57172. * @returns true if ready otherwise, false
  57173. */
  57174. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  57175. /**
  57176. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  57177. * @param defines Defines of the material we want to update
  57178. * @param lightIndex Index of the light in the enabled light list of the material
  57179. */
  57180. prepareDefines(defines: any, lightIndex: number): void;
  57181. /**
  57182. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  57183. * defined in the generator but impacting the effect).
  57184. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  57185. * @param effect The effect we are binfing the information for
  57186. */
  57187. bindShadowLight(lightIndex: string, effect: Effect): void;
  57188. /**
  57189. * Gets the transformation matrix of the first cascade used to project the meshes into the map from the light point of view.
  57190. * (eq to view projection * shadow projection matrices)
  57191. * @returns The transform matrix used to create the shadow map
  57192. */
  57193. getTransformMatrix(): Matrix;
  57194. /**
  57195. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  57196. * Cube and 2D textures for instance.
  57197. */
  57198. recreateShadowMap(): void;
  57199. private _disposeRTT;
  57200. /**
  57201. * Disposes the ShadowGenerator.
  57202. * Returns nothing.
  57203. */
  57204. dispose(): void;
  57205. /**
  57206. * Serializes the shadow generator setup to a json object.
  57207. * @returns The serialized JSON object
  57208. */
  57209. serialize(): any;
  57210. /**
  57211. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  57212. * @param parsedShadowGenerator The JSON object to parse
  57213. * @param scene The scene to create the shadow map for
  57214. * @returns The parsed shadow generator
  57215. */
  57216. static Parse(parsedShadowGenerator: any, scene: Scene): CascadedShadowGenerator;
  57217. }
  57218. }
  57219. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  57220. import { Scene } from "babylonjs/scene";
  57221. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  57222. import { AbstractScene } from "babylonjs/abstractScene";
  57223. /**
  57224. * Defines the shadow generator component responsible to manage any shadow generators
  57225. * in a given scene.
  57226. */
  57227. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  57228. /**
  57229. * The component name helpfull to identify the component in the list of scene components.
  57230. */
  57231. readonly name: string;
  57232. /**
  57233. * The scene the component belongs to.
  57234. */
  57235. scene: Scene;
  57236. /**
  57237. * Creates a new instance of the component for the given scene
  57238. * @param scene Defines the scene to register the component in
  57239. */
  57240. constructor(scene: Scene);
  57241. /**
  57242. * Registers the component in a given scene
  57243. */
  57244. register(): void;
  57245. /**
  57246. * Rebuilds the elements related to this component in case of
  57247. * context lost for instance.
  57248. */
  57249. rebuild(): void;
  57250. /**
  57251. * Serializes the component data to the specified json object
  57252. * @param serializationObject The object to serialize to
  57253. */
  57254. serialize(serializationObject: any): void;
  57255. /**
  57256. * Adds all the elements from the container to the scene
  57257. * @param container the container holding the elements
  57258. */
  57259. addFromContainer(container: AbstractScene): void;
  57260. /**
  57261. * Removes all the elements in the container from the scene
  57262. * @param container contains the elements to remove
  57263. * @param dispose if the removed element should be disposed (default: false)
  57264. */
  57265. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  57266. /**
  57267. * Rebuilds the elements related to this component in case of
  57268. * context lost for instance.
  57269. */
  57270. dispose(): void;
  57271. private _gatherRenderTargets;
  57272. }
  57273. }
  57274. declare module "babylonjs/Lights/Shadows/index" {
  57275. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  57276. export * from "babylonjs/Lights/Shadows/cascadedShadowGenerator";
  57277. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  57278. }
  57279. declare module "babylonjs/Lights/pointLight" {
  57280. import { Scene } from "babylonjs/scene";
  57281. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57282. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57283. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  57284. import { Effect } from "babylonjs/Materials/effect";
  57285. /**
  57286. * A point light is a light defined by an unique point in world space.
  57287. * The light is emitted in every direction from this point.
  57288. * A good example of a point light is a standard light bulb.
  57289. * Documentation: https://doc.babylonjs.com/babylon101/lights
  57290. */
  57291. export class PointLight extends ShadowLight {
  57292. private _shadowAngle;
  57293. /**
  57294. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  57295. * This specifies what angle the shadow will use to be created.
  57296. *
  57297. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  57298. */
  57299. get shadowAngle(): number;
  57300. /**
  57301. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  57302. * This specifies what angle the shadow will use to be created.
  57303. *
  57304. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  57305. */
  57306. set shadowAngle(value: number);
  57307. /**
  57308. * Gets the direction if it has been set.
  57309. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  57310. */
  57311. get direction(): Vector3;
  57312. /**
  57313. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  57314. */
  57315. set direction(value: Vector3);
  57316. /**
  57317. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  57318. * A PointLight emits the light in every direction.
  57319. * It can cast shadows.
  57320. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  57321. * ```javascript
  57322. * var pointLight = new PointLight("pl", camera.position, scene);
  57323. * ```
  57324. * Documentation : https://doc.babylonjs.com/babylon101/lights
  57325. * @param name The light friendly name
  57326. * @param position The position of the point light in the scene
  57327. * @param scene The scene the lights belongs to
  57328. */
  57329. constructor(name: string, position: Vector3, scene: Scene);
  57330. /**
  57331. * Returns the string "PointLight"
  57332. * @returns the class name
  57333. */
  57334. getClassName(): string;
  57335. /**
  57336. * Returns the integer 0.
  57337. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  57338. */
  57339. getTypeID(): number;
  57340. /**
  57341. * Specifies wether or not the shadowmap should be a cube texture.
  57342. * @returns true if the shadowmap needs to be a cube texture.
  57343. */
  57344. needCube(): boolean;
  57345. /**
  57346. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  57347. * @param faceIndex The index of the face we are computed the direction to generate shadow
  57348. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  57349. */
  57350. getShadowDirection(faceIndex?: number): Vector3;
  57351. /**
  57352. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  57353. * - fov = PI / 2
  57354. * - aspect ratio : 1.0
  57355. * - z-near and far equal to the active camera minZ and maxZ.
  57356. * Returns the PointLight.
  57357. */
  57358. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  57359. protected _buildUniformLayout(): void;
  57360. /**
  57361. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  57362. * @param effect The effect to update
  57363. * @param lightIndex The index of the light in the effect to update
  57364. * @returns The point light
  57365. */
  57366. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  57367. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  57368. /**
  57369. * Prepares the list of defines specific to the light type.
  57370. * @param defines the list of defines
  57371. * @param lightIndex defines the index of the light for the effect
  57372. */
  57373. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  57374. }
  57375. }
  57376. declare module "babylonjs/Lights/index" {
  57377. export * from "babylonjs/Lights/light";
  57378. export * from "babylonjs/Lights/shadowLight";
  57379. export * from "babylonjs/Lights/Shadows/index";
  57380. export * from "babylonjs/Lights/directionalLight";
  57381. export * from "babylonjs/Lights/hemisphericLight";
  57382. export * from "babylonjs/Lights/pointLight";
  57383. export * from "babylonjs/Lights/spotLight";
  57384. }
  57385. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  57386. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  57387. /**
  57388. * Header information of HDR texture files.
  57389. */
  57390. export interface HDRInfo {
  57391. /**
  57392. * The height of the texture in pixels.
  57393. */
  57394. height: number;
  57395. /**
  57396. * The width of the texture in pixels.
  57397. */
  57398. width: number;
  57399. /**
  57400. * The index of the beginning of the data in the binary file.
  57401. */
  57402. dataPosition: number;
  57403. }
  57404. /**
  57405. * This groups tools to convert HDR texture to native colors array.
  57406. */
  57407. export class HDRTools {
  57408. private static Ldexp;
  57409. private static Rgbe2float;
  57410. private static readStringLine;
  57411. /**
  57412. * Reads header information from an RGBE texture stored in a native array.
  57413. * More information on this format are available here:
  57414. * https://en.wikipedia.org/wiki/RGBE_image_format
  57415. *
  57416. * @param uint8array The binary file stored in native array.
  57417. * @return The header information.
  57418. */
  57419. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  57420. /**
  57421. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  57422. * This RGBE texture needs to store the information as a panorama.
  57423. *
  57424. * More information on this format are available here:
  57425. * https://en.wikipedia.org/wiki/RGBE_image_format
  57426. *
  57427. * @param buffer The binary file stored in an array buffer.
  57428. * @param size The expected size of the extracted cubemap.
  57429. * @return The Cube Map information.
  57430. */
  57431. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  57432. /**
  57433. * Returns the pixels data extracted from an RGBE texture.
  57434. * This pixels will be stored left to right up to down in the R G B order in one array.
  57435. *
  57436. * More information on this format are available here:
  57437. * https://en.wikipedia.org/wiki/RGBE_image_format
  57438. *
  57439. * @param uint8array The binary file stored in an array buffer.
  57440. * @param hdrInfo The header information of the file.
  57441. * @return The pixels data in RGB right to left up to down order.
  57442. */
  57443. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  57444. private static RGBE_ReadPixels_RLE;
  57445. }
  57446. }
  57447. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  57448. import { Nullable } from "babylonjs/types";
  57449. import { Scene } from "babylonjs/scene";
  57450. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  57451. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  57452. import "babylonjs/Engines/Extensions/engine.rawTexture";
  57453. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  57454. /**
  57455. * This represents a texture coming from an HDR input.
  57456. *
  57457. * The only supported format is currently panorama picture stored in RGBE format.
  57458. * Example of such files can be found on HDRLib: http://hdrlib.com/
  57459. */
  57460. export class HDRCubeTexture extends BaseTexture {
  57461. private static _facesMapping;
  57462. private _generateHarmonics;
  57463. private _noMipmap;
  57464. private _textureMatrix;
  57465. private _size;
  57466. private _onLoad;
  57467. private _onError;
  57468. /**
  57469. * The texture URL.
  57470. */
  57471. url: string;
  57472. /**
  57473. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  57474. */
  57475. coordinatesMode: number;
  57476. protected _isBlocking: boolean;
  57477. /**
  57478. * Sets wether or not the texture is blocking during loading.
  57479. */
  57480. set isBlocking(value: boolean);
  57481. /**
  57482. * Gets wether or not the texture is blocking during loading.
  57483. */
  57484. get isBlocking(): boolean;
  57485. protected _rotationY: number;
  57486. /**
  57487. * Sets texture matrix rotation angle around Y axis in radians.
  57488. */
  57489. set rotationY(value: number);
  57490. /**
  57491. * Gets texture matrix rotation angle around Y axis radians.
  57492. */
  57493. get rotationY(): number;
  57494. /**
  57495. * Gets or sets the center of the bounding box associated with the cube texture
  57496. * It must define where the camera used to render the texture was set
  57497. */
  57498. boundingBoxPosition: Vector3;
  57499. private _boundingBoxSize;
  57500. /**
  57501. * Gets or sets the size of the bounding box associated with the cube texture
  57502. * When defined, the cubemap will switch to local mode
  57503. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  57504. * @example https://www.babylonjs-playground.com/#RNASML
  57505. */
  57506. set boundingBoxSize(value: Vector3);
  57507. get boundingBoxSize(): Vector3;
  57508. /**
  57509. * Instantiates an HDRTexture from the following parameters.
  57510. *
  57511. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  57512. * @param scene The scene the texture will be used in
  57513. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  57514. * @param noMipmap Forces to not generate the mipmap if true
  57515. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  57516. * @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)
  57517. * @param reserved Reserved flag for internal use.
  57518. */
  57519. 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>);
  57520. /**
  57521. * Get the current class name of the texture useful for serialization or dynamic coding.
  57522. * @returns "HDRCubeTexture"
  57523. */
  57524. getClassName(): string;
  57525. /**
  57526. * Occurs when the file is raw .hdr file.
  57527. */
  57528. private loadTexture;
  57529. clone(): HDRCubeTexture;
  57530. delayLoad(): void;
  57531. /**
  57532. * Get the texture reflection matrix used to rotate/transform the reflection.
  57533. * @returns the reflection matrix
  57534. */
  57535. getReflectionTextureMatrix(): Matrix;
  57536. /**
  57537. * Set the texture reflection matrix used to rotate/transform the reflection.
  57538. * @param value Define the reflection matrix to set
  57539. */
  57540. setReflectionTextureMatrix(value: Matrix): void;
  57541. /**
  57542. * Parses a JSON representation of an HDR Texture in order to create the texture
  57543. * @param parsedTexture Define the JSON representation
  57544. * @param scene Define the scene the texture should be created in
  57545. * @param rootUrl Define the root url in case we need to load relative dependencies
  57546. * @returns the newly created texture after parsing
  57547. */
  57548. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  57549. serialize(): any;
  57550. }
  57551. }
  57552. declare module "babylonjs/Physics/physicsEngine" {
  57553. import { Nullable } from "babylonjs/types";
  57554. import { Vector3 } from "babylonjs/Maths/math.vector";
  57555. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  57556. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  57557. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  57558. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  57559. /**
  57560. * Class used to control physics engine
  57561. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  57562. */
  57563. export class PhysicsEngine implements IPhysicsEngine {
  57564. private _physicsPlugin;
  57565. /**
  57566. * Global value used to control the smallest number supported by the simulation
  57567. */
  57568. static Epsilon: number;
  57569. private _impostors;
  57570. private _joints;
  57571. private _subTimeStep;
  57572. /**
  57573. * Gets the gravity vector used by the simulation
  57574. */
  57575. gravity: Vector3;
  57576. /**
  57577. * Factory used to create the default physics plugin.
  57578. * @returns The default physics plugin
  57579. */
  57580. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  57581. /**
  57582. * Creates a new Physics Engine
  57583. * @param gravity defines the gravity vector used by the simulation
  57584. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  57585. */
  57586. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  57587. /**
  57588. * Sets the gravity vector used by the simulation
  57589. * @param gravity defines the gravity vector to use
  57590. */
  57591. setGravity(gravity: Vector3): void;
  57592. /**
  57593. * Set the time step of the physics engine.
  57594. * Default is 1/60.
  57595. * To slow it down, enter 1/600 for example.
  57596. * To speed it up, 1/30
  57597. * @param newTimeStep defines the new timestep to apply to this world.
  57598. */
  57599. setTimeStep(newTimeStep?: number): void;
  57600. /**
  57601. * Get the time step of the physics engine.
  57602. * @returns the current time step
  57603. */
  57604. getTimeStep(): number;
  57605. /**
  57606. * Set the sub time step of the physics engine.
  57607. * Default is 0 meaning there is no sub steps
  57608. * To increase physics resolution precision, set a small value (like 1 ms)
  57609. * @param subTimeStep defines the new sub timestep used for physics resolution.
  57610. */
  57611. setSubTimeStep(subTimeStep?: number): void;
  57612. /**
  57613. * Get the sub time step of the physics engine.
  57614. * @returns the current sub time step
  57615. */
  57616. getSubTimeStep(): number;
  57617. /**
  57618. * Release all resources
  57619. */
  57620. dispose(): void;
  57621. /**
  57622. * Gets the name of the current physics plugin
  57623. * @returns the name of the plugin
  57624. */
  57625. getPhysicsPluginName(): string;
  57626. /**
  57627. * Adding a new impostor for the impostor tracking.
  57628. * This will be done by the impostor itself.
  57629. * @param impostor the impostor to add
  57630. */
  57631. addImpostor(impostor: PhysicsImpostor): void;
  57632. /**
  57633. * Remove an impostor from the engine.
  57634. * This impostor and its mesh will not longer be updated by the physics engine.
  57635. * @param impostor the impostor to remove
  57636. */
  57637. removeImpostor(impostor: PhysicsImpostor): void;
  57638. /**
  57639. * Add a joint to the physics engine
  57640. * @param mainImpostor defines the main impostor to which the joint is added.
  57641. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  57642. * @param joint defines the joint that will connect both impostors.
  57643. */
  57644. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  57645. /**
  57646. * Removes a joint from the simulation
  57647. * @param mainImpostor defines the impostor used with the joint
  57648. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  57649. * @param joint defines the joint to remove
  57650. */
  57651. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  57652. /**
  57653. * Called by the scene. No need to call it.
  57654. * @param delta defines the timespam between frames
  57655. */
  57656. _step(delta: number): void;
  57657. /**
  57658. * Gets the current plugin used to run the simulation
  57659. * @returns current plugin
  57660. */
  57661. getPhysicsPlugin(): IPhysicsEnginePlugin;
  57662. /**
  57663. * Gets the list of physic impostors
  57664. * @returns an array of PhysicsImpostor
  57665. */
  57666. getImpostors(): Array<PhysicsImpostor>;
  57667. /**
  57668. * Gets the impostor for a physics enabled object
  57669. * @param object defines the object impersonated by the impostor
  57670. * @returns the PhysicsImpostor or null if not found
  57671. */
  57672. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  57673. /**
  57674. * Gets the impostor for a physics body object
  57675. * @param body defines physics body used by the impostor
  57676. * @returns the PhysicsImpostor or null if not found
  57677. */
  57678. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  57679. /**
  57680. * Does a raycast in the physics world
  57681. * @param from when should the ray start?
  57682. * @param to when should the ray end?
  57683. * @returns PhysicsRaycastResult
  57684. */
  57685. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  57686. }
  57687. }
  57688. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  57689. import { Nullable } from "babylonjs/types";
  57690. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  57691. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57692. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  57693. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  57694. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  57695. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  57696. /** @hidden */
  57697. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  57698. private _useDeltaForWorldStep;
  57699. world: any;
  57700. name: string;
  57701. private _physicsMaterials;
  57702. private _fixedTimeStep;
  57703. private _cannonRaycastResult;
  57704. private _raycastResult;
  57705. private _physicsBodysToRemoveAfterStep;
  57706. BJSCANNON: any;
  57707. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  57708. setGravity(gravity: Vector3): void;
  57709. setTimeStep(timeStep: number): void;
  57710. getTimeStep(): number;
  57711. executeStep(delta: number): void;
  57712. private _removeMarkedPhysicsBodiesFromWorld;
  57713. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  57714. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  57715. generatePhysicsBody(impostor: PhysicsImpostor): void;
  57716. private _processChildMeshes;
  57717. removePhysicsBody(impostor: PhysicsImpostor): void;
  57718. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  57719. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  57720. private _addMaterial;
  57721. private _checkWithEpsilon;
  57722. private _createShape;
  57723. private _createHeightmap;
  57724. private _minus90X;
  57725. private _plus90X;
  57726. private _tmpPosition;
  57727. private _tmpDeltaPosition;
  57728. private _tmpUnityRotation;
  57729. private _updatePhysicsBodyTransformation;
  57730. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  57731. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  57732. isSupported(): boolean;
  57733. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  57734. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  57735. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  57736. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  57737. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  57738. getBodyMass(impostor: PhysicsImpostor): number;
  57739. getBodyFriction(impostor: PhysicsImpostor): number;
  57740. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  57741. getBodyRestitution(impostor: PhysicsImpostor): number;
  57742. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  57743. sleepBody(impostor: PhysicsImpostor): void;
  57744. wakeUpBody(impostor: PhysicsImpostor): void;
  57745. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  57746. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  57747. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  57748. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  57749. getRadius(impostor: PhysicsImpostor): number;
  57750. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  57751. dispose(): void;
  57752. private _extendNamespace;
  57753. /**
  57754. * Does a raycast in the physics world
  57755. * @param from when should the ray start?
  57756. * @param to when should the ray end?
  57757. * @returns PhysicsRaycastResult
  57758. */
  57759. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  57760. }
  57761. }
  57762. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  57763. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  57764. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  57765. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  57766. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57767. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  57768. import { Nullable } from "babylonjs/types";
  57769. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  57770. /** @hidden */
  57771. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  57772. world: any;
  57773. name: string;
  57774. BJSOIMO: any;
  57775. private _raycastResult;
  57776. constructor(iterations?: number, oimoInjection?: any);
  57777. setGravity(gravity: Vector3): void;
  57778. setTimeStep(timeStep: number): void;
  57779. getTimeStep(): number;
  57780. private _tmpImpostorsArray;
  57781. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  57782. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  57783. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  57784. generatePhysicsBody(impostor: PhysicsImpostor): void;
  57785. private _tmpPositionVector;
  57786. removePhysicsBody(impostor: PhysicsImpostor): void;
  57787. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  57788. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  57789. isSupported(): boolean;
  57790. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  57791. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  57792. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  57793. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  57794. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  57795. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  57796. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  57797. getBodyMass(impostor: PhysicsImpostor): number;
  57798. getBodyFriction(impostor: PhysicsImpostor): number;
  57799. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  57800. getBodyRestitution(impostor: PhysicsImpostor): number;
  57801. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  57802. sleepBody(impostor: PhysicsImpostor): void;
  57803. wakeUpBody(impostor: PhysicsImpostor): void;
  57804. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  57805. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  57806. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  57807. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  57808. getRadius(impostor: PhysicsImpostor): number;
  57809. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  57810. dispose(): void;
  57811. /**
  57812. * Does a raycast in the physics world
  57813. * @param from when should the ray start?
  57814. * @param to when should the ray end?
  57815. * @returns PhysicsRaycastResult
  57816. */
  57817. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  57818. }
  57819. }
  57820. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  57821. import { Nullable } from "babylonjs/types";
  57822. import { Scene } from "babylonjs/scene";
  57823. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  57824. import { Color4 } from "babylonjs/Maths/math.color";
  57825. import { Mesh } from "babylonjs/Meshes/mesh";
  57826. /**
  57827. * Class containing static functions to help procedurally build meshes
  57828. */
  57829. export class RibbonBuilder {
  57830. /**
  57831. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  57832. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  57833. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  57834. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  57835. * * 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
  57836. * * 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
  57837. * * 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
  57838. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57839. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57840. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57841. * * 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
  57842. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  57843. * * 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
  57844. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  57845. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57846. * @param name defines the name of the mesh
  57847. * @param options defines the options used to create the mesh
  57848. * @param scene defines the hosting scene
  57849. * @returns the ribbon mesh
  57850. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  57851. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57852. */
  57853. static CreateRibbon(name: string, options: {
  57854. pathArray: Vector3[][];
  57855. closeArray?: boolean;
  57856. closePath?: boolean;
  57857. offset?: number;
  57858. updatable?: boolean;
  57859. sideOrientation?: number;
  57860. frontUVs?: Vector4;
  57861. backUVs?: Vector4;
  57862. instance?: Mesh;
  57863. invertUV?: boolean;
  57864. uvs?: Vector2[];
  57865. colors?: Color4[];
  57866. }, scene?: Nullable<Scene>): Mesh;
  57867. }
  57868. }
  57869. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  57870. import { Nullable } from "babylonjs/types";
  57871. import { Scene } from "babylonjs/scene";
  57872. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  57873. import { Mesh } from "babylonjs/Meshes/mesh";
  57874. /**
  57875. * Class containing static functions to help procedurally build meshes
  57876. */
  57877. export class ShapeBuilder {
  57878. /**
  57879. * 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.
  57880. * * 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.
  57881. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57882. * * 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.
  57883. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  57884. * * 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
  57885. * * 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
  57886. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  57887. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57888. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57889. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  57890. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  57891. * @param name defines the name of the mesh
  57892. * @param options defines the options used to create the mesh
  57893. * @param scene defines the hosting scene
  57894. * @returns the extruded shape mesh
  57895. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57896. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57897. */
  57898. static ExtrudeShape(name: string, options: {
  57899. shape: Vector3[];
  57900. path: Vector3[];
  57901. scale?: number;
  57902. rotation?: number;
  57903. cap?: number;
  57904. updatable?: boolean;
  57905. sideOrientation?: number;
  57906. frontUVs?: Vector4;
  57907. backUVs?: Vector4;
  57908. instance?: Mesh;
  57909. invertUV?: boolean;
  57910. }, scene?: Nullable<Scene>): Mesh;
  57911. /**
  57912. * Creates an custom extruded shape mesh.
  57913. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  57914. * * 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.
  57915. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  57916. * * 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
  57917. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  57918. * * 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
  57919. * * It must returns a float value that will be the scale value applied to the shape on each path point
  57920. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  57921. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  57922. * * 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
  57923. * * 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
  57924. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  57925. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  57926. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  57927. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  57928. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  57929. * @param name defines the name of the mesh
  57930. * @param options defines the options used to create the mesh
  57931. * @param scene defines the hosting scene
  57932. * @returns the custom extruded shape mesh
  57933. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  57934. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  57935. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  57936. */
  57937. static ExtrudeShapeCustom(name: string, options: {
  57938. shape: Vector3[];
  57939. path: Vector3[];
  57940. scaleFunction?: any;
  57941. rotationFunction?: any;
  57942. ribbonCloseArray?: boolean;
  57943. ribbonClosePath?: boolean;
  57944. cap?: number;
  57945. updatable?: boolean;
  57946. sideOrientation?: number;
  57947. frontUVs?: Vector4;
  57948. backUVs?: Vector4;
  57949. instance?: Mesh;
  57950. invertUV?: boolean;
  57951. }, scene?: Nullable<Scene>): Mesh;
  57952. private static _ExtrudeShapeGeneric;
  57953. }
  57954. }
  57955. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  57956. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  57957. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  57958. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  57959. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  57960. import { Nullable } from "babylonjs/types";
  57961. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57962. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  57963. /**
  57964. * AmmoJS Physics plugin
  57965. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  57966. * @see https://github.com/kripken/ammo.js/
  57967. */
  57968. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  57969. private _useDeltaForWorldStep;
  57970. /**
  57971. * Reference to the Ammo library
  57972. */
  57973. bjsAMMO: any;
  57974. /**
  57975. * Created ammoJS world which physics bodies are added to
  57976. */
  57977. world: any;
  57978. /**
  57979. * Name of the plugin
  57980. */
  57981. name: string;
  57982. private _timeStep;
  57983. private _fixedTimeStep;
  57984. private _maxSteps;
  57985. private _tmpQuaternion;
  57986. private _tmpAmmoTransform;
  57987. private _tmpAmmoQuaternion;
  57988. private _tmpAmmoConcreteContactResultCallback;
  57989. private _collisionConfiguration;
  57990. private _dispatcher;
  57991. private _overlappingPairCache;
  57992. private _solver;
  57993. private _softBodySolver;
  57994. private _tmpAmmoVectorA;
  57995. private _tmpAmmoVectorB;
  57996. private _tmpAmmoVectorC;
  57997. private _tmpAmmoVectorD;
  57998. private _tmpContactCallbackResult;
  57999. private _tmpAmmoVectorRCA;
  58000. private _tmpAmmoVectorRCB;
  58001. private _raycastResult;
  58002. private static readonly DISABLE_COLLISION_FLAG;
  58003. private static readonly KINEMATIC_FLAG;
  58004. private static readonly DISABLE_DEACTIVATION_FLAG;
  58005. /**
  58006. * Initializes the ammoJS plugin
  58007. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  58008. * @param ammoInjection can be used to inject your own ammo reference
  58009. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  58010. */
  58011. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  58012. /**
  58013. * Sets the gravity of the physics world (m/(s^2))
  58014. * @param gravity Gravity to set
  58015. */
  58016. setGravity(gravity: Vector3): void;
  58017. /**
  58018. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  58019. * @param timeStep timestep to use in seconds
  58020. */
  58021. setTimeStep(timeStep: number): void;
  58022. /**
  58023. * 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)
  58024. * @param fixedTimeStep fixedTimeStep to use in seconds
  58025. */
  58026. setFixedTimeStep(fixedTimeStep: number): void;
  58027. /**
  58028. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  58029. * @param maxSteps the maximum number of steps by the physics engine per frame
  58030. */
  58031. setMaxSteps(maxSteps: number): void;
  58032. /**
  58033. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  58034. * @returns the current timestep in seconds
  58035. */
  58036. getTimeStep(): number;
  58037. /**
  58038. * The create custom shape handler function to be called when using BABYLON.PhysicsImposter.CustomImpostor
  58039. */
  58040. onCreateCustomShape: (impostor: PhysicsImpostor) => any;
  58041. private _isImpostorInContact;
  58042. private _isImpostorPairInContact;
  58043. private _stepSimulation;
  58044. /**
  58045. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  58046. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  58047. * After the step the babylon meshes are set to the position of the physics imposters
  58048. * @param delta amount of time to step forward
  58049. * @param impostors array of imposters to update before/after the step
  58050. */
  58051. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  58052. /**
  58053. * Update babylon mesh to match physics world object
  58054. * @param impostor imposter to match
  58055. */
  58056. private _afterSoftStep;
  58057. /**
  58058. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  58059. * @param impostor imposter to match
  58060. */
  58061. private _ropeStep;
  58062. /**
  58063. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  58064. * @param impostor imposter to match
  58065. */
  58066. private _softbodyOrClothStep;
  58067. private _tmpVector;
  58068. private _tmpMatrix;
  58069. /**
  58070. * Applies an impulse on the imposter
  58071. * @param impostor imposter to apply impulse to
  58072. * @param force amount of force to be applied to the imposter
  58073. * @param contactPoint the location to apply the impulse on the imposter
  58074. */
  58075. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  58076. /**
  58077. * Applies a force on the imposter
  58078. * @param impostor imposter to apply force
  58079. * @param force amount of force to be applied to the imposter
  58080. * @param contactPoint the location to apply the force on the imposter
  58081. */
  58082. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  58083. /**
  58084. * Creates a physics body using the plugin
  58085. * @param impostor the imposter to create the physics body on
  58086. */
  58087. generatePhysicsBody(impostor: PhysicsImpostor): void;
  58088. /**
  58089. * Removes the physics body from the imposter and disposes of the body's memory
  58090. * @param impostor imposter to remove the physics body from
  58091. */
  58092. removePhysicsBody(impostor: PhysicsImpostor): void;
  58093. /**
  58094. * Generates a joint
  58095. * @param impostorJoint the imposter joint to create the joint with
  58096. */
  58097. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  58098. /**
  58099. * Removes a joint
  58100. * @param impostorJoint the imposter joint to remove the joint from
  58101. */
  58102. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  58103. private _addMeshVerts;
  58104. /**
  58105. * Initialise the soft body vertices to match its object's (mesh) vertices
  58106. * Softbody vertices (nodes) are in world space and to match this
  58107. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  58108. * @param impostor to create the softbody for
  58109. */
  58110. private _softVertexData;
  58111. /**
  58112. * Create an impostor's soft body
  58113. * @param impostor to create the softbody for
  58114. */
  58115. private _createSoftbody;
  58116. /**
  58117. * Create cloth for an impostor
  58118. * @param impostor to create the softbody for
  58119. */
  58120. private _createCloth;
  58121. /**
  58122. * Create rope for an impostor
  58123. * @param impostor to create the softbody for
  58124. */
  58125. private _createRope;
  58126. /**
  58127. * Create a custom physics impostor shape using the plugin's onCreateCustomShape handler
  58128. * @param impostor to create the custom physics shape for
  58129. */
  58130. private _createCustom;
  58131. private _addHullVerts;
  58132. private _createShape;
  58133. /**
  58134. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  58135. * @param impostor imposter containing the physics body and babylon object
  58136. */
  58137. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  58138. /**
  58139. * Sets the babylon object's position/rotation from the physics body's position/rotation
  58140. * @param impostor imposter containing the physics body and babylon object
  58141. * @param newPosition new position
  58142. * @param newRotation new rotation
  58143. */
  58144. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  58145. /**
  58146. * If this plugin is supported
  58147. * @returns true if its supported
  58148. */
  58149. isSupported(): boolean;
  58150. /**
  58151. * Sets the linear velocity of the physics body
  58152. * @param impostor imposter to set the velocity on
  58153. * @param velocity velocity to set
  58154. */
  58155. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  58156. /**
  58157. * Sets the angular velocity of the physics body
  58158. * @param impostor imposter to set the velocity on
  58159. * @param velocity velocity to set
  58160. */
  58161. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  58162. /**
  58163. * gets the linear velocity
  58164. * @param impostor imposter to get linear velocity from
  58165. * @returns linear velocity
  58166. */
  58167. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  58168. /**
  58169. * gets the angular velocity
  58170. * @param impostor imposter to get angular velocity from
  58171. * @returns angular velocity
  58172. */
  58173. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  58174. /**
  58175. * Sets the mass of physics body
  58176. * @param impostor imposter to set the mass on
  58177. * @param mass mass to set
  58178. */
  58179. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  58180. /**
  58181. * Gets the mass of the physics body
  58182. * @param impostor imposter to get the mass from
  58183. * @returns mass
  58184. */
  58185. getBodyMass(impostor: PhysicsImpostor): number;
  58186. /**
  58187. * Gets friction of the impostor
  58188. * @param impostor impostor to get friction from
  58189. * @returns friction value
  58190. */
  58191. getBodyFriction(impostor: PhysicsImpostor): number;
  58192. /**
  58193. * Sets friction of the impostor
  58194. * @param impostor impostor to set friction on
  58195. * @param friction friction value
  58196. */
  58197. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  58198. /**
  58199. * Gets restitution of the impostor
  58200. * @param impostor impostor to get restitution from
  58201. * @returns restitution value
  58202. */
  58203. getBodyRestitution(impostor: PhysicsImpostor): number;
  58204. /**
  58205. * Sets resitution of the impostor
  58206. * @param impostor impostor to set resitution on
  58207. * @param restitution resitution value
  58208. */
  58209. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  58210. /**
  58211. * Gets pressure inside the impostor
  58212. * @param impostor impostor to get pressure from
  58213. * @returns pressure value
  58214. */
  58215. getBodyPressure(impostor: PhysicsImpostor): number;
  58216. /**
  58217. * Sets pressure inside a soft body impostor
  58218. * Cloth and rope must remain 0 pressure
  58219. * @param impostor impostor to set pressure on
  58220. * @param pressure pressure value
  58221. */
  58222. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  58223. /**
  58224. * Gets stiffness of the impostor
  58225. * @param impostor impostor to get stiffness from
  58226. * @returns pressure value
  58227. */
  58228. getBodyStiffness(impostor: PhysicsImpostor): number;
  58229. /**
  58230. * Sets stiffness of the impostor
  58231. * @param impostor impostor to set stiffness on
  58232. * @param stiffness stiffness value from 0 to 1
  58233. */
  58234. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  58235. /**
  58236. * Gets velocityIterations of the impostor
  58237. * @param impostor impostor to get velocity iterations from
  58238. * @returns velocityIterations value
  58239. */
  58240. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  58241. /**
  58242. * Sets velocityIterations of the impostor
  58243. * @param impostor impostor to set velocity iterations on
  58244. * @param velocityIterations velocityIterations value
  58245. */
  58246. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  58247. /**
  58248. * Gets positionIterations of the impostor
  58249. * @param impostor impostor to get position iterations from
  58250. * @returns positionIterations value
  58251. */
  58252. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  58253. /**
  58254. * Sets positionIterations of the impostor
  58255. * @param impostor impostor to set position on
  58256. * @param positionIterations positionIterations value
  58257. */
  58258. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  58259. /**
  58260. * Append an anchor to a cloth object
  58261. * @param impostor is the cloth impostor to add anchor to
  58262. * @param otherImpostor is the rigid impostor to anchor to
  58263. * @param width ratio across width from 0 to 1
  58264. * @param height ratio up height from 0 to 1
  58265. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  58266. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  58267. */
  58268. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  58269. /**
  58270. * Append an hook to a rope object
  58271. * @param impostor is the rope impostor to add hook to
  58272. * @param otherImpostor is the rigid impostor to hook to
  58273. * @param length ratio along the rope from 0 to 1
  58274. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  58275. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  58276. */
  58277. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  58278. /**
  58279. * Sleeps the physics body and stops it from being active
  58280. * @param impostor impostor to sleep
  58281. */
  58282. sleepBody(impostor: PhysicsImpostor): void;
  58283. /**
  58284. * Activates the physics body
  58285. * @param impostor impostor to activate
  58286. */
  58287. wakeUpBody(impostor: PhysicsImpostor): void;
  58288. /**
  58289. * Updates the distance parameters of the joint
  58290. * @param joint joint to update
  58291. * @param maxDistance maximum distance of the joint
  58292. * @param minDistance minimum distance of the joint
  58293. */
  58294. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  58295. /**
  58296. * Sets a motor on the joint
  58297. * @param joint joint to set motor on
  58298. * @param speed speed of the motor
  58299. * @param maxForce maximum force of the motor
  58300. * @param motorIndex index of the motor
  58301. */
  58302. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  58303. /**
  58304. * Sets the motors limit
  58305. * @param joint joint to set limit on
  58306. * @param upperLimit upper limit
  58307. * @param lowerLimit lower limit
  58308. */
  58309. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  58310. /**
  58311. * Syncs the position and rotation of a mesh with the impostor
  58312. * @param mesh mesh to sync
  58313. * @param impostor impostor to update the mesh with
  58314. */
  58315. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  58316. /**
  58317. * Gets the radius of the impostor
  58318. * @param impostor impostor to get radius from
  58319. * @returns the radius
  58320. */
  58321. getRadius(impostor: PhysicsImpostor): number;
  58322. /**
  58323. * Gets the box size of the impostor
  58324. * @param impostor impostor to get box size from
  58325. * @param result the resulting box size
  58326. */
  58327. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  58328. /**
  58329. * Disposes of the impostor
  58330. */
  58331. dispose(): void;
  58332. /**
  58333. * Does a raycast in the physics world
  58334. * @param from when should the ray start?
  58335. * @param to when should the ray end?
  58336. * @returns PhysicsRaycastResult
  58337. */
  58338. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  58339. }
  58340. }
  58341. declare module "babylonjs/Probes/reflectionProbe" {
  58342. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  58343. import { Vector3 } from "babylonjs/Maths/math.vector";
  58344. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  58345. import { Nullable } from "babylonjs/types";
  58346. import { Scene } from "babylonjs/scene";
  58347. module "babylonjs/abstractScene" {
  58348. interface AbstractScene {
  58349. /**
  58350. * The list of reflection probes added to the scene
  58351. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  58352. */
  58353. reflectionProbes: Array<ReflectionProbe>;
  58354. /**
  58355. * Removes the given reflection probe from this scene.
  58356. * @param toRemove The reflection probe to remove
  58357. * @returns The index of the removed reflection probe
  58358. */
  58359. removeReflectionProbe(toRemove: ReflectionProbe): number;
  58360. /**
  58361. * Adds the given reflection probe to this scene.
  58362. * @param newReflectionProbe The reflection probe to add
  58363. */
  58364. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  58365. }
  58366. }
  58367. /**
  58368. * Class used to generate realtime reflection / refraction cube textures
  58369. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  58370. */
  58371. export class ReflectionProbe {
  58372. /** defines the name of the probe */
  58373. name: string;
  58374. private _scene;
  58375. private _renderTargetTexture;
  58376. private _projectionMatrix;
  58377. private _viewMatrix;
  58378. private _target;
  58379. private _add;
  58380. private _attachedMesh;
  58381. private _invertYAxis;
  58382. /** Gets or sets probe position (center of the cube map) */
  58383. position: Vector3;
  58384. /**
  58385. * Creates a new reflection probe
  58386. * @param name defines the name of the probe
  58387. * @param size defines the texture resolution (for each face)
  58388. * @param scene defines the hosting scene
  58389. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  58390. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  58391. */
  58392. constructor(
  58393. /** defines the name of the probe */
  58394. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  58395. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  58396. get samples(): number;
  58397. set samples(value: number);
  58398. /** Gets or sets the refresh rate to use (on every frame by default) */
  58399. get refreshRate(): number;
  58400. set refreshRate(value: number);
  58401. /**
  58402. * Gets the hosting scene
  58403. * @returns a Scene
  58404. */
  58405. getScene(): Scene;
  58406. /** Gets the internal CubeTexture used to render to */
  58407. get cubeTexture(): RenderTargetTexture;
  58408. /** Gets the list of meshes to render */
  58409. get renderList(): Nullable<AbstractMesh[]>;
  58410. /**
  58411. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  58412. * @param mesh defines the mesh to attach to
  58413. */
  58414. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  58415. /**
  58416. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  58417. * @param renderingGroupId The rendering group id corresponding to its index
  58418. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  58419. */
  58420. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  58421. /**
  58422. * Clean all associated resources
  58423. */
  58424. dispose(): void;
  58425. /**
  58426. * Converts the reflection probe information to a readable string for debug purpose.
  58427. * @param fullDetails Supports for multiple levels of logging within scene loading
  58428. * @returns the human readable reflection probe info
  58429. */
  58430. toString(fullDetails?: boolean): string;
  58431. /**
  58432. * Get the class name of the relfection probe.
  58433. * @returns "ReflectionProbe"
  58434. */
  58435. getClassName(): string;
  58436. /**
  58437. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  58438. * @returns The JSON representation of the texture
  58439. */
  58440. serialize(): any;
  58441. /**
  58442. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  58443. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  58444. * @param scene Define the scene the parsed reflection probe should be instantiated in
  58445. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  58446. * @returns The parsed reflection probe if successful
  58447. */
  58448. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  58449. }
  58450. }
  58451. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  58452. /** @hidden */
  58453. export var _BabylonLoaderRegistered: boolean;
  58454. /**
  58455. * Helps setting up some configuration for the babylon file loader.
  58456. */
  58457. export class BabylonFileLoaderConfiguration {
  58458. /**
  58459. * The loader does not allow injecting custom physix engine into the plugins.
  58460. * Unfortunately in ES6, we need to manually inject them into the plugin.
  58461. * So you could set this variable to your engine import to make it work.
  58462. */
  58463. static LoaderInjectedPhysicsEngine: any;
  58464. }
  58465. }
  58466. declare module "babylonjs/Loading/Plugins/index" {
  58467. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  58468. }
  58469. declare module "babylonjs/Loading/index" {
  58470. export * from "babylonjs/Loading/loadingScreen";
  58471. export * from "babylonjs/Loading/Plugins/index";
  58472. export * from "babylonjs/Loading/sceneLoader";
  58473. export * from "babylonjs/Loading/sceneLoaderFlags";
  58474. }
  58475. declare module "babylonjs/Materials/Background/index" {
  58476. export * from "babylonjs/Materials/Background/backgroundMaterial";
  58477. }
  58478. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  58479. import { Scene } from "babylonjs/scene";
  58480. import { Color3 } from "babylonjs/Maths/math.color";
  58481. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  58482. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58483. /**
  58484. * The Physically based simple base material of BJS.
  58485. *
  58486. * This enables better naming and convention enforcements on top of the pbrMaterial.
  58487. * It is used as the base class for both the specGloss and metalRough conventions.
  58488. */
  58489. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  58490. /**
  58491. * Number of Simultaneous lights allowed on the material.
  58492. */
  58493. maxSimultaneousLights: number;
  58494. /**
  58495. * If sets to true, disables all the lights affecting the material.
  58496. */
  58497. disableLighting: boolean;
  58498. /**
  58499. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  58500. */
  58501. environmentTexture: BaseTexture;
  58502. /**
  58503. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  58504. */
  58505. invertNormalMapX: boolean;
  58506. /**
  58507. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  58508. */
  58509. invertNormalMapY: boolean;
  58510. /**
  58511. * Normal map used in the model.
  58512. */
  58513. normalTexture: BaseTexture;
  58514. /**
  58515. * Emissivie color used to self-illuminate the model.
  58516. */
  58517. emissiveColor: Color3;
  58518. /**
  58519. * Emissivie texture used to self-illuminate the model.
  58520. */
  58521. emissiveTexture: BaseTexture;
  58522. /**
  58523. * Occlusion Channel Strenght.
  58524. */
  58525. occlusionStrength: number;
  58526. /**
  58527. * Occlusion Texture of the material (adding extra occlusion effects).
  58528. */
  58529. occlusionTexture: BaseTexture;
  58530. /**
  58531. * Defines the alpha limits in alpha test mode.
  58532. */
  58533. alphaCutOff: number;
  58534. /**
  58535. * Gets the current double sided mode.
  58536. */
  58537. get doubleSided(): boolean;
  58538. /**
  58539. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  58540. */
  58541. set doubleSided(value: boolean);
  58542. /**
  58543. * Stores the pre-calculated light information of a mesh in a texture.
  58544. */
  58545. lightmapTexture: BaseTexture;
  58546. /**
  58547. * If true, the light map contains occlusion information instead of lighting info.
  58548. */
  58549. useLightmapAsShadowmap: boolean;
  58550. /**
  58551. * Instantiates a new PBRMaterial instance.
  58552. *
  58553. * @param name The material name
  58554. * @param scene The scene the material will be use in.
  58555. */
  58556. constructor(name: string, scene: Scene);
  58557. getClassName(): string;
  58558. }
  58559. }
  58560. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  58561. import { Scene } from "babylonjs/scene";
  58562. import { Color3 } from "babylonjs/Maths/math.color";
  58563. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58564. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  58565. /**
  58566. * The PBR material of BJS following the metal roughness convention.
  58567. *
  58568. * This fits to the PBR convention in the GLTF definition:
  58569. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  58570. */
  58571. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  58572. /**
  58573. * The base color has two different interpretations depending on the value of metalness.
  58574. * When the material is a metal, the base color is the specific measured reflectance value
  58575. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  58576. * of the material.
  58577. */
  58578. baseColor: Color3;
  58579. /**
  58580. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  58581. * well as opacity information in the alpha channel.
  58582. */
  58583. baseTexture: BaseTexture;
  58584. /**
  58585. * Specifies the metallic scalar value of the material.
  58586. * Can also be used to scale the metalness values of the metallic texture.
  58587. */
  58588. metallic: number;
  58589. /**
  58590. * Specifies the roughness scalar value of the material.
  58591. * Can also be used to scale the roughness values of the metallic texture.
  58592. */
  58593. roughness: number;
  58594. /**
  58595. * Texture containing both the metallic value in the B channel and the
  58596. * roughness value in the G channel to keep better precision.
  58597. */
  58598. metallicRoughnessTexture: BaseTexture;
  58599. /**
  58600. * Instantiates a new PBRMetalRoughnessMaterial instance.
  58601. *
  58602. * @param name The material name
  58603. * @param scene The scene the material will be use in.
  58604. */
  58605. constructor(name: string, scene: Scene);
  58606. /**
  58607. * Return the currrent class name of the material.
  58608. */
  58609. getClassName(): string;
  58610. /**
  58611. * Makes a duplicate of the current material.
  58612. * @param name - name to use for the new material.
  58613. */
  58614. clone(name: string): PBRMetallicRoughnessMaterial;
  58615. /**
  58616. * Serialize the material to a parsable JSON object.
  58617. */
  58618. serialize(): any;
  58619. /**
  58620. * Parses a JSON object correponding to the serialize function.
  58621. */
  58622. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  58623. }
  58624. }
  58625. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  58626. import { Scene } from "babylonjs/scene";
  58627. import { Color3 } from "babylonjs/Maths/math.color";
  58628. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58629. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  58630. /**
  58631. * The PBR material of BJS following the specular glossiness convention.
  58632. *
  58633. * This fits to the PBR convention in the GLTF definition:
  58634. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  58635. */
  58636. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  58637. /**
  58638. * Specifies the diffuse color of the material.
  58639. */
  58640. diffuseColor: Color3;
  58641. /**
  58642. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  58643. * channel.
  58644. */
  58645. diffuseTexture: BaseTexture;
  58646. /**
  58647. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  58648. */
  58649. specularColor: Color3;
  58650. /**
  58651. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  58652. */
  58653. glossiness: number;
  58654. /**
  58655. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  58656. */
  58657. specularGlossinessTexture: BaseTexture;
  58658. /**
  58659. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  58660. *
  58661. * @param name The material name
  58662. * @param scene The scene the material will be use in.
  58663. */
  58664. constructor(name: string, scene: Scene);
  58665. /**
  58666. * Return the currrent class name of the material.
  58667. */
  58668. getClassName(): string;
  58669. /**
  58670. * Makes a duplicate of the current material.
  58671. * @param name - name to use for the new material.
  58672. */
  58673. clone(name: string): PBRSpecularGlossinessMaterial;
  58674. /**
  58675. * Serialize the material to a parsable JSON object.
  58676. */
  58677. serialize(): any;
  58678. /**
  58679. * Parses a JSON object correponding to the serialize function.
  58680. */
  58681. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  58682. }
  58683. }
  58684. declare module "babylonjs/Materials/PBR/index" {
  58685. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  58686. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  58687. export * from "babylonjs/Materials/PBR/pbrMaterial";
  58688. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  58689. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  58690. }
  58691. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  58692. import { Nullable } from "babylonjs/types";
  58693. import { Scene } from "babylonjs/scene";
  58694. import { Matrix } from "babylonjs/Maths/math.vector";
  58695. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58696. /**
  58697. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  58698. * It can help converting any input color in a desired output one. This can then be used to create effects
  58699. * from sepia, black and white to sixties or futuristic rendering...
  58700. *
  58701. * The only supported format is currently 3dl.
  58702. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  58703. */
  58704. export class ColorGradingTexture extends BaseTexture {
  58705. /**
  58706. * The current texture matrix. (will always be identity in color grading texture)
  58707. */
  58708. private _textureMatrix;
  58709. /**
  58710. * The texture URL.
  58711. */
  58712. url: string;
  58713. /**
  58714. * Empty line regex stored for GC.
  58715. */
  58716. private static _noneEmptyLineRegex;
  58717. private _engine;
  58718. /**
  58719. * Instantiates a ColorGradingTexture from the following parameters.
  58720. *
  58721. * @param url The location of the color gradind data (currently only supporting 3dl)
  58722. * @param scene The scene the texture will be used in
  58723. */
  58724. constructor(url: string, scene: Scene);
  58725. /**
  58726. * Returns the texture matrix used in most of the material.
  58727. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  58728. */
  58729. getTextureMatrix(): Matrix;
  58730. /**
  58731. * Occurs when the file being loaded is a .3dl LUT file.
  58732. */
  58733. private load3dlTexture;
  58734. /**
  58735. * Starts the loading process of the texture.
  58736. */
  58737. private loadTexture;
  58738. /**
  58739. * Clones the color gradind texture.
  58740. */
  58741. clone(): ColorGradingTexture;
  58742. /**
  58743. * Called during delayed load for textures.
  58744. */
  58745. delayLoad(): void;
  58746. /**
  58747. * Parses a color grading texture serialized by Babylon.
  58748. * @param parsedTexture The texture information being parsedTexture
  58749. * @param scene The scene to load the texture in
  58750. * @param rootUrl The root url of the data assets to load
  58751. * @return A color gradind texture
  58752. */
  58753. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  58754. /**
  58755. * Serializes the LUT texture to json format.
  58756. */
  58757. serialize(): any;
  58758. }
  58759. }
  58760. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  58761. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  58762. import { Scene } from "babylonjs/scene";
  58763. import { Nullable } from "babylonjs/types";
  58764. import "babylonjs/Engines/Extensions/engine.rawTexture";
  58765. /**
  58766. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  58767. */
  58768. export class EquiRectangularCubeTexture extends BaseTexture {
  58769. /** The six faces of the cube. */
  58770. private static _FacesMapping;
  58771. private _noMipmap;
  58772. private _onLoad;
  58773. private _onError;
  58774. /** The size of the cubemap. */
  58775. private _size;
  58776. /** The buffer of the image. */
  58777. private _buffer;
  58778. /** The width of the input image. */
  58779. private _width;
  58780. /** The height of the input image. */
  58781. private _height;
  58782. /** The URL to the image. */
  58783. url: string;
  58784. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  58785. coordinatesMode: number;
  58786. /**
  58787. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  58788. * @param url The location of the image
  58789. * @param scene The scene the texture will be used in
  58790. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  58791. * @param noMipmap Forces to not generate the mipmap if true
  58792. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  58793. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  58794. * @param onLoad — defines a callback called when texture is loaded
  58795. * @param onError — defines a callback called if there is an error
  58796. */
  58797. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  58798. /**
  58799. * Load the image data, by putting the image on a canvas and extracting its buffer.
  58800. */
  58801. private loadImage;
  58802. /**
  58803. * Convert the image buffer into a cubemap and create a CubeTexture.
  58804. */
  58805. private loadTexture;
  58806. /**
  58807. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  58808. * @param buffer The ArrayBuffer that should be converted.
  58809. * @returns The buffer as Float32Array.
  58810. */
  58811. private getFloat32ArrayFromArrayBuffer;
  58812. /**
  58813. * Get the current class name of the texture useful for serialization or dynamic coding.
  58814. * @returns "EquiRectangularCubeTexture"
  58815. */
  58816. getClassName(): string;
  58817. /**
  58818. * Create a clone of the current EquiRectangularCubeTexture and return it.
  58819. * @returns A clone of the current EquiRectangularCubeTexture.
  58820. */
  58821. clone(): EquiRectangularCubeTexture;
  58822. }
  58823. }
  58824. declare module "babylonjs/Misc/tga" {
  58825. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  58826. /**
  58827. * Based on jsTGALoader - Javascript loader for TGA file
  58828. * By Vincent Thibault
  58829. * @see http://blog.robrowser.com/javascript-tga-loader.html
  58830. */
  58831. export class TGATools {
  58832. private static _TYPE_INDEXED;
  58833. private static _TYPE_RGB;
  58834. private static _TYPE_GREY;
  58835. private static _TYPE_RLE_INDEXED;
  58836. private static _TYPE_RLE_RGB;
  58837. private static _TYPE_RLE_GREY;
  58838. private static _ORIGIN_MASK;
  58839. private static _ORIGIN_SHIFT;
  58840. private static _ORIGIN_BL;
  58841. private static _ORIGIN_BR;
  58842. private static _ORIGIN_UL;
  58843. private static _ORIGIN_UR;
  58844. /**
  58845. * Gets the header of a TGA file
  58846. * @param data defines the TGA data
  58847. * @returns the header
  58848. */
  58849. static GetTGAHeader(data: Uint8Array): any;
  58850. /**
  58851. * Uploads TGA content to a Babylon Texture
  58852. * @hidden
  58853. */
  58854. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  58855. /** @hidden */
  58856. 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;
  58857. /** @hidden */
  58858. 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;
  58859. /** @hidden */
  58860. 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;
  58861. /** @hidden */
  58862. 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;
  58863. /** @hidden */
  58864. 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;
  58865. /** @hidden */
  58866. 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;
  58867. }
  58868. }
  58869. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  58870. import { Nullable } from "babylonjs/types";
  58871. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  58872. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  58873. /**
  58874. * Implementation of the TGA Texture Loader.
  58875. * @hidden
  58876. */
  58877. export class _TGATextureLoader implements IInternalTextureLoader {
  58878. /**
  58879. * Defines wether the loader supports cascade loading the different faces.
  58880. */
  58881. readonly supportCascades: boolean;
  58882. /**
  58883. * This returns if the loader support the current file information.
  58884. * @param extension defines the file extension of the file being loaded
  58885. * @param textureFormatInUse defines the current compressed format in use iun the engine
  58886. * @param fallback defines the fallback internal texture if any
  58887. * @param isBase64 defines whether the texture is encoded as a base64
  58888. * @param isBuffer defines whether the texture data are stored as a buffer
  58889. * @returns true if the loader can load the specified file
  58890. */
  58891. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  58892. /**
  58893. * Transform the url before loading if required.
  58894. * @param rootUrl the url of the texture
  58895. * @param textureFormatInUse defines the current compressed format in use iun the engine
  58896. * @returns the transformed texture
  58897. */
  58898. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  58899. /**
  58900. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  58901. * @param rootUrl the url of the texture
  58902. * @param textureFormatInUse defines the current compressed format in use iun the engine
  58903. * @returns the fallback texture
  58904. */
  58905. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  58906. /**
  58907. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  58908. * @param data contains the texture data
  58909. * @param texture defines the BabylonJS internal texture
  58910. * @param createPolynomials will be true if polynomials have been requested
  58911. * @param onLoad defines the callback to trigger once the texture is ready
  58912. * @param onError defines the callback to trigger in case of error
  58913. */
  58914. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  58915. /**
  58916. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  58917. * @param data contains the texture data
  58918. * @param texture defines the BabylonJS internal texture
  58919. * @param callback defines the method to call once ready to upload
  58920. */
  58921. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  58922. }
  58923. }
  58924. declare module "babylonjs/Misc/basis" {
  58925. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  58926. /**
  58927. * Info about the .basis files
  58928. */
  58929. class BasisFileInfo {
  58930. /**
  58931. * If the file has alpha
  58932. */
  58933. hasAlpha: boolean;
  58934. /**
  58935. * Info about each image of the basis file
  58936. */
  58937. images: Array<{
  58938. levels: Array<{
  58939. width: number;
  58940. height: number;
  58941. transcodedPixels: ArrayBufferView;
  58942. }>;
  58943. }>;
  58944. }
  58945. /**
  58946. * Result of transcoding a basis file
  58947. */
  58948. class TranscodeResult {
  58949. /**
  58950. * Info about the .basis file
  58951. */
  58952. fileInfo: BasisFileInfo;
  58953. /**
  58954. * Format to use when loading the file
  58955. */
  58956. format: number;
  58957. }
  58958. /**
  58959. * Configuration options for the Basis transcoder
  58960. */
  58961. export class BasisTranscodeConfiguration {
  58962. /**
  58963. * Supported compression formats used to determine the supported output format of the transcoder
  58964. */
  58965. supportedCompressionFormats?: {
  58966. /**
  58967. * etc1 compression format
  58968. */
  58969. etc1?: boolean;
  58970. /**
  58971. * s3tc compression format
  58972. */
  58973. s3tc?: boolean;
  58974. /**
  58975. * pvrtc compression format
  58976. */
  58977. pvrtc?: boolean;
  58978. /**
  58979. * etc2 compression format
  58980. */
  58981. etc2?: boolean;
  58982. };
  58983. /**
  58984. * If mipmap levels should be loaded for transcoded images (Default: true)
  58985. */
  58986. loadMipmapLevels?: boolean;
  58987. /**
  58988. * Index of a single image to load (Default: all images)
  58989. */
  58990. loadSingleImage?: number;
  58991. }
  58992. /**
  58993. * Used to load .Basis files
  58994. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  58995. */
  58996. export class BasisTools {
  58997. private static _IgnoreSupportedFormats;
  58998. /**
  58999. * URL to use when loading the basis transcoder
  59000. */
  59001. static JSModuleURL: string;
  59002. /**
  59003. * URL to use when loading the wasm module for the transcoder
  59004. */
  59005. static WasmModuleURL: string;
  59006. /**
  59007. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  59008. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  59009. * @returns internal format corresponding to the Basis format
  59010. */
  59011. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  59012. private static _WorkerPromise;
  59013. private static _Worker;
  59014. private static _actionId;
  59015. private static _CreateWorkerAsync;
  59016. /**
  59017. * Transcodes a loaded image file to compressed pixel data
  59018. * @param imageData image data to transcode
  59019. * @param config configuration options for the transcoding
  59020. * @returns a promise resulting in the transcoded image
  59021. */
  59022. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  59023. /**
  59024. * Loads a texture from the transcode result
  59025. * @param texture texture load to
  59026. * @param transcodeResult the result of transcoding the basis file to load from
  59027. */
  59028. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  59029. }
  59030. }
  59031. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  59032. import { Nullable } from "babylonjs/types";
  59033. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  59034. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  59035. /**
  59036. * Loader for .basis file format
  59037. */
  59038. export class _BasisTextureLoader implements IInternalTextureLoader {
  59039. /**
  59040. * Defines whether the loader supports cascade loading the different faces.
  59041. */
  59042. readonly supportCascades: boolean;
  59043. /**
  59044. * This returns if the loader support the current file information.
  59045. * @param extension defines the file extension of the file being loaded
  59046. * @param textureFormatInUse defines the current compressed format in use iun the engine
  59047. * @param fallback defines the fallback internal texture if any
  59048. * @param isBase64 defines whether the texture is encoded as a base64
  59049. * @param isBuffer defines whether the texture data are stored as a buffer
  59050. * @returns true if the loader can load the specified file
  59051. */
  59052. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  59053. /**
  59054. * Transform the url before loading if required.
  59055. * @param rootUrl the url of the texture
  59056. * @param textureFormatInUse defines the current compressed format in use iun the engine
  59057. * @returns the transformed texture
  59058. */
  59059. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  59060. /**
  59061. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  59062. * @param rootUrl the url of the texture
  59063. * @param textureFormatInUse defines the current compressed format in use iun the engine
  59064. * @returns the fallback texture
  59065. */
  59066. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  59067. /**
  59068. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  59069. * @param data contains the texture data
  59070. * @param texture defines the BabylonJS internal texture
  59071. * @param createPolynomials will be true if polynomials have been requested
  59072. * @param onLoad defines the callback to trigger once the texture is ready
  59073. * @param onError defines the callback to trigger in case of error
  59074. */
  59075. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  59076. /**
  59077. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  59078. * @param data contains the texture data
  59079. * @param texture defines the BabylonJS internal texture
  59080. * @param callback defines the method to call once ready to upload
  59081. */
  59082. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  59083. }
  59084. }
  59085. declare module "babylonjs/Materials/Textures/Loaders/index" {
  59086. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  59087. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  59088. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  59089. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  59090. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  59091. }
  59092. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  59093. import { Scene } from "babylonjs/scene";
  59094. import { Texture } from "babylonjs/Materials/Textures/texture";
  59095. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  59096. /**
  59097. * 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.
  59098. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  59099. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  59100. */
  59101. export class CustomProceduralTexture extends ProceduralTexture {
  59102. private _animate;
  59103. private _time;
  59104. private _config;
  59105. private _texturePath;
  59106. /**
  59107. * Instantiates a new Custom Procedural Texture.
  59108. * 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.
  59109. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  59110. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  59111. * @param name Define the name of the texture
  59112. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  59113. * @param size Define the size of the texture to create
  59114. * @param scene Define the scene the texture belongs to
  59115. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  59116. * @param generateMipMaps Define if the texture should creates mip maps or not
  59117. */
  59118. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  59119. private _loadJson;
  59120. /**
  59121. * Is the texture ready to be used ? (rendered at least once)
  59122. * @returns true if ready, otherwise, false.
  59123. */
  59124. isReady(): boolean;
  59125. /**
  59126. * Render the texture to its associated render target.
  59127. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  59128. */
  59129. render(useCameraPostProcess?: boolean): void;
  59130. /**
  59131. * Update the list of dependant textures samplers in the shader.
  59132. */
  59133. updateTextures(): void;
  59134. /**
  59135. * Update the uniform values of the procedural texture in the shader.
  59136. */
  59137. updateShaderUniforms(): void;
  59138. /**
  59139. * Define if the texture animates or not.
  59140. */
  59141. get animate(): boolean;
  59142. set animate(value: boolean);
  59143. }
  59144. }
  59145. declare module "babylonjs/Shaders/noise.fragment" {
  59146. /** @hidden */
  59147. export var noisePixelShader: {
  59148. name: string;
  59149. shader: string;
  59150. };
  59151. }
  59152. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  59153. import { Nullable } from "babylonjs/types";
  59154. import { Scene } from "babylonjs/scene";
  59155. import { Texture } from "babylonjs/Materials/Textures/texture";
  59156. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  59157. import "babylonjs/Shaders/noise.fragment";
  59158. /**
  59159. * Class used to generate noise procedural textures
  59160. */
  59161. export class NoiseProceduralTexture extends ProceduralTexture {
  59162. private _time;
  59163. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  59164. brightness: number;
  59165. /** Defines the number of octaves to process */
  59166. octaves: number;
  59167. /** Defines the level of persistence (0.8 by default) */
  59168. persistence: number;
  59169. /** Gets or sets animation speed factor (default is 1) */
  59170. animationSpeedFactor: number;
  59171. /**
  59172. * Creates a new NoiseProceduralTexture
  59173. * @param name defines the name fo the texture
  59174. * @param size defines the size of the texture (default is 256)
  59175. * @param scene defines the hosting scene
  59176. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  59177. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  59178. */
  59179. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  59180. private _updateShaderUniforms;
  59181. protected _getDefines(): string;
  59182. /** Generate the current state of the procedural texture */
  59183. render(useCameraPostProcess?: boolean): void;
  59184. /**
  59185. * Serializes this noise procedural texture
  59186. * @returns a serialized noise procedural texture object
  59187. */
  59188. serialize(): any;
  59189. /**
  59190. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  59191. * @param parsedTexture defines parsed texture data
  59192. * @param scene defines the current scene
  59193. * @param rootUrl defines the root URL containing noise procedural texture information
  59194. * @returns a parsed NoiseProceduralTexture
  59195. */
  59196. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  59197. }
  59198. }
  59199. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  59200. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  59201. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  59202. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  59203. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  59204. }
  59205. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  59206. import { Nullable } from "babylonjs/types";
  59207. import { Scene } from "babylonjs/scene";
  59208. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  59209. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  59210. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  59211. import "babylonjs/Engines/Extensions/engine.rawTexture";
  59212. /**
  59213. * Raw cube texture where the raw buffers are passed in
  59214. */
  59215. export class RawCubeTexture extends CubeTexture {
  59216. /**
  59217. * Creates a cube texture where the raw buffers are passed in.
  59218. * @param scene defines the scene the texture is attached to
  59219. * @param data defines the array of data to use to create each face
  59220. * @param size defines the size of the textures
  59221. * @param format defines the format of the data
  59222. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  59223. * @param generateMipMaps defines if the engine should generate the mip levels
  59224. * @param invertY defines if data must be stored with Y axis inverted
  59225. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  59226. * @param compression defines the compression used (null by default)
  59227. */
  59228. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  59229. /**
  59230. * Updates the raw cube texture.
  59231. * @param data defines the data to store
  59232. * @param format defines the data format
  59233. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  59234. * @param invertY defines if data must be stored with Y axis inverted
  59235. * @param compression defines the compression used (null by default)
  59236. * @param level defines which level of the texture to update
  59237. */
  59238. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  59239. /**
  59240. * Updates a raw cube texture with RGBD encoded data.
  59241. * @param data defines the array of data [mipmap][face] to use to create each face
  59242. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  59243. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  59244. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  59245. * @returns a promsie that resolves when the operation is complete
  59246. */
  59247. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  59248. /**
  59249. * Clones the raw cube texture.
  59250. * @return a new cube texture
  59251. */
  59252. clone(): CubeTexture;
  59253. /** @hidden */
  59254. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  59255. }
  59256. }
  59257. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  59258. import { Scene } from "babylonjs/scene";
  59259. import { Texture } from "babylonjs/Materials/Textures/texture";
  59260. import "babylonjs/Engines/Extensions/engine.rawTexture";
  59261. /**
  59262. * Class used to store 3D textures containing user data
  59263. */
  59264. export class RawTexture3D extends Texture {
  59265. /** Gets or sets the texture format to use */
  59266. format: number;
  59267. private _engine;
  59268. /**
  59269. * Create a new RawTexture3D
  59270. * @param data defines the data of the texture
  59271. * @param width defines the width of the texture
  59272. * @param height defines the height of the texture
  59273. * @param depth defines the depth of the texture
  59274. * @param format defines the texture format to use
  59275. * @param scene defines the hosting scene
  59276. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  59277. * @param invertY defines if texture must be stored with Y axis inverted
  59278. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  59279. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  59280. */
  59281. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  59282. /** Gets or sets the texture format to use */
  59283. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  59284. /**
  59285. * Update the texture with new data
  59286. * @param data defines the data to store in the texture
  59287. */
  59288. update(data: ArrayBufferView): void;
  59289. }
  59290. }
  59291. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  59292. import { Scene } from "babylonjs/scene";
  59293. import { Texture } from "babylonjs/Materials/Textures/texture";
  59294. import "babylonjs/Engines/Extensions/engine.rawTexture";
  59295. /**
  59296. * Class used to store 2D array textures containing user data
  59297. */
  59298. export class RawTexture2DArray extends Texture {
  59299. /** Gets or sets the texture format to use */
  59300. format: number;
  59301. private _engine;
  59302. /**
  59303. * Create a new RawTexture2DArray
  59304. * @param data defines the data of the texture
  59305. * @param width defines the width of the texture
  59306. * @param height defines the height of the texture
  59307. * @param depth defines the number of layers of the texture
  59308. * @param format defines the texture format to use
  59309. * @param scene defines the hosting scene
  59310. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  59311. * @param invertY defines if texture must be stored with Y axis inverted
  59312. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  59313. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  59314. */
  59315. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  59316. /** Gets or sets the texture format to use */
  59317. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  59318. /**
  59319. * Update the texture with new data
  59320. * @param data defines the data to store in the texture
  59321. */
  59322. update(data: ArrayBufferView): void;
  59323. }
  59324. }
  59325. declare module "babylonjs/Materials/Textures/refractionTexture" {
  59326. import { Scene } from "babylonjs/scene";
  59327. import { Plane } from "babylonjs/Maths/math.plane";
  59328. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  59329. /**
  59330. * Creates a refraction texture used by refraction channel of the standard material.
  59331. * It is like a mirror but to see through a material.
  59332. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  59333. */
  59334. export class RefractionTexture extends RenderTargetTexture {
  59335. /**
  59336. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  59337. * 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.
  59338. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  59339. */
  59340. refractionPlane: Plane;
  59341. /**
  59342. * Define how deep under the surface we should see.
  59343. */
  59344. depth: number;
  59345. /**
  59346. * Creates a refraction texture used by refraction channel of the standard material.
  59347. * It is like a mirror but to see through a material.
  59348. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  59349. * @param name Define the texture name
  59350. * @param size Define the size of the underlying texture
  59351. * @param scene Define the scene the refraction belongs to
  59352. * @param generateMipMaps Define if we need to generate mips level for the refraction
  59353. */
  59354. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  59355. /**
  59356. * Clone the refraction texture.
  59357. * @returns the cloned texture
  59358. */
  59359. clone(): RefractionTexture;
  59360. /**
  59361. * Serialize the texture to a JSON representation you could use in Parse later on
  59362. * @returns the serialized JSON representation
  59363. */
  59364. serialize(): any;
  59365. }
  59366. }
  59367. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  59368. import { Nullable } from "babylonjs/types";
  59369. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  59370. import { Matrix } from "babylonjs/Maths/math.vector";
  59371. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  59372. import "babylonjs/Engines/Extensions/engine.videoTexture";
  59373. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59374. import { Scene } from "babylonjs/scene";
  59375. /**
  59376. * Defines the options related to the creation of an HtmlElementTexture
  59377. */
  59378. export interface IHtmlElementTextureOptions {
  59379. /**
  59380. * Defines wether mip maps should be created or not.
  59381. */
  59382. generateMipMaps?: boolean;
  59383. /**
  59384. * Defines the sampling mode of the texture.
  59385. */
  59386. samplingMode?: number;
  59387. /**
  59388. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  59389. */
  59390. engine: Nullable<ThinEngine>;
  59391. /**
  59392. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  59393. */
  59394. scene: Nullable<Scene>;
  59395. }
  59396. /**
  59397. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  59398. * To be as efficient as possible depending on your constraints nothing aside the first upload
  59399. * is automatically managed.
  59400. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  59401. * in your application.
  59402. *
  59403. * As the update is not automatic, you need to call them manually.
  59404. */
  59405. export class HtmlElementTexture extends BaseTexture {
  59406. /**
  59407. * The texture URL.
  59408. */
  59409. element: HTMLVideoElement | HTMLCanvasElement;
  59410. private static readonly DefaultOptions;
  59411. private _textureMatrix;
  59412. private _engine;
  59413. private _isVideo;
  59414. private _generateMipMaps;
  59415. private _samplingMode;
  59416. /**
  59417. * Instantiates a HtmlElementTexture from the following parameters.
  59418. *
  59419. * @param name Defines the name of the texture
  59420. * @param element Defines the video or canvas the texture is filled with
  59421. * @param options Defines the other none mandatory texture creation options
  59422. */
  59423. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  59424. private _createInternalTexture;
  59425. /**
  59426. * Returns the texture matrix used in most of the material.
  59427. */
  59428. getTextureMatrix(): Matrix;
  59429. /**
  59430. * Updates the content of the texture.
  59431. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  59432. */
  59433. update(invertY?: Nullable<boolean>): void;
  59434. }
  59435. }
  59436. declare module "babylonjs/Materials/Textures/index" {
  59437. export * from "babylonjs/Materials/Textures/baseTexture";
  59438. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  59439. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  59440. export * from "babylonjs/Materials/Textures/cubeTexture";
  59441. export * from "babylonjs/Materials/Textures/dynamicTexture";
  59442. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  59443. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  59444. export * from "babylonjs/Materials/Textures/internalTexture";
  59445. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  59446. export * from "babylonjs/Materials/Textures/Loaders/index";
  59447. export * from "babylonjs/Materials/Textures/mirrorTexture";
  59448. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  59449. export * from "babylonjs/Materials/Textures/Procedurals/index";
  59450. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  59451. export * from "babylonjs/Materials/Textures/rawTexture";
  59452. export * from "babylonjs/Materials/Textures/rawTexture3D";
  59453. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  59454. export * from "babylonjs/Materials/Textures/refractionTexture";
  59455. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  59456. export * from "babylonjs/Materials/Textures/texture";
  59457. export * from "babylonjs/Materials/Textures/videoTexture";
  59458. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  59459. }
  59460. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  59461. /**
  59462. * Enum used to define the target of a block
  59463. */
  59464. export enum NodeMaterialBlockTargets {
  59465. /** Vertex shader */
  59466. Vertex = 1,
  59467. /** Fragment shader */
  59468. Fragment = 2,
  59469. /** Neutral */
  59470. Neutral = 4,
  59471. /** Vertex and Fragment */
  59472. VertexAndFragment = 3
  59473. }
  59474. }
  59475. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  59476. /**
  59477. * Defines the kind of connection point for node based material
  59478. */
  59479. export enum NodeMaterialBlockConnectionPointTypes {
  59480. /** Float */
  59481. Float = 1,
  59482. /** Int */
  59483. Int = 2,
  59484. /** Vector2 */
  59485. Vector2 = 4,
  59486. /** Vector3 */
  59487. Vector3 = 8,
  59488. /** Vector4 */
  59489. Vector4 = 16,
  59490. /** Color3 */
  59491. Color3 = 32,
  59492. /** Color4 */
  59493. Color4 = 64,
  59494. /** Matrix */
  59495. Matrix = 128,
  59496. /** Detect type based on connection */
  59497. AutoDetect = 1024,
  59498. /** Output type that will be defined by input type */
  59499. BasedOnInput = 2048
  59500. }
  59501. }
  59502. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  59503. /**
  59504. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  59505. */
  59506. export enum NodeMaterialBlockConnectionPointMode {
  59507. /** Value is an uniform */
  59508. Uniform = 0,
  59509. /** Value is a mesh attribute */
  59510. Attribute = 1,
  59511. /** Value is a varying between vertex and fragment shaders */
  59512. Varying = 2,
  59513. /** Mode is undefined */
  59514. Undefined = 3
  59515. }
  59516. }
  59517. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  59518. /**
  59519. * Enum used to define system values e.g. values automatically provided by the system
  59520. */
  59521. export enum NodeMaterialSystemValues {
  59522. /** World */
  59523. World = 1,
  59524. /** View */
  59525. View = 2,
  59526. /** Projection */
  59527. Projection = 3,
  59528. /** ViewProjection */
  59529. ViewProjection = 4,
  59530. /** WorldView */
  59531. WorldView = 5,
  59532. /** WorldViewProjection */
  59533. WorldViewProjection = 6,
  59534. /** CameraPosition */
  59535. CameraPosition = 7,
  59536. /** Fog Color */
  59537. FogColor = 8,
  59538. /** Delta time */
  59539. DeltaTime = 9
  59540. }
  59541. }
  59542. declare module "babylonjs/Materials/Node/Enums/index" {
  59543. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  59544. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  59545. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  59546. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  59547. }
  59548. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  59549. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59550. /**
  59551. * Root class for all node material optimizers
  59552. */
  59553. export class NodeMaterialOptimizer {
  59554. /**
  59555. * Function used to optimize a NodeMaterial graph
  59556. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  59557. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  59558. */
  59559. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  59560. }
  59561. }
  59562. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  59563. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59564. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59565. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59566. import { Scene } from "babylonjs/scene";
  59567. /**
  59568. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  59569. */
  59570. export class TransformBlock extends NodeMaterialBlock {
  59571. /**
  59572. * Defines the value to use to complement W value to transform it to a Vector4
  59573. */
  59574. complementW: number;
  59575. /**
  59576. * Defines the value to use to complement z value to transform it to a Vector4
  59577. */
  59578. complementZ: number;
  59579. /**
  59580. * Creates a new TransformBlock
  59581. * @param name defines the block name
  59582. */
  59583. constructor(name: string);
  59584. /**
  59585. * Gets the current class name
  59586. * @returns the class name
  59587. */
  59588. getClassName(): string;
  59589. /**
  59590. * Gets the vector input
  59591. */
  59592. get vector(): NodeMaterialConnectionPoint;
  59593. /**
  59594. * Gets the output component
  59595. */
  59596. get output(): NodeMaterialConnectionPoint;
  59597. /**
  59598. * Gets the matrix transform input
  59599. */
  59600. get transform(): NodeMaterialConnectionPoint;
  59601. protected _buildBlock(state: NodeMaterialBuildState): this;
  59602. serialize(): any;
  59603. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59604. protected _dumpPropertiesCode(): string;
  59605. }
  59606. }
  59607. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  59608. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59609. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59610. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59611. /**
  59612. * Block used to output the vertex position
  59613. */
  59614. export class VertexOutputBlock extends NodeMaterialBlock {
  59615. /**
  59616. * Creates a new VertexOutputBlock
  59617. * @param name defines the block name
  59618. */
  59619. constructor(name: string);
  59620. /**
  59621. * Gets the current class name
  59622. * @returns the class name
  59623. */
  59624. getClassName(): string;
  59625. /**
  59626. * Gets the vector input component
  59627. */
  59628. get vector(): NodeMaterialConnectionPoint;
  59629. protected _buildBlock(state: NodeMaterialBuildState): this;
  59630. }
  59631. }
  59632. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  59633. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59634. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59635. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59636. /**
  59637. * Block used to output the final color
  59638. */
  59639. export class FragmentOutputBlock extends NodeMaterialBlock {
  59640. /**
  59641. * Create a new FragmentOutputBlock
  59642. * @param name defines the block name
  59643. */
  59644. constructor(name: string);
  59645. /**
  59646. * Gets the current class name
  59647. * @returns the class name
  59648. */
  59649. getClassName(): string;
  59650. /**
  59651. * Gets the rgba input component
  59652. */
  59653. get rgba(): NodeMaterialConnectionPoint;
  59654. /**
  59655. * Gets the rgb input component
  59656. */
  59657. get rgb(): NodeMaterialConnectionPoint;
  59658. /**
  59659. * Gets the a input component
  59660. */
  59661. get a(): NodeMaterialConnectionPoint;
  59662. protected _buildBlock(state: NodeMaterialBuildState): this;
  59663. }
  59664. }
  59665. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  59666. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59667. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  59668. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59669. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  59670. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59671. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  59672. import { Effect } from "babylonjs/Materials/effect";
  59673. import { Mesh } from "babylonjs/Meshes/mesh";
  59674. import { Nullable } from "babylonjs/types";
  59675. import { Scene } from "babylonjs/scene";
  59676. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  59677. /**
  59678. * Block used to read a reflection texture from a sampler
  59679. */
  59680. export class ReflectionTextureBlock extends NodeMaterialBlock {
  59681. private _define3DName;
  59682. private _defineCubicName;
  59683. private _defineExplicitName;
  59684. private _defineProjectionName;
  59685. private _defineLocalCubicName;
  59686. private _defineSphericalName;
  59687. private _definePlanarName;
  59688. private _defineEquirectangularName;
  59689. private _defineMirroredEquirectangularFixedName;
  59690. private _defineEquirectangularFixedName;
  59691. private _defineSkyboxName;
  59692. private _cubeSamplerName;
  59693. private _2DSamplerName;
  59694. private _positionUVWName;
  59695. private _directionWName;
  59696. private _reflectionCoordsName;
  59697. private _reflection2DCoordsName;
  59698. private _reflectionColorName;
  59699. private _reflectionMatrixName;
  59700. /**
  59701. * Gets or sets the texture associated with the node
  59702. */
  59703. texture: Nullable<BaseTexture>;
  59704. /**
  59705. * Create a new TextureBlock
  59706. * @param name defines the block name
  59707. */
  59708. constructor(name: string);
  59709. /**
  59710. * Gets the current class name
  59711. * @returns the class name
  59712. */
  59713. getClassName(): string;
  59714. /**
  59715. * Gets the world position input component
  59716. */
  59717. get position(): NodeMaterialConnectionPoint;
  59718. /**
  59719. * Gets the world position input component
  59720. */
  59721. get worldPosition(): NodeMaterialConnectionPoint;
  59722. /**
  59723. * Gets the world normal input component
  59724. */
  59725. get worldNormal(): NodeMaterialConnectionPoint;
  59726. /**
  59727. * Gets the world input component
  59728. */
  59729. get world(): NodeMaterialConnectionPoint;
  59730. /**
  59731. * Gets the camera (or eye) position component
  59732. */
  59733. get cameraPosition(): NodeMaterialConnectionPoint;
  59734. /**
  59735. * Gets the view input component
  59736. */
  59737. get view(): NodeMaterialConnectionPoint;
  59738. /**
  59739. * Gets the rgb output component
  59740. */
  59741. get rgb(): NodeMaterialConnectionPoint;
  59742. /**
  59743. * Gets the r output component
  59744. */
  59745. get r(): NodeMaterialConnectionPoint;
  59746. /**
  59747. * Gets the g output component
  59748. */
  59749. get g(): NodeMaterialConnectionPoint;
  59750. /**
  59751. * Gets the b output component
  59752. */
  59753. get b(): NodeMaterialConnectionPoint;
  59754. autoConfigure(material: NodeMaterial): void;
  59755. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  59756. isReady(): boolean;
  59757. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  59758. private _injectVertexCode;
  59759. private _writeOutput;
  59760. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  59761. protected _dumpPropertiesCode(): string;
  59762. serialize(): any;
  59763. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  59764. }
  59765. }
  59766. declare module "babylonjs/Materials/Node/nodeMaterial" {
  59767. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  59768. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  59769. import { Scene } from "babylonjs/scene";
  59770. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59771. import { Matrix } from "babylonjs/Maths/math.vector";
  59772. import { Mesh } from "babylonjs/Meshes/mesh";
  59773. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  59774. import { Observable } from "babylonjs/Misc/observable";
  59775. import { SubMesh } from "babylonjs/Meshes/subMesh";
  59776. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  59777. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59778. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  59779. import { Nullable } from "babylonjs/types";
  59780. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  59781. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  59782. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  59783. /**
  59784. * Interface used to configure the node material editor
  59785. */
  59786. export interface INodeMaterialEditorOptions {
  59787. /** Define the URl to load node editor script */
  59788. editorURL?: string;
  59789. }
  59790. /** @hidden */
  59791. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  59792. NORMAL: boolean;
  59793. TANGENT: boolean;
  59794. UV1: boolean;
  59795. /** BONES */
  59796. NUM_BONE_INFLUENCERS: number;
  59797. BonesPerMesh: number;
  59798. BONETEXTURE: boolean;
  59799. /** MORPH TARGETS */
  59800. MORPHTARGETS: boolean;
  59801. MORPHTARGETS_NORMAL: boolean;
  59802. MORPHTARGETS_TANGENT: boolean;
  59803. MORPHTARGETS_UV: boolean;
  59804. NUM_MORPH_INFLUENCERS: number;
  59805. /** IMAGE PROCESSING */
  59806. IMAGEPROCESSING: boolean;
  59807. VIGNETTE: boolean;
  59808. VIGNETTEBLENDMODEMULTIPLY: boolean;
  59809. VIGNETTEBLENDMODEOPAQUE: boolean;
  59810. TONEMAPPING: boolean;
  59811. TONEMAPPING_ACES: boolean;
  59812. CONTRAST: boolean;
  59813. EXPOSURE: boolean;
  59814. COLORCURVES: boolean;
  59815. COLORGRADING: boolean;
  59816. COLORGRADING3D: boolean;
  59817. SAMPLER3DGREENDEPTH: boolean;
  59818. SAMPLER3DBGRMAP: boolean;
  59819. IMAGEPROCESSINGPOSTPROCESS: boolean;
  59820. /** MISC. */
  59821. BUMPDIRECTUV: number;
  59822. constructor();
  59823. setValue(name: string, value: boolean): void;
  59824. }
  59825. /**
  59826. * Class used to configure NodeMaterial
  59827. */
  59828. export interface INodeMaterialOptions {
  59829. /**
  59830. * Defines if blocks should emit comments
  59831. */
  59832. emitComments: boolean;
  59833. }
  59834. /**
  59835. * Class used to create a node based material built by assembling shader blocks
  59836. */
  59837. export class NodeMaterial extends PushMaterial {
  59838. private static _BuildIdGenerator;
  59839. private _options;
  59840. private _vertexCompilationState;
  59841. private _fragmentCompilationState;
  59842. private _sharedData;
  59843. private _buildId;
  59844. private _buildWasSuccessful;
  59845. private _cachedWorldViewMatrix;
  59846. private _cachedWorldViewProjectionMatrix;
  59847. private _optimizers;
  59848. private _animationFrame;
  59849. /** Define the Url to load node editor script */
  59850. static EditorURL: string;
  59851. /** Define the Url to load snippets */
  59852. static SnippetUrl: string;
  59853. private BJSNODEMATERIALEDITOR;
  59854. /** Get the inspector from bundle or global */
  59855. private _getGlobalNodeMaterialEditor;
  59856. /**
  59857. * Gets or sets data used by visual editor
  59858. * @see https://nme.babylonjs.com
  59859. */
  59860. editorData: any;
  59861. /**
  59862. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  59863. */
  59864. ignoreAlpha: boolean;
  59865. /**
  59866. * Defines the maximum number of lights that can be used in the material
  59867. */
  59868. maxSimultaneousLights: number;
  59869. /**
  59870. * Observable raised when the material is built
  59871. */
  59872. onBuildObservable: Observable<NodeMaterial>;
  59873. /**
  59874. * Gets or sets the root nodes of the material vertex shader
  59875. */
  59876. _vertexOutputNodes: NodeMaterialBlock[];
  59877. /**
  59878. * Gets or sets the root nodes of the material fragment (pixel) shader
  59879. */
  59880. _fragmentOutputNodes: NodeMaterialBlock[];
  59881. /** Gets or sets options to control the node material overall behavior */
  59882. get options(): INodeMaterialOptions;
  59883. set options(options: INodeMaterialOptions);
  59884. /**
  59885. * Default configuration related to image processing available in the standard Material.
  59886. */
  59887. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  59888. /**
  59889. * Gets the image processing configuration used either in this material.
  59890. */
  59891. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  59892. /**
  59893. * Sets the Default image processing configuration used either in the this material.
  59894. *
  59895. * If sets to null, the scene one is in use.
  59896. */
  59897. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  59898. /**
  59899. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  59900. */
  59901. attachedBlocks: NodeMaterialBlock[];
  59902. /**
  59903. * Create a new node based material
  59904. * @param name defines the material name
  59905. * @param scene defines the hosting scene
  59906. * @param options defines creation option
  59907. */
  59908. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  59909. /**
  59910. * Gets the current class name of the material e.g. "NodeMaterial"
  59911. * @returns the class name
  59912. */
  59913. getClassName(): string;
  59914. /**
  59915. * Keep track of the image processing observer to allow dispose and replace.
  59916. */
  59917. private _imageProcessingObserver;
  59918. /**
  59919. * Attaches a new image processing configuration to the Standard Material.
  59920. * @param configuration
  59921. */
  59922. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  59923. /**
  59924. * Get a block by its name
  59925. * @param name defines the name of the block to retrieve
  59926. * @returns the required block or null if not found
  59927. */
  59928. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  59929. /**
  59930. * Get a block by its name
  59931. * @param predicate defines the predicate used to find the good candidate
  59932. * @returns the required block or null if not found
  59933. */
  59934. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  59935. /**
  59936. * Get an input block by its name
  59937. * @param predicate defines the predicate used to find the good candidate
  59938. * @returns the required input block or null if not found
  59939. */
  59940. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  59941. /**
  59942. * Gets the list of input blocks attached to this material
  59943. * @returns an array of InputBlocks
  59944. */
  59945. getInputBlocks(): InputBlock[];
  59946. /**
  59947. * Adds a new optimizer to the list of optimizers
  59948. * @param optimizer defines the optimizers to add
  59949. * @returns the current material
  59950. */
  59951. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  59952. /**
  59953. * Remove an optimizer from the list of optimizers
  59954. * @param optimizer defines the optimizers to remove
  59955. * @returns the current material
  59956. */
  59957. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  59958. /**
  59959. * Add a new block to the list of output nodes
  59960. * @param node defines the node to add
  59961. * @returns the current material
  59962. */
  59963. addOutputNode(node: NodeMaterialBlock): this;
  59964. /**
  59965. * Remove a block from the list of root nodes
  59966. * @param node defines the node to remove
  59967. * @returns the current material
  59968. */
  59969. removeOutputNode(node: NodeMaterialBlock): this;
  59970. private _addVertexOutputNode;
  59971. private _removeVertexOutputNode;
  59972. private _addFragmentOutputNode;
  59973. private _removeFragmentOutputNode;
  59974. /**
  59975. * Specifies if the material will require alpha blending
  59976. * @returns a boolean specifying if alpha blending is needed
  59977. */
  59978. needAlphaBlending(): boolean;
  59979. /**
  59980. * Specifies if this material should be rendered in alpha test mode
  59981. * @returns a boolean specifying if an alpha test is needed.
  59982. */
  59983. needAlphaTesting(): boolean;
  59984. private _initializeBlock;
  59985. private _resetDualBlocks;
  59986. /**
  59987. * Remove a block from the current node material
  59988. * @param block defines the block to remove
  59989. */
  59990. removeBlock(block: NodeMaterialBlock): void;
  59991. /**
  59992. * Build the material and generates the inner effect
  59993. * @param verbose defines if the build should log activity
  59994. */
  59995. build(verbose?: boolean): void;
  59996. /**
  59997. * Runs an otpimization phase to try to improve the shader code
  59998. */
  59999. optimize(): void;
  60000. private _prepareDefinesForAttributes;
  60001. /**
  60002. * Get if the submesh is ready to be used and all its information available.
  60003. * Child classes can use it to update shaders
  60004. * @param mesh defines the mesh to check
  60005. * @param subMesh defines which submesh to check
  60006. * @param useInstances specifies that instances should be used
  60007. * @returns a boolean indicating that the submesh is ready or not
  60008. */
  60009. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  60010. /**
  60011. * Get a string representing the shaders built by the current node graph
  60012. */
  60013. get compiledShaders(): string;
  60014. /**
  60015. * Binds the world matrix to the material
  60016. * @param world defines the world transformation matrix
  60017. */
  60018. bindOnlyWorldMatrix(world: Matrix): void;
  60019. /**
  60020. * Binds the submesh to this material by preparing the effect and shader to draw
  60021. * @param world defines the world transformation matrix
  60022. * @param mesh defines the mesh containing the submesh
  60023. * @param subMesh defines the submesh to bind the material to
  60024. */
  60025. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  60026. /**
  60027. * Gets the active textures from the material
  60028. * @returns an array of textures
  60029. */
  60030. getActiveTextures(): BaseTexture[];
  60031. /**
  60032. * Gets the list of texture blocks
  60033. * @returns an array of texture blocks
  60034. */
  60035. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  60036. /**
  60037. * Specifies if the material uses a texture
  60038. * @param texture defines the texture to check against the material
  60039. * @returns a boolean specifying if the material uses the texture
  60040. */
  60041. hasTexture(texture: BaseTexture): boolean;
  60042. /**
  60043. * Disposes the material
  60044. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  60045. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  60046. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  60047. */
  60048. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  60049. /** Creates the node editor window. */
  60050. private _createNodeEditor;
  60051. /**
  60052. * Launch the node material editor
  60053. * @param config Define the configuration of the editor
  60054. * @return a promise fulfilled when the node editor is visible
  60055. */
  60056. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  60057. /**
  60058. * Clear the current material
  60059. */
  60060. clear(): void;
  60061. /**
  60062. * Clear the current material and set it to a default state
  60063. */
  60064. setToDefault(): void;
  60065. /**
  60066. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  60067. * @param url defines the url to load from
  60068. * @returns a promise that will fullfil when the material is fully loaded
  60069. */
  60070. loadAsync(url: string): Promise<void>;
  60071. private _gatherBlocks;
  60072. /**
  60073. * Generate a string containing the code declaration required to create an equivalent of this material
  60074. * @returns a string
  60075. */
  60076. generateCode(): string;
  60077. /**
  60078. * Serializes this material in a JSON representation
  60079. * @returns the serialized material object
  60080. */
  60081. serialize(selectedBlocks?: NodeMaterialBlock[]): any;
  60082. private _restoreConnections;
  60083. /**
  60084. * Clear the current graph and load a new one from a serialization object
  60085. * @param source defines the JSON representation of the material
  60086. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  60087. */
  60088. loadFromSerialization(source: any, rootUrl?: string): void;
  60089. /**
  60090. * Creates a node material from parsed material data
  60091. * @param source defines the JSON representation of the material
  60092. * @param scene defines the hosting scene
  60093. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  60094. * @returns a new node material
  60095. */
  60096. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  60097. /**
  60098. * Creates a node material from a snippet saved by the node material editor
  60099. * @param snippetId defines the snippet to load
  60100. * @param scene defines the hosting scene
  60101. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  60102. * @returns a promise that will resolve to the new node material
  60103. */
  60104. static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl?: string): Promise<NodeMaterial>;
  60105. /**
  60106. * Creates a new node material set to default basic configuration
  60107. * @param name defines the name of the material
  60108. * @param scene defines the hosting scene
  60109. * @returns a new NodeMaterial
  60110. */
  60111. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  60112. }
  60113. }
  60114. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  60115. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60116. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  60117. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60118. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60119. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60120. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  60121. import { Effect } from "babylonjs/Materials/effect";
  60122. import { Mesh } from "babylonjs/Meshes/mesh";
  60123. import { Nullable } from "babylonjs/types";
  60124. import { Texture } from "babylonjs/Materials/Textures/texture";
  60125. import { Scene } from "babylonjs/scene";
  60126. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  60127. /**
  60128. * Block used to read a texture from a sampler
  60129. */
  60130. export class TextureBlock extends NodeMaterialBlock {
  60131. private _defineName;
  60132. private _linearDefineName;
  60133. private _tempTextureRead;
  60134. private _samplerName;
  60135. private _transformedUVName;
  60136. private _textureTransformName;
  60137. private _textureInfoName;
  60138. private _mainUVName;
  60139. private _mainUVDefineName;
  60140. /**
  60141. * Gets or sets the texture associated with the node
  60142. */
  60143. texture: Nullable<Texture>;
  60144. /**
  60145. * Create a new TextureBlock
  60146. * @param name defines the block name
  60147. */
  60148. constructor(name: string);
  60149. /**
  60150. * Gets the current class name
  60151. * @returns the class name
  60152. */
  60153. getClassName(): string;
  60154. /**
  60155. * Gets the uv input component
  60156. */
  60157. get uv(): NodeMaterialConnectionPoint;
  60158. /**
  60159. * Gets the rgba output component
  60160. */
  60161. get rgba(): NodeMaterialConnectionPoint;
  60162. /**
  60163. * Gets the rgb output component
  60164. */
  60165. get rgb(): NodeMaterialConnectionPoint;
  60166. /**
  60167. * Gets the r output component
  60168. */
  60169. get r(): NodeMaterialConnectionPoint;
  60170. /**
  60171. * Gets the g output component
  60172. */
  60173. get g(): NodeMaterialConnectionPoint;
  60174. /**
  60175. * Gets the b output component
  60176. */
  60177. get b(): NodeMaterialConnectionPoint;
  60178. /**
  60179. * Gets the a output component
  60180. */
  60181. get a(): NodeMaterialConnectionPoint;
  60182. get target(): NodeMaterialBlockTargets;
  60183. autoConfigure(material: NodeMaterial): void;
  60184. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  60185. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  60186. private _getTextureBase;
  60187. isReady(): boolean;
  60188. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  60189. private get _isMixed();
  60190. private _injectVertexCode;
  60191. private _writeTextureRead;
  60192. private _writeOutput;
  60193. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  60194. protected _dumpPropertiesCode(): string;
  60195. serialize(): any;
  60196. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  60197. }
  60198. }
  60199. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  60200. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60201. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60202. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  60203. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  60204. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  60205. import { Scene } from "babylonjs/scene";
  60206. /**
  60207. * Class used to store shared data between 2 NodeMaterialBuildState
  60208. */
  60209. export class NodeMaterialBuildStateSharedData {
  60210. /**
  60211. * Gets the list of emitted varyings
  60212. */
  60213. temps: string[];
  60214. /**
  60215. * Gets the list of emitted varyings
  60216. */
  60217. varyings: string[];
  60218. /**
  60219. * Gets the varying declaration string
  60220. */
  60221. varyingDeclaration: string;
  60222. /**
  60223. * Input blocks
  60224. */
  60225. inputBlocks: InputBlock[];
  60226. /**
  60227. * Input blocks
  60228. */
  60229. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  60230. /**
  60231. * Bindable blocks (Blocks that need to set data to the effect)
  60232. */
  60233. bindableBlocks: NodeMaterialBlock[];
  60234. /**
  60235. * List of blocks that can provide a compilation fallback
  60236. */
  60237. blocksWithFallbacks: NodeMaterialBlock[];
  60238. /**
  60239. * List of blocks that can provide a define update
  60240. */
  60241. blocksWithDefines: NodeMaterialBlock[];
  60242. /**
  60243. * List of blocks that can provide a repeatable content
  60244. */
  60245. repeatableContentBlocks: NodeMaterialBlock[];
  60246. /**
  60247. * List of blocks that can provide a dynamic list of uniforms
  60248. */
  60249. dynamicUniformBlocks: NodeMaterialBlock[];
  60250. /**
  60251. * List of blocks that can block the isReady function for the material
  60252. */
  60253. blockingBlocks: NodeMaterialBlock[];
  60254. /**
  60255. * Gets the list of animated inputs
  60256. */
  60257. animatedInputs: InputBlock[];
  60258. /**
  60259. * Build Id used to avoid multiple recompilations
  60260. */
  60261. buildId: number;
  60262. /** List of emitted variables */
  60263. variableNames: {
  60264. [key: string]: number;
  60265. };
  60266. /** List of emitted defines */
  60267. defineNames: {
  60268. [key: string]: number;
  60269. };
  60270. /** Should emit comments? */
  60271. emitComments: boolean;
  60272. /** Emit build activity */
  60273. verbose: boolean;
  60274. /** Gets or sets the hosting scene */
  60275. scene: Scene;
  60276. /**
  60277. * Gets the compilation hints emitted at compilation time
  60278. */
  60279. hints: {
  60280. needWorldViewMatrix: boolean;
  60281. needWorldViewProjectionMatrix: boolean;
  60282. needAlphaBlending: boolean;
  60283. needAlphaTesting: boolean;
  60284. };
  60285. /**
  60286. * List of compilation checks
  60287. */
  60288. checks: {
  60289. emitVertex: boolean;
  60290. emitFragment: boolean;
  60291. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  60292. };
  60293. /** Creates a new shared data */
  60294. constructor();
  60295. /**
  60296. * Emits console errors and exceptions if there is a failing check
  60297. */
  60298. emitErrors(): void;
  60299. }
  60300. }
  60301. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  60302. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  60303. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60304. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  60305. /**
  60306. * Class used to store node based material build state
  60307. */
  60308. export class NodeMaterialBuildState {
  60309. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  60310. supportUniformBuffers: boolean;
  60311. /**
  60312. * Gets the list of emitted attributes
  60313. */
  60314. attributes: string[];
  60315. /**
  60316. * Gets the list of emitted uniforms
  60317. */
  60318. uniforms: string[];
  60319. /**
  60320. * Gets the list of emitted constants
  60321. */
  60322. constants: string[];
  60323. /**
  60324. * Gets the list of emitted samplers
  60325. */
  60326. samplers: string[];
  60327. /**
  60328. * Gets the list of emitted functions
  60329. */
  60330. functions: {
  60331. [key: string]: string;
  60332. };
  60333. /**
  60334. * Gets the list of emitted extensions
  60335. */
  60336. extensions: {
  60337. [key: string]: string;
  60338. };
  60339. /**
  60340. * Gets the target of the compilation state
  60341. */
  60342. target: NodeMaterialBlockTargets;
  60343. /**
  60344. * Gets the list of emitted counters
  60345. */
  60346. counters: {
  60347. [key: string]: number;
  60348. };
  60349. /**
  60350. * Shared data between multiple NodeMaterialBuildState instances
  60351. */
  60352. sharedData: NodeMaterialBuildStateSharedData;
  60353. /** @hidden */
  60354. _vertexState: NodeMaterialBuildState;
  60355. /** @hidden */
  60356. _attributeDeclaration: string;
  60357. /** @hidden */
  60358. _uniformDeclaration: string;
  60359. /** @hidden */
  60360. _constantDeclaration: string;
  60361. /** @hidden */
  60362. _samplerDeclaration: string;
  60363. /** @hidden */
  60364. _varyingTransfer: string;
  60365. private _repeatableContentAnchorIndex;
  60366. /** @hidden */
  60367. _builtCompilationString: string;
  60368. /**
  60369. * Gets the emitted compilation strings
  60370. */
  60371. compilationString: string;
  60372. /**
  60373. * Finalize the compilation strings
  60374. * @param state defines the current compilation state
  60375. */
  60376. finalize(state: NodeMaterialBuildState): void;
  60377. /** @hidden */
  60378. get _repeatableContentAnchor(): string;
  60379. /** @hidden */
  60380. _getFreeVariableName(prefix: string): string;
  60381. /** @hidden */
  60382. _getFreeDefineName(prefix: string): string;
  60383. /** @hidden */
  60384. _excludeVariableName(name: string): void;
  60385. /** @hidden */
  60386. _emit2DSampler(name: string): void;
  60387. /** @hidden */
  60388. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  60389. /** @hidden */
  60390. _emitExtension(name: string, extension: string): void;
  60391. /** @hidden */
  60392. _emitFunction(name: string, code: string, comments: string): void;
  60393. /** @hidden */
  60394. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  60395. replaceStrings?: {
  60396. search: RegExp;
  60397. replace: string;
  60398. }[];
  60399. repeatKey?: string;
  60400. }): string;
  60401. /** @hidden */
  60402. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  60403. repeatKey?: string;
  60404. removeAttributes?: boolean;
  60405. removeUniforms?: boolean;
  60406. removeVaryings?: boolean;
  60407. removeIfDef?: boolean;
  60408. replaceStrings?: {
  60409. search: RegExp;
  60410. replace: string;
  60411. }[];
  60412. }, storeKey?: string): void;
  60413. /** @hidden */
  60414. _registerTempVariable(name: string): boolean;
  60415. /** @hidden */
  60416. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  60417. /** @hidden */
  60418. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  60419. /** @hidden */
  60420. _emitFloat(value: number): string;
  60421. }
  60422. }
  60423. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  60424. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  60425. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  60426. import { Nullable } from "babylonjs/types";
  60427. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60428. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60429. import { Effect } from "babylonjs/Materials/effect";
  60430. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60431. import { Mesh } from "babylonjs/Meshes/mesh";
  60432. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  60433. import { Scene } from "babylonjs/scene";
  60434. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  60435. /**
  60436. * Defines a block that can be used inside a node based material
  60437. */
  60438. export class NodeMaterialBlock {
  60439. private _buildId;
  60440. private _buildTarget;
  60441. private _target;
  60442. private _isFinalMerger;
  60443. private _isInput;
  60444. protected _isUnique: boolean;
  60445. /** @hidden */
  60446. _codeVariableName: string;
  60447. /** @hidden */
  60448. _inputs: NodeMaterialConnectionPoint[];
  60449. /** @hidden */
  60450. _outputs: NodeMaterialConnectionPoint[];
  60451. /** @hidden */
  60452. _preparationId: number;
  60453. /**
  60454. * Gets or sets the name of the block
  60455. */
  60456. name: string;
  60457. /**
  60458. * Gets or sets the unique id of the node
  60459. */
  60460. uniqueId: number;
  60461. /**
  60462. * Gets or sets the comments associated with this block
  60463. */
  60464. comments: string;
  60465. /**
  60466. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  60467. */
  60468. get isUnique(): boolean;
  60469. /**
  60470. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  60471. */
  60472. get isFinalMerger(): boolean;
  60473. /**
  60474. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  60475. */
  60476. get isInput(): boolean;
  60477. /**
  60478. * Gets or sets the build Id
  60479. */
  60480. get buildId(): number;
  60481. set buildId(value: number);
  60482. /**
  60483. * Gets or sets the target of the block
  60484. */
  60485. get target(): NodeMaterialBlockTargets;
  60486. set target(value: NodeMaterialBlockTargets);
  60487. /**
  60488. * Gets the list of input points
  60489. */
  60490. get inputs(): NodeMaterialConnectionPoint[];
  60491. /** Gets the list of output points */
  60492. get outputs(): NodeMaterialConnectionPoint[];
  60493. /**
  60494. * Find an input by its name
  60495. * @param name defines the name of the input to look for
  60496. * @returns the input or null if not found
  60497. */
  60498. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  60499. /**
  60500. * Find an output by its name
  60501. * @param name defines the name of the outputto look for
  60502. * @returns the output or null if not found
  60503. */
  60504. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  60505. /**
  60506. * Creates a new NodeMaterialBlock
  60507. * @param name defines the block name
  60508. * @param target defines the target of that block (Vertex by default)
  60509. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  60510. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  60511. */
  60512. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  60513. /**
  60514. * Initialize the block and prepare the context for build
  60515. * @param state defines the state that will be used for the build
  60516. */
  60517. initialize(state: NodeMaterialBuildState): void;
  60518. /**
  60519. * Bind data to effect. Will only be called for blocks with isBindable === true
  60520. * @param effect defines the effect to bind data to
  60521. * @param nodeMaterial defines the hosting NodeMaterial
  60522. * @param mesh defines the mesh that will be rendered
  60523. */
  60524. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  60525. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  60526. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  60527. protected _writeFloat(value: number): string;
  60528. /**
  60529. * Gets the current class name e.g. "NodeMaterialBlock"
  60530. * @returns the class name
  60531. */
  60532. getClassName(): string;
  60533. /**
  60534. * Register a new input. Must be called inside a block constructor
  60535. * @param name defines the connection point name
  60536. * @param type defines the connection point type
  60537. * @param isOptional defines a boolean indicating that this input can be omitted
  60538. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  60539. * @returns the current block
  60540. */
  60541. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  60542. /**
  60543. * Register a new output. Must be called inside a block constructor
  60544. * @param name defines the connection point name
  60545. * @param type defines the connection point type
  60546. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  60547. * @returns the current block
  60548. */
  60549. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  60550. /**
  60551. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  60552. * @param forOutput defines an optional connection point to check compatibility with
  60553. * @returns the first available input or null
  60554. */
  60555. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  60556. /**
  60557. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  60558. * @param forBlock defines an optional block to check compatibility with
  60559. * @returns the first available input or null
  60560. */
  60561. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  60562. /**
  60563. * Gets the sibling of the given output
  60564. * @param current defines the current output
  60565. * @returns the next output in the list or null
  60566. */
  60567. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  60568. /**
  60569. * Connect current block with another block
  60570. * @param other defines the block to connect with
  60571. * @param options define the various options to help pick the right connections
  60572. * @returns the current block
  60573. */
  60574. connectTo(other: NodeMaterialBlock, options?: {
  60575. input?: string;
  60576. output?: string;
  60577. outputSwizzle?: string;
  60578. }): this | undefined;
  60579. protected _buildBlock(state: NodeMaterialBuildState): void;
  60580. /**
  60581. * Add uniforms, samplers and uniform buffers at compilation time
  60582. * @param state defines the state to update
  60583. * @param nodeMaterial defines the node material requesting the update
  60584. * @param defines defines the material defines to update
  60585. * @param uniformBuffers defines the list of uniform buffer names
  60586. */
  60587. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  60588. /**
  60589. * Add potential fallbacks if shader compilation fails
  60590. * @param mesh defines the mesh to be rendered
  60591. * @param fallbacks defines the current prioritized list of fallbacks
  60592. */
  60593. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  60594. /**
  60595. * Initialize defines for shader compilation
  60596. * @param mesh defines the mesh to be rendered
  60597. * @param nodeMaterial defines the node material requesting the update
  60598. * @param defines defines the material defines to update
  60599. * @param useInstances specifies that instances should be used
  60600. */
  60601. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  60602. /**
  60603. * Update defines for shader compilation
  60604. * @param mesh defines the mesh to be rendered
  60605. * @param nodeMaterial defines the node material requesting the update
  60606. * @param defines defines the material defines to update
  60607. * @param useInstances specifies that instances should be used
  60608. */
  60609. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  60610. /**
  60611. * Lets the block try to connect some inputs automatically
  60612. * @param material defines the hosting NodeMaterial
  60613. */
  60614. autoConfigure(material: NodeMaterial): void;
  60615. /**
  60616. * Function called when a block is declared as repeatable content generator
  60617. * @param vertexShaderState defines the current compilation state for the vertex shader
  60618. * @param fragmentShaderState defines the current compilation state for the fragment shader
  60619. * @param mesh defines the mesh to be rendered
  60620. * @param defines defines the material defines to update
  60621. */
  60622. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  60623. /**
  60624. * Checks if the block is ready
  60625. * @param mesh defines the mesh to be rendered
  60626. * @param nodeMaterial defines the node material requesting the update
  60627. * @param defines defines the material defines to update
  60628. * @param useInstances specifies that instances should be used
  60629. * @returns true if the block is ready
  60630. */
  60631. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  60632. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  60633. private _processBuild;
  60634. /**
  60635. * Compile the current node and generate the shader code
  60636. * @param state defines the current compilation state (uniforms, samplers, current string)
  60637. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  60638. * @returns true if already built
  60639. */
  60640. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  60641. protected _inputRename(name: string): string;
  60642. protected _outputRename(name: string): string;
  60643. protected _dumpPropertiesCode(): string;
  60644. /** @hidden */
  60645. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  60646. /** @hidden */
  60647. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  60648. /**
  60649. * Clone the current block to a new identical block
  60650. * @param scene defines the hosting scene
  60651. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  60652. * @returns a copy of the current block
  60653. */
  60654. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  60655. /**
  60656. * Serializes this block in a JSON representation
  60657. * @returns the serialized block object
  60658. */
  60659. serialize(): any;
  60660. /** @hidden */
  60661. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  60662. /**
  60663. * Release resources
  60664. */
  60665. dispose(): void;
  60666. }
  60667. }
  60668. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  60669. /**
  60670. * Enum defining the type of animations supported by InputBlock
  60671. */
  60672. export enum AnimatedInputBlockTypes {
  60673. /** No animation */
  60674. None = 0,
  60675. /** Time based animation. Will only work for floats */
  60676. Time = 1
  60677. }
  60678. }
  60679. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  60680. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60681. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  60682. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  60683. import { Nullable } from "babylonjs/types";
  60684. import { Effect } from "babylonjs/Materials/effect";
  60685. import { Matrix } from "babylonjs/Maths/math.vector";
  60686. import { Scene } from "babylonjs/scene";
  60687. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60688. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  60689. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60690. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  60691. /**
  60692. * Block used to expose an input value
  60693. */
  60694. export class InputBlock extends NodeMaterialBlock {
  60695. private _mode;
  60696. private _associatedVariableName;
  60697. private _storedValue;
  60698. private _valueCallback;
  60699. private _type;
  60700. private _animationType;
  60701. /** Gets or set a value used to limit the range of float values */
  60702. min: number;
  60703. /** Gets or set a value used to limit the range of float values */
  60704. max: number;
  60705. /** Gets or set a value indicating that this input can only get 0 and 1 values */
  60706. isBoolean: boolean;
  60707. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  60708. matrixMode: number;
  60709. /** @hidden */
  60710. _systemValue: Nullable<NodeMaterialSystemValues>;
  60711. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  60712. visibleInInspector: boolean;
  60713. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  60714. isConstant: boolean;
  60715. /** Gets or sets the group to use to display this block in the Inspector */
  60716. groupInInspector: string;
  60717. /**
  60718. * Gets or sets the connection point type (default is float)
  60719. */
  60720. get type(): NodeMaterialBlockConnectionPointTypes;
  60721. /**
  60722. * Creates a new InputBlock
  60723. * @param name defines the block name
  60724. * @param target defines the target of that block (Vertex by default)
  60725. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  60726. */
  60727. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  60728. /**
  60729. * Gets the output component
  60730. */
  60731. get output(): NodeMaterialConnectionPoint;
  60732. /**
  60733. * Set the source of this connection point to a vertex attribute
  60734. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  60735. * @returns the current connection point
  60736. */
  60737. setAsAttribute(attributeName?: string): InputBlock;
  60738. /**
  60739. * Set the source of this connection point to a system value
  60740. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  60741. * @returns the current connection point
  60742. */
  60743. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  60744. /**
  60745. * Gets or sets the value of that point.
  60746. * Please note that this value will be ignored if valueCallback is defined
  60747. */
  60748. get value(): any;
  60749. set value(value: any);
  60750. /**
  60751. * Gets or sets a callback used to get the value of that point.
  60752. * Please note that setting this value will force the connection point to ignore the value property
  60753. */
  60754. get valueCallback(): () => any;
  60755. set valueCallback(value: () => any);
  60756. /**
  60757. * Gets or sets the associated variable name in the shader
  60758. */
  60759. get associatedVariableName(): string;
  60760. set associatedVariableName(value: string);
  60761. /** Gets or sets the type of animation applied to the input */
  60762. get animationType(): AnimatedInputBlockTypes;
  60763. set animationType(value: AnimatedInputBlockTypes);
  60764. /**
  60765. * Gets a boolean indicating that this connection point not defined yet
  60766. */
  60767. get isUndefined(): boolean;
  60768. /**
  60769. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  60770. * In this case the connection point name must be the name of the uniform to use.
  60771. * Can only be set on inputs
  60772. */
  60773. get isUniform(): boolean;
  60774. set isUniform(value: boolean);
  60775. /**
  60776. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  60777. * In this case the connection point name must be the name of the attribute to use
  60778. * Can only be set on inputs
  60779. */
  60780. get isAttribute(): boolean;
  60781. set isAttribute(value: boolean);
  60782. /**
  60783. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  60784. * Can only be set on exit points
  60785. */
  60786. get isVarying(): boolean;
  60787. set isVarying(value: boolean);
  60788. /**
  60789. * Gets a boolean indicating that the current connection point is a system value
  60790. */
  60791. get isSystemValue(): boolean;
  60792. /**
  60793. * Gets or sets the current well known value or null if not defined as a system value
  60794. */
  60795. get systemValue(): Nullable<NodeMaterialSystemValues>;
  60796. set systemValue(value: Nullable<NodeMaterialSystemValues>);
  60797. /**
  60798. * Gets the current class name
  60799. * @returns the class name
  60800. */
  60801. getClassName(): string;
  60802. /**
  60803. * Animate the input if animationType !== None
  60804. * @param scene defines the rendering scene
  60805. */
  60806. animate(scene: Scene): void;
  60807. private _emitDefine;
  60808. initialize(state: NodeMaterialBuildState): void;
  60809. /**
  60810. * Set the input block to its default value (based on its type)
  60811. */
  60812. setDefaultValue(): void;
  60813. private _emitConstant;
  60814. private _emit;
  60815. /** @hidden */
  60816. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  60817. /** @hidden */
  60818. _transmit(effect: Effect, scene: Scene): void;
  60819. protected _buildBlock(state: NodeMaterialBuildState): void;
  60820. protected _dumpPropertiesCode(): string;
  60821. serialize(): any;
  60822. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  60823. }
  60824. }
  60825. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  60826. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  60827. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  60828. import { Nullable } from "babylonjs/types";
  60829. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  60830. import { Observable } from "babylonjs/Misc/observable";
  60831. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60832. /**
  60833. * Enum used to define the compatibility state between two connection points
  60834. */
  60835. export enum NodeMaterialConnectionPointCompatibilityStates {
  60836. /** Points are compatibles */
  60837. Compatible = 0,
  60838. /** Points are incompatible because of their types */
  60839. TypeIncompatible = 1,
  60840. /** Points are incompatible because of their targets (vertex vs fragment) */
  60841. TargetIncompatible = 2
  60842. }
  60843. /**
  60844. * Defines the direction of a connection point
  60845. */
  60846. export enum NodeMaterialConnectionPointDirection {
  60847. /** Input */
  60848. Input = 0,
  60849. /** Output */
  60850. Output = 1
  60851. }
  60852. /**
  60853. * Defines a connection point for a block
  60854. */
  60855. export class NodeMaterialConnectionPoint {
  60856. /** @hidden */
  60857. _ownerBlock: NodeMaterialBlock;
  60858. /** @hidden */
  60859. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  60860. private _endpoints;
  60861. private _associatedVariableName;
  60862. private _direction;
  60863. /** @hidden */
  60864. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  60865. /** @hidden */
  60866. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  60867. private _type;
  60868. /** @hidden */
  60869. _enforceAssociatedVariableName: boolean;
  60870. /** Gets the direction of the point */
  60871. get direction(): NodeMaterialConnectionPointDirection;
  60872. /**
  60873. * Gets or sets the additional types supported by this connection point
  60874. */
  60875. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  60876. /**
  60877. * Gets or sets the additional types excluded by this connection point
  60878. */
  60879. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  60880. /**
  60881. * Observable triggered when this point is connected
  60882. */
  60883. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  60884. /**
  60885. * Gets or sets the associated variable name in the shader
  60886. */
  60887. get associatedVariableName(): string;
  60888. set associatedVariableName(value: string);
  60889. /**
  60890. * Gets or sets the connection point type (default is float)
  60891. */
  60892. get type(): NodeMaterialBlockConnectionPointTypes;
  60893. set type(value: NodeMaterialBlockConnectionPointTypes);
  60894. /**
  60895. * Gets or sets the connection point name
  60896. */
  60897. name: string;
  60898. /**
  60899. * Gets or sets a boolean indicating that this connection point can be omitted
  60900. */
  60901. isOptional: boolean;
  60902. /**
  60903. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  60904. */
  60905. define: string;
  60906. /** @hidden */
  60907. _prioritizeVertex: boolean;
  60908. private _target;
  60909. /** Gets or sets the target of that connection point */
  60910. get target(): NodeMaterialBlockTargets;
  60911. set target(value: NodeMaterialBlockTargets);
  60912. /**
  60913. * Gets a boolean indicating that the current point is connected
  60914. */
  60915. get isConnected(): boolean;
  60916. /**
  60917. * Gets a boolean indicating that the current point is connected to an input block
  60918. */
  60919. get isConnectedToInputBlock(): boolean;
  60920. /**
  60921. * Gets a the connected input block (if any)
  60922. */
  60923. get connectInputBlock(): Nullable<InputBlock>;
  60924. /** Get the other side of the connection (if any) */
  60925. get connectedPoint(): Nullable<NodeMaterialConnectionPoint>;
  60926. /** Get the block that owns this connection point */
  60927. get ownerBlock(): NodeMaterialBlock;
  60928. /** Get the block connected on the other side of this connection (if any) */
  60929. get sourceBlock(): Nullable<NodeMaterialBlock>;
  60930. /** Get the block connected on the endpoints of this connection (if any) */
  60931. get connectedBlocks(): Array<NodeMaterialBlock>;
  60932. /** Gets the list of connected endpoints */
  60933. get endpoints(): NodeMaterialConnectionPoint[];
  60934. /** Gets a boolean indicating if that output point is connected to at least one input */
  60935. get hasEndpoints(): boolean;
  60936. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  60937. get isConnectedInVertexShader(): boolean;
  60938. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  60939. get isConnectedInFragmentShader(): boolean;
  60940. /**
  60941. * Creates a new connection point
  60942. * @param name defines the connection point name
  60943. * @param ownerBlock defines the block hosting this connection point
  60944. * @param direction defines the direction of the connection point
  60945. */
  60946. constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection);
  60947. /**
  60948. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  60949. * @returns the class name
  60950. */
  60951. getClassName(): string;
  60952. /**
  60953. * Gets a boolean indicating if the current point can be connected to another point
  60954. * @param connectionPoint defines the other connection point
  60955. * @returns a boolean
  60956. */
  60957. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  60958. /**
  60959. * Gets a number indicating if the current point can be connected to another point
  60960. * @param connectionPoint defines the other connection point
  60961. * @returns a number defining the compatibility state
  60962. */
  60963. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  60964. /**
  60965. * Connect this point to another connection point
  60966. * @param connectionPoint defines the other connection point
  60967. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  60968. * @returns the current connection point
  60969. */
  60970. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  60971. /**
  60972. * Disconnect this point from one of his endpoint
  60973. * @param endpoint defines the other connection point
  60974. * @returns the current connection point
  60975. */
  60976. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  60977. /**
  60978. * Serializes this point in a JSON representation
  60979. * @returns the serialized point object
  60980. */
  60981. serialize(): any;
  60982. /**
  60983. * Release resources
  60984. */
  60985. dispose(): void;
  60986. }
  60987. }
  60988. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  60989. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  60990. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  60991. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60992. import { Mesh } from "babylonjs/Meshes/mesh";
  60993. import { Effect } from "babylonjs/Materials/effect";
  60994. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  60995. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  60996. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  60997. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  60998. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  60999. /**
  61000. * Block used to add support for vertex skinning (bones)
  61001. */
  61002. export class BonesBlock extends NodeMaterialBlock {
  61003. /**
  61004. * Creates a new BonesBlock
  61005. * @param name defines the block name
  61006. */
  61007. constructor(name: string);
  61008. /**
  61009. * Initialize the block and prepare the context for build
  61010. * @param state defines the state that will be used for the build
  61011. */
  61012. initialize(state: NodeMaterialBuildState): void;
  61013. /**
  61014. * Gets the current class name
  61015. * @returns the class name
  61016. */
  61017. getClassName(): string;
  61018. /**
  61019. * Gets the matrix indices input component
  61020. */
  61021. get matricesIndices(): NodeMaterialConnectionPoint;
  61022. /**
  61023. * Gets the matrix weights input component
  61024. */
  61025. get matricesWeights(): NodeMaterialConnectionPoint;
  61026. /**
  61027. * Gets the extra matrix indices input component
  61028. */
  61029. get matricesIndicesExtra(): NodeMaterialConnectionPoint;
  61030. /**
  61031. * Gets the extra matrix weights input component
  61032. */
  61033. get matricesWeightsExtra(): NodeMaterialConnectionPoint;
  61034. /**
  61035. * Gets the world input component
  61036. */
  61037. get world(): NodeMaterialConnectionPoint;
  61038. /**
  61039. * Gets the output component
  61040. */
  61041. get output(): NodeMaterialConnectionPoint;
  61042. autoConfigure(material: NodeMaterial): void;
  61043. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  61044. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61045. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61046. protected _buildBlock(state: NodeMaterialBuildState): this;
  61047. }
  61048. }
  61049. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  61050. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61051. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61052. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61053. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61054. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61055. /**
  61056. * Block used to add support for instances
  61057. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  61058. */
  61059. export class InstancesBlock extends NodeMaterialBlock {
  61060. /**
  61061. * Creates a new InstancesBlock
  61062. * @param name defines the block name
  61063. */
  61064. constructor(name: string);
  61065. /**
  61066. * Gets the current class name
  61067. * @returns the class name
  61068. */
  61069. getClassName(): string;
  61070. /**
  61071. * Gets the first world row input component
  61072. */
  61073. get world0(): NodeMaterialConnectionPoint;
  61074. /**
  61075. * Gets the second world row input component
  61076. */
  61077. get world1(): NodeMaterialConnectionPoint;
  61078. /**
  61079. * Gets the third world row input component
  61080. */
  61081. get world2(): NodeMaterialConnectionPoint;
  61082. /**
  61083. * Gets the forth world row input component
  61084. */
  61085. get world3(): NodeMaterialConnectionPoint;
  61086. /**
  61087. * Gets the world input component
  61088. */
  61089. get world(): NodeMaterialConnectionPoint;
  61090. /**
  61091. * Gets the output component
  61092. */
  61093. get output(): NodeMaterialConnectionPoint;
  61094. autoConfigure(material: NodeMaterial): void;
  61095. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  61096. protected _buildBlock(state: NodeMaterialBuildState): this;
  61097. }
  61098. }
  61099. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  61100. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61101. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61102. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61103. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61104. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61105. import { Effect } from "babylonjs/Materials/effect";
  61106. import { Mesh } from "babylonjs/Meshes/mesh";
  61107. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  61108. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  61109. /**
  61110. * Block used to add morph targets support to vertex shader
  61111. */
  61112. export class MorphTargetsBlock extends NodeMaterialBlock {
  61113. private _repeatableContentAnchor;
  61114. private _repeatebleContentGenerated;
  61115. /**
  61116. * Create a new MorphTargetsBlock
  61117. * @param name defines the block name
  61118. */
  61119. constructor(name: string);
  61120. /**
  61121. * Gets the current class name
  61122. * @returns the class name
  61123. */
  61124. getClassName(): string;
  61125. /**
  61126. * Gets the position input component
  61127. */
  61128. get position(): NodeMaterialConnectionPoint;
  61129. /**
  61130. * Gets the normal input component
  61131. */
  61132. get normal(): NodeMaterialConnectionPoint;
  61133. /**
  61134. * Gets the tangent input component
  61135. */
  61136. get tangent(): NodeMaterialConnectionPoint;
  61137. /**
  61138. * Gets the tangent input component
  61139. */
  61140. get uv(): NodeMaterialConnectionPoint;
  61141. /**
  61142. * Gets the position output component
  61143. */
  61144. get positionOutput(): NodeMaterialConnectionPoint;
  61145. /**
  61146. * Gets the normal output component
  61147. */
  61148. get normalOutput(): NodeMaterialConnectionPoint;
  61149. /**
  61150. * Gets the tangent output component
  61151. */
  61152. get tangentOutput(): NodeMaterialConnectionPoint;
  61153. /**
  61154. * Gets the tangent output component
  61155. */
  61156. get uvOutput(): NodeMaterialConnectionPoint;
  61157. initialize(state: NodeMaterialBuildState): void;
  61158. autoConfigure(material: NodeMaterial): void;
  61159. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61160. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61161. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  61162. protected _buildBlock(state: NodeMaterialBuildState): this;
  61163. }
  61164. }
  61165. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  61166. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61167. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61168. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61169. import { Nullable } from "babylonjs/types";
  61170. import { Scene } from "babylonjs/scene";
  61171. import { Effect } from "babylonjs/Materials/effect";
  61172. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61173. import { Mesh } from "babylonjs/Meshes/mesh";
  61174. import { Light } from "babylonjs/Lights/light";
  61175. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61176. /**
  61177. * Block used to get data information from a light
  61178. */
  61179. export class LightInformationBlock extends NodeMaterialBlock {
  61180. private _lightDataUniformName;
  61181. private _lightColorUniformName;
  61182. private _lightTypeDefineName;
  61183. /**
  61184. * Gets or sets the light associated with this block
  61185. */
  61186. light: Nullable<Light>;
  61187. /**
  61188. * Creates a new LightInformationBlock
  61189. * @param name defines the block name
  61190. */
  61191. constructor(name: string);
  61192. /**
  61193. * Gets the current class name
  61194. * @returns the class name
  61195. */
  61196. getClassName(): string;
  61197. /**
  61198. * Gets the world position input component
  61199. */
  61200. get worldPosition(): NodeMaterialConnectionPoint;
  61201. /**
  61202. * Gets the direction output component
  61203. */
  61204. get direction(): NodeMaterialConnectionPoint;
  61205. /**
  61206. * Gets the direction output component
  61207. */
  61208. get color(): NodeMaterialConnectionPoint;
  61209. /**
  61210. * Gets the direction output component
  61211. */
  61212. get intensity(): NodeMaterialConnectionPoint;
  61213. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61214. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61215. protected _buildBlock(state: NodeMaterialBuildState): this;
  61216. serialize(): any;
  61217. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61218. }
  61219. }
  61220. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  61221. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  61222. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  61223. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  61224. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  61225. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  61226. }
  61227. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  61228. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61229. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61230. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61231. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61232. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61233. import { Effect } from "babylonjs/Materials/effect";
  61234. import { Mesh } from "babylonjs/Meshes/mesh";
  61235. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61236. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61237. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61238. /**
  61239. * Block used to add image processing support to fragment shader
  61240. */
  61241. export class ImageProcessingBlock extends NodeMaterialBlock {
  61242. /**
  61243. * Create a new ImageProcessingBlock
  61244. * @param name defines the block name
  61245. */
  61246. constructor(name: string);
  61247. /**
  61248. * Gets the current class name
  61249. * @returns the class name
  61250. */
  61251. getClassName(): string;
  61252. /**
  61253. * Gets the color input component
  61254. */
  61255. get color(): NodeMaterialConnectionPoint;
  61256. /**
  61257. * Gets the output component
  61258. */
  61259. get output(): NodeMaterialConnectionPoint;
  61260. /**
  61261. * Initialize the block and prepare the context for build
  61262. * @param state defines the state that will be used for the build
  61263. */
  61264. initialize(state: NodeMaterialBuildState): void;
  61265. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  61266. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61267. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61268. protected _buildBlock(state: NodeMaterialBuildState): this;
  61269. }
  61270. }
  61271. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  61272. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61273. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61274. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61275. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61276. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61277. import { Effect } from "babylonjs/Materials/effect";
  61278. import { Mesh } from "babylonjs/Meshes/mesh";
  61279. import { Scene } from "babylonjs/scene";
  61280. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  61281. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  61282. /**
  61283. * Block used to pertub normals based on a normal map
  61284. */
  61285. export class PerturbNormalBlock extends NodeMaterialBlock {
  61286. private _tangentSpaceParameterName;
  61287. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  61288. invertX: boolean;
  61289. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  61290. invertY: boolean;
  61291. /**
  61292. * Create a new PerturbNormalBlock
  61293. * @param name defines the block name
  61294. */
  61295. constructor(name: string);
  61296. /**
  61297. * Gets the current class name
  61298. * @returns the class name
  61299. */
  61300. getClassName(): string;
  61301. /**
  61302. * Gets the world position input component
  61303. */
  61304. get worldPosition(): NodeMaterialConnectionPoint;
  61305. /**
  61306. * Gets the world normal input component
  61307. */
  61308. get worldNormal(): NodeMaterialConnectionPoint;
  61309. /**
  61310. * Gets the uv input component
  61311. */
  61312. get uv(): NodeMaterialConnectionPoint;
  61313. /**
  61314. * Gets the normal map color input component
  61315. */
  61316. get normalMapColor(): NodeMaterialConnectionPoint;
  61317. /**
  61318. * Gets the strength input component
  61319. */
  61320. get strength(): NodeMaterialConnectionPoint;
  61321. /**
  61322. * Gets the output component
  61323. */
  61324. get output(): NodeMaterialConnectionPoint;
  61325. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61326. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61327. autoConfigure(material: NodeMaterial): void;
  61328. protected _buildBlock(state: NodeMaterialBuildState): this;
  61329. protected _dumpPropertiesCode(): string;
  61330. serialize(): any;
  61331. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61332. }
  61333. }
  61334. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  61335. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61336. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61337. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61338. /**
  61339. * Block used to discard a pixel if a value is smaller than a cutoff
  61340. */
  61341. export class DiscardBlock extends NodeMaterialBlock {
  61342. /**
  61343. * Create a new DiscardBlock
  61344. * @param name defines the block name
  61345. */
  61346. constructor(name: string);
  61347. /**
  61348. * Gets the current class name
  61349. * @returns the class name
  61350. */
  61351. getClassName(): string;
  61352. /**
  61353. * Gets the color input component
  61354. */
  61355. get value(): NodeMaterialConnectionPoint;
  61356. /**
  61357. * Gets the cutoff input component
  61358. */
  61359. get cutoff(): NodeMaterialConnectionPoint;
  61360. protected _buildBlock(state: NodeMaterialBuildState): this;
  61361. }
  61362. }
  61363. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  61364. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61365. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61366. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61367. /**
  61368. * Block used to test if the fragment shader is front facing
  61369. */
  61370. export class FrontFacingBlock extends NodeMaterialBlock {
  61371. /**
  61372. * Creates a new FrontFacingBlock
  61373. * @param name defines the block name
  61374. */
  61375. constructor(name: string);
  61376. /**
  61377. * Gets the current class name
  61378. * @returns the class name
  61379. */
  61380. getClassName(): string;
  61381. /**
  61382. * Gets the output component
  61383. */
  61384. get output(): NodeMaterialConnectionPoint;
  61385. protected _buildBlock(state: NodeMaterialBuildState): this;
  61386. }
  61387. }
  61388. declare module "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock" {
  61389. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61390. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61391. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61392. /**
  61393. * Block used to get the derivative value on x and y of a given input
  61394. */
  61395. export class DerivativeBlock extends NodeMaterialBlock {
  61396. /**
  61397. * Create a new DerivativeBlock
  61398. * @param name defines the block name
  61399. */
  61400. constructor(name: string);
  61401. /**
  61402. * Gets the current class name
  61403. * @returns the class name
  61404. */
  61405. getClassName(): string;
  61406. /**
  61407. * Gets the input component
  61408. */
  61409. get input(): NodeMaterialConnectionPoint;
  61410. /**
  61411. * Gets the derivative output on x
  61412. */
  61413. get dx(): NodeMaterialConnectionPoint;
  61414. /**
  61415. * Gets the derivative output on y
  61416. */
  61417. get dy(): NodeMaterialConnectionPoint;
  61418. protected _buildBlock(state: NodeMaterialBuildState): this;
  61419. }
  61420. }
  61421. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  61422. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  61423. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  61424. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  61425. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  61426. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  61427. export * from "babylonjs/Materials/Node/Blocks/Fragment/derivativeBlock";
  61428. }
  61429. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  61430. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61431. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61432. import { Mesh } from "babylonjs/Meshes/mesh";
  61433. import { Effect } from "babylonjs/Materials/effect";
  61434. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61435. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61436. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61437. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  61438. /**
  61439. * Block used to add support for scene fog
  61440. */
  61441. export class FogBlock extends NodeMaterialBlock {
  61442. private _fogDistanceName;
  61443. private _fogParameters;
  61444. /**
  61445. * Create a new FogBlock
  61446. * @param name defines the block name
  61447. */
  61448. constructor(name: string);
  61449. /**
  61450. * Gets the current class name
  61451. * @returns the class name
  61452. */
  61453. getClassName(): string;
  61454. /**
  61455. * Gets the world position input component
  61456. */
  61457. get worldPosition(): NodeMaterialConnectionPoint;
  61458. /**
  61459. * Gets the view input component
  61460. */
  61461. get view(): NodeMaterialConnectionPoint;
  61462. /**
  61463. * Gets the color input component
  61464. */
  61465. get input(): NodeMaterialConnectionPoint;
  61466. /**
  61467. * Gets the fog color input component
  61468. */
  61469. get fogColor(): NodeMaterialConnectionPoint;
  61470. /**
  61471. * Gets the output component
  61472. */
  61473. get output(): NodeMaterialConnectionPoint;
  61474. autoConfigure(material: NodeMaterial): void;
  61475. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61476. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61477. protected _buildBlock(state: NodeMaterialBuildState): this;
  61478. }
  61479. }
  61480. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  61481. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61482. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61483. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61484. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61485. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  61486. import { Effect } from "babylonjs/Materials/effect";
  61487. import { Mesh } from "babylonjs/Meshes/mesh";
  61488. import { Light } from "babylonjs/Lights/light";
  61489. import { Nullable } from "babylonjs/types";
  61490. import { Scene } from "babylonjs/scene";
  61491. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  61492. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  61493. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  61494. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61495. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  61496. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  61497. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  61498. /**
  61499. * Block used to add light in the fragment shader
  61500. */
  61501. export class LightBlock extends NodeMaterialBlock {
  61502. private _lightId;
  61503. /**
  61504. * Gets or sets the light associated with this block
  61505. */
  61506. light: Nullable<Light>;
  61507. /**
  61508. * Create a new LightBlock
  61509. * @param name defines the block name
  61510. */
  61511. constructor(name: string);
  61512. /**
  61513. * Gets the current class name
  61514. * @returns the class name
  61515. */
  61516. getClassName(): string;
  61517. /**
  61518. * Gets the world position input component
  61519. */
  61520. get worldPosition(): NodeMaterialConnectionPoint;
  61521. /**
  61522. * Gets the world normal input component
  61523. */
  61524. get worldNormal(): NodeMaterialConnectionPoint;
  61525. /**
  61526. * Gets the camera (or eye) position component
  61527. */
  61528. get cameraPosition(): NodeMaterialConnectionPoint;
  61529. /**
  61530. * Gets the glossiness component
  61531. */
  61532. get glossiness(): NodeMaterialConnectionPoint;
  61533. /**
  61534. * Gets the glossinness power component
  61535. */
  61536. get glossPower(): NodeMaterialConnectionPoint;
  61537. /**
  61538. * Gets the diffuse color component
  61539. */
  61540. get diffuseColor(): NodeMaterialConnectionPoint;
  61541. /**
  61542. * Gets the specular color component
  61543. */
  61544. get specularColor(): NodeMaterialConnectionPoint;
  61545. /**
  61546. * Gets the diffuse output component
  61547. */
  61548. get diffuseOutput(): NodeMaterialConnectionPoint;
  61549. /**
  61550. * Gets the specular output component
  61551. */
  61552. get specularOutput(): NodeMaterialConnectionPoint;
  61553. /**
  61554. * Gets the shadow output component
  61555. */
  61556. get shadow(): NodeMaterialConnectionPoint;
  61557. autoConfigure(material: NodeMaterial): void;
  61558. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  61559. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  61560. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  61561. private _injectVertexCode;
  61562. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  61563. serialize(): any;
  61564. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61565. }
  61566. }
  61567. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  61568. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  61569. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  61570. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  61571. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  61572. }
  61573. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  61574. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  61575. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  61576. }
  61577. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  61578. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61579. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61580. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61581. /**
  61582. * Block used to multiply 2 values
  61583. */
  61584. export class MultiplyBlock extends NodeMaterialBlock {
  61585. /**
  61586. * Creates a new MultiplyBlock
  61587. * @param name defines the block name
  61588. */
  61589. constructor(name: string);
  61590. /**
  61591. * Gets the current class name
  61592. * @returns the class name
  61593. */
  61594. getClassName(): string;
  61595. /**
  61596. * Gets the left operand input component
  61597. */
  61598. get left(): NodeMaterialConnectionPoint;
  61599. /**
  61600. * Gets the right operand input component
  61601. */
  61602. get right(): NodeMaterialConnectionPoint;
  61603. /**
  61604. * Gets the output component
  61605. */
  61606. get output(): NodeMaterialConnectionPoint;
  61607. protected _buildBlock(state: NodeMaterialBuildState): this;
  61608. }
  61609. }
  61610. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  61611. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61612. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61613. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61614. /**
  61615. * Block used to add 2 vectors
  61616. */
  61617. export class AddBlock extends NodeMaterialBlock {
  61618. /**
  61619. * Creates a new AddBlock
  61620. * @param name defines the block name
  61621. */
  61622. constructor(name: string);
  61623. /**
  61624. * Gets the current class name
  61625. * @returns the class name
  61626. */
  61627. getClassName(): string;
  61628. /**
  61629. * Gets the left operand input component
  61630. */
  61631. get left(): NodeMaterialConnectionPoint;
  61632. /**
  61633. * Gets the right operand input component
  61634. */
  61635. get right(): NodeMaterialConnectionPoint;
  61636. /**
  61637. * Gets the output component
  61638. */
  61639. get output(): NodeMaterialConnectionPoint;
  61640. protected _buildBlock(state: NodeMaterialBuildState): this;
  61641. }
  61642. }
  61643. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  61644. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61645. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61646. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61647. /**
  61648. * Block used to scale a vector by a float
  61649. */
  61650. export class ScaleBlock extends NodeMaterialBlock {
  61651. /**
  61652. * Creates a new ScaleBlock
  61653. * @param name defines the block name
  61654. */
  61655. constructor(name: string);
  61656. /**
  61657. * Gets the current class name
  61658. * @returns the class name
  61659. */
  61660. getClassName(): string;
  61661. /**
  61662. * Gets the input component
  61663. */
  61664. get input(): NodeMaterialConnectionPoint;
  61665. /**
  61666. * Gets the factor input component
  61667. */
  61668. get factor(): NodeMaterialConnectionPoint;
  61669. /**
  61670. * Gets the output component
  61671. */
  61672. get output(): NodeMaterialConnectionPoint;
  61673. protected _buildBlock(state: NodeMaterialBuildState): this;
  61674. }
  61675. }
  61676. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  61677. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61678. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61679. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61680. import { Scene } from "babylonjs/scene";
  61681. /**
  61682. * Block used to clamp a float
  61683. */
  61684. export class ClampBlock extends NodeMaterialBlock {
  61685. /** Gets or sets the minimum range */
  61686. minimum: number;
  61687. /** Gets or sets the maximum range */
  61688. maximum: number;
  61689. /**
  61690. * Creates a new ClampBlock
  61691. * @param name defines the block name
  61692. */
  61693. constructor(name: string);
  61694. /**
  61695. * Gets the current class name
  61696. * @returns the class name
  61697. */
  61698. getClassName(): string;
  61699. /**
  61700. * Gets the value input component
  61701. */
  61702. get value(): NodeMaterialConnectionPoint;
  61703. /**
  61704. * Gets the output component
  61705. */
  61706. get output(): NodeMaterialConnectionPoint;
  61707. protected _buildBlock(state: NodeMaterialBuildState): this;
  61708. protected _dumpPropertiesCode(): string;
  61709. serialize(): any;
  61710. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61711. }
  61712. }
  61713. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  61714. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61715. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61716. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61717. /**
  61718. * Block used to apply a cross product between 2 vectors
  61719. */
  61720. export class CrossBlock extends NodeMaterialBlock {
  61721. /**
  61722. * Creates a new CrossBlock
  61723. * @param name defines the block name
  61724. */
  61725. constructor(name: string);
  61726. /**
  61727. * Gets the current class name
  61728. * @returns the class name
  61729. */
  61730. getClassName(): string;
  61731. /**
  61732. * Gets the left operand input component
  61733. */
  61734. get left(): NodeMaterialConnectionPoint;
  61735. /**
  61736. * Gets the right operand input component
  61737. */
  61738. get right(): NodeMaterialConnectionPoint;
  61739. /**
  61740. * Gets the output component
  61741. */
  61742. get output(): NodeMaterialConnectionPoint;
  61743. protected _buildBlock(state: NodeMaterialBuildState): this;
  61744. }
  61745. }
  61746. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  61747. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61748. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61749. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61750. /**
  61751. * Block used to apply a dot product between 2 vectors
  61752. */
  61753. export class DotBlock extends NodeMaterialBlock {
  61754. /**
  61755. * Creates a new DotBlock
  61756. * @param name defines the block name
  61757. */
  61758. constructor(name: string);
  61759. /**
  61760. * Gets the current class name
  61761. * @returns the class name
  61762. */
  61763. getClassName(): string;
  61764. /**
  61765. * Gets the left operand input component
  61766. */
  61767. get left(): NodeMaterialConnectionPoint;
  61768. /**
  61769. * Gets the right operand input component
  61770. */
  61771. get right(): NodeMaterialConnectionPoint;
  61772. /**
  61773. * Gets the output component
  61774. */
  61775. get output(): NodeMaterialConnectionPoint;
  61776. protected _buildBlock(state: NodeMaterialBuildState): this;
  61777. }
  61778. }
  61779. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  61780. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61781. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61782. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61783. import { Vector2 } from "babylonjs/Maths/math.vector";
  61784. import { Scene } from "babylonjs/scene";
  61785. /**
  61786. * Block used to remap a float from a range to a new one
  61787. */
  61788. export class RemapBlock extends NodeMaterialBlock {
  61789. /**
  61790. * Gets or sets the source range
  61791. */
  61792. sourceRange: Vector2;
  61793. /**
  61794. * Gets or sets the target range
  61795. */
  61796. targetRange: Vector2;
  61797. /**
  61798. * Creates a new RemapBlock
  61799. * @param name defines the block name
  61800. */
  61801. constructor(name: string);
  61802. /**
  61803. * Gets the current class name
  61804. * @returns the class name
  61805. */
  61806. getClassName(): string;
  61807. /**
  61808. * Gets the input component
  61809. */
  61810. get input(): NodeMaterialConnectionPoint;
  61811. /**
  61812. * Gets the source min input component
  61813. */
  61814. get sourceMin(): NodeMaterialConnectionPoint;
  61815. /**
  61816. * Gets the source max input component
  61817. */
  61818. get sourceMax(): NodeMaterialConnectionPoint;
  61819. /**
  61820. * Gets the target min input component
  61821. */
  61822. get targetMin(): NodeMaterialConnectionPoint;
  61823. /**
  61824. * Gets the target max input component
  61825. */
  61826. get targetMax(): NodeMaterialConnectionPoint;
  61827. /**
  61828. * Gets the output component
  61829. */
  61830. get output(): NodeMaterialConnectionPoint;
  61831. protected _buildBlock(state: NodeMaterialBuildState): this;
  61832. protected _dumpPropertiesCode(): string;
  61833. serialize(): any;
  61834. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61835. }
  61836. }
  61837. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  61838. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61839. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61840. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61841. /**
  61842. * Block used to normalize a vector
  61843. */
  61844. export class NormalizeBlock extends NodeMaterialBlock {
  61845. /**
  61846. * Creates a new NormalizeBlock
  61847. * @param name defines the block name
  61848. */
  61849. constructor(name: string);
  61850. /**
  61851. * Gets the current class name
  61852. * @returns the class name
  61853. */
  61854. getClassName(): string;
  61855. /**
  61856. * Gets the input component
  61857. */
  61858. get input(): NodeMaterialConnectionPoint;
  61859. /**
  61860. * Gets the output component
  61861. */
  61862. get output(): NodeMaterialConnectionPoint;
  61863. protected _buildBlock(state: NodeMaterialBuildState): this;
  61864. }
  61865. }
  61866. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  61867. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61868. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61869. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61870. import { Scene } from "babylonjs/scene";
  61871. /**
  61872. * Operations supported by the Trigonometry block
  61873. */
  61874. export enum TrigonometryBlockOperations {
  61875. /** Cos */
  61876. Cos = 0,
  61877. /** Sin */
  61878. Sin = 1,
  61879. /** Abs */
  61880. Abs = 2,
  61881. /** Exp */
  61882. Exp = 3,
  61883. /** Exp2 */
  61884. Exp2 = 4,
  61885. /** Round */
  61886. Round = 5,
  61887. /** Floor */
  61888. Floor = 6,
  61889. /** Ceiling */
  61890. Ceiling = 7,
  61891. /** Square root */
  61892. Sqrt = 8,
  61893. /** Log */
  61894. Log = 9,
  61895. /** Tangent */
  61896. Tan = 10,
  61897. /** Arc tangent */
  61898. ArcTan = 11,
  61899. /** Arc cosinus */
  61900. ArcCos = 12,
  61901. /** Arc sinus */
  61902. ArcSin = 13,
  61903. /** Fraction */
  61904. Fract = 14,
  61905. /** Sign */
  61906. Sign = 15,
  61907. /** To radians (from degrees) */
  61908. Radians = 16,
  61909. /** To degrees (from radians) */
  61910. Degrees = 17
  61911. }
  61912. /**
  61913. * Block used to apply trigonometry operation to floats
  61914. */
  61915. export class TrigonometryBlock extends NodeMaterialBlock {
  61916. /**
  61917. * Gets or sets the operation applied by the block
  61918. */
  61919. operation: TrigonometryBlockOperations;
  61920. /**
  61921. * Creates a new TrigonometryBlock
  61922. * @param name defines the block name
  61923. */
  61924. constructor(name: string);
  61925. /**
  61926. * Gets the current class name
  61927. * @returns the class name
  61928. */
  61929. getClassName(): string;
  61930. /**
  61931. * Gets the input component
  61932. */
  61933. get input(): NodeMaterialConnectionPoint;
  61934. /**
  61935. * Gets the output component
  61936. */
  61937. get output(): NodeMaterialConnectionPoint;
  61938. protected _buildBlock(state: NodeMaterialBuildState): this;
  61939. serialize(): any;
  61940. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  61941. protected _dumpPropertiesCode(): string;
  61942. }
  61943. }
  61944. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  61945. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  61946. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  61947. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  61948. /**
  61949. * Block used to create a Color3/4 out of individual inputs (one for each component)
  61950. */
  61951. export class ColorMergerBlock extends NodeMaterialBlock {
  61952. /**
  61953. * Create a new ColorMergerBlock
  61954. * @param name defines the block name
  61955. */
  61956. constructor(name: string);
  61957. /**
  61958. * Gets the current class name
  61959. * @returns the class name
  61960. */
  61961. getClassName(): string;
  61962. /**
  61963. * Gets the rgb component (input)
  61964. */
  61965. get rgbIn(): NodeMaterialConnectionPoint;
  61966. /**
  61967. * Gets the r component (input)
  61968. */
  61969. get r(): NodeMaterialConnectionPoint;
  61970. /**
  61971. * Gets the g component (input)
  61972. */
  61973. get g(): NodeMaterialConnectionPoint;
  61974. /**
  61975. * Gets the b component (input)
  61976. */
  61977. get b(): NodeMaterialConnectionPoint;
  61978. /**
  61979. * Gets the a component (input)
  61980. */
  61981. get a(): NodeMaterialConnectionPoint;
  61982. /**
  61983. * Gets the rgba component (output)
  61984. */
  61985. get rgba(): NodeMaterialConnectionPoint;
  61986. /**
  61987. * Gets the rgb component (output)
  61988. */
  61989. get rgbOut(): NodeMaterialConnectionPoint;
  61990. /**
  61991. * Gets the rgb component (output)
  61992. * @deprecated Please use rgbOut instead.
  61993. */
  61994. get rgb(): NodeMaterialConnectionPoint;
  61995. protected _buildBlock(state: NodeMaterialBuildState): this;
  61996. }
  61997. }
  61998. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  61999. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62000. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62001. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62002. /**
  62003. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  62004. */
  62005. export class VectorMergerBlock extends NodeMaterialBlock {
  62006. /**
  62007. * Create a new VectorMergerBlock
  62008. * @param name defines the block name
  62009. */
  62010. constructor(name: string);
  62011. /**
  62012. * Gets the current class name
  62013. * @returns the class name
  62014. */
  62015. getClassName(): string;
  62016. /**
  62017. * Gets the xyz component (input)
  62018. */
  62019. get xyzIn(): NodeMaterialConnectionPoint;
  62020. /**
  62021. * Gets the xy component (input)
  62022. */
  62023. get xyIn(): NodeMaterialConnectionPoint;
  62024. /**
  62025. * Gets the x component (input)
  62026. */
  62027. get x(): NodeMaterialConnectionPoint;
  62028. /**
  62029. * Gets the y component (input)
  62030. */
  62031. get y(): NodeMaterialConnectionPoint;
  62032. /**
  62033. * Gets the z component (input)
  62034. */
  62035. get z(): NodeMaterialConnectionPoint;
  62036. /**
  62037. * Gets the w component (input)
  62038. */
  62039. get w(): NodeMaterialConnectionPoint;
  62040. /**
  62041. * Gets the xyzw component (output)
  62042. */
  62043. get xyzw(): NodeMaterialConnectionPoint;
  62044. /**
  62045. * Gets the xyz component (output)
  62046. */
  62047. get xyzOut(): NodeMaterialConnectionPoint;
  62048. /**
  62049. * Gets the xy component (output)
  62050. */
  62051. get xyOut(): NodeMaterialConnectionPoint;
  62052. /**
  62053. * Gets the xy component (output)
  62054. * @deprecated Please use xyOut instead.
  62055. */
  62056. get xy(): NodeMaterialConnectionPoint;
  62057. /**
  62058. * Gets the xyz component (output)
  62059. * @deprecated Please use xyzOut instead.
  62060. */
  62061. get xyz(): NodeMaterialConnectionPoint;
  62062. protected _buildBlock(state: NodeMaterialBuildState): this;
  62063. }
  62064. }
  62065. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  62066. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62067. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62068. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62069. /**
  62070. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  62071. */
  62072. export class ColorSplitterBlock extends NodeMaterialBlock {
  62073. /**
  62074. * Create a new ColorSplitterBlock
  62075. * @param name defines the block name
  62076. */
  62077. constructor(name: string);
  62078. /**
  62079. * Gets the current class name
  62080. * @returns the class name
  62081. */
  62082. getClassName(): string;
  62083. /**
  62084. * Gets the rgba component (input)
  62085. */
  62086. get rgba(): NodeMaterialConnectionPoint;
  62087. /**
  62088. * Gets the rgb component (input)
  62089. */
  62090. get rgbIn(): NodeMaterialConnectionPoint;
  62091. /**
  62092. * Gets the rgb component (output)
  62093. */
  62094. get rgbOut(): NodeMaterialConnectionPoint;
  62095. /**
  62096. * Gets the r component (output)
  62097. */
  62098. get r(): NodeMaterialConnectionPoint;
  62099. /**
  62100. * Gets the g component (output)
  62101. */
  62102. get g(): NodeMaterialConnectionPoint;
  62103. /**
  62104. * Gets the b component (output)
  62105. */
  62106. get b(): NodeMaterialConnectionPoint;
  62107. /**
  62108. * Gets the a component (output)
  62109. */
  62110. get a(): NodeMaterialConnectionPoint;
  62111. protected _inputRename(name: string): string;
  62112. protected _outputRename(name: string): string;
  62113. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  62114. }
  62115. }
  62116. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  62117. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62118. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62119. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62120. /**
  62121. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  62122. */
  62123. export class VectorSplitterBlock extends NodeMaterialBlock {
  62124. /**
  62125. * Create a new VectorSplitterBlock
  62126. * @param name defines the block name
  62127. */
  62128. constructor(name: string);
  62129. /**
  62130. * Gets the current class name
  62131. * @returns the class name
  62132. */
  62133. getClassName(): string;
  62134. /**
  62135. * Gets the xyzw component (input)
  62136. */
  62137. get xyzw(): NodeMaterialConnectionPoint;
  62138. /**
  62139. * Gets the xyz component (input)
  62140. */
  62141. get xyzIn(): NodeMaterialConnectionPoint;
  62142. /**
  62143. * Gets the xy component (input)
  62144. */
  62145. get xyIn(): NodeMaterialConnectionPoint;
  62146. /**
  62147. * Gets the xyz component (output)
  62148. */
  62149. get xyzOut(): NodeMaterialConnectionPoint;
  62150. /**
  62151. * Gets the xy component (output)
  62152. */
  62153. get xyOut(): NodeMaterialConnectionPoint;
  62154. /**
  62155. * Gets the x component (output)
  62156. */
  62157. get x(): NodeMaterialConnectionPoint;
  62158. /**
  62159. * Gets the y component (output)
  62160. */
  62161. get y(): NodeMaterialConnectionPoint;
  62162. /**
  62163. * Gets the z component (output)
  62164. */
  62165. get z(): NodeMaterialConnectionPoint;
  62166. /**
  62167. * Gets the w component (output)
  62168. */
  62169. get w(): NodeMaterialConnectionPoint;
  62170. protected _inputRename(name: string): string;
  62171. protected _outputRename(name: string): string;
  62172. protected _buildBlock(state: NodeMaterialBuildState): this;
  62173. }
  62174. }
  62175. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  62176. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62177. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62178. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62179. /**
  62180. * Block used to lerp between 2 values
  62181. */
  62182. export class LerpBlock extends NodeMaterialBlock {
  62183. /**
  62184. * Creates a new LerpBlock
  62185. * @param name defines the block name
  62186. */
  62187. constructor(name: string);
  62188. /**
  62189. * Gets the current class name
  62190. * @returns the class name
  62191. */
  62192. getClassName(): string;
  62193. /**
  62194. * Gets the left operand input component
  62195. */
  62196. get left(): NodeMaterialConnectionPoint;
  62197. /**
  62198. * Gets the right operand input component
  62199. */
  62200. get right(): NodeMaterialConnectionPoint;
  62201. /**
  62202. * Gets the gradient operand input component
  62203. */
  62204. get gradient(): NodeMaterialConnectionPoint;
  62205. /**
  62206. * Gets the output component
  62207. */
  62208. get output(): NodeMaterialConnectionPoint;
  62209. protected _buildBlock(state: NodeMaterialBuildState): this;
  62210. }
  62211. }
  62212. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  62213. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62214. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62215. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62216. /**
  62217. * Block used to divide 2 vectors
  62218. */
  62219. export class DivideBlock extends NodeMaterialBlock {
  62220. /**
  62221. * Creates a new DivideBlock
  62222. * @param name defines the block name
  62223. */
  62224. constructor(name: string);
  62225. /**
  62226. * Gets the current class name
  62227. * @returns the class name
  62228. */
  62229. getClassName(): string;
  62230. /**
  62231. * Gets the left operand input component
  62232. */
  62233. get left(): NodeMaterialConnectionPoint;
  62234. /**
  62235. * Gets the right operand input component
  62236. */
  62237. get right(): NodeMaterialConnectionPoint;
  62238. /**
  62239. * Gets the output component
  62240. */
  62241. get output(): NodeMaterialConnectionPoint;
  62242. protected _buildBlock(state: NodeMaterialBuildState): this;
  62243. }
  62244. }
  62245. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  62246. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62247. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62248. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62249. /**
  62250. * Block used to subtract 2 vectors
  62251. */
  62252. export class SubtractBlock extends NodeMaterialBlock {
  62253. /**
  62254. * Creates a new SubtractBlock
  62255. * @param name defines the block name
  62256. */
  62257. constructor(name: string);
  62258. /**
  62259. * Gets the current class name
  62260. * @returns the class name
  62261. */
  62262. getClassName(): string;
  62263. /**
  62264. * Gets the left operand input component
  62265. */
  62266. get left(): NodeMaterialConnectionPoint;
  62267. /**
  62268. * Gets the right operand input component
  62269. */
  62270. get right(): NodeMaterialConnectionPoint;
  62271. /**
  62272. * Gets the output component
  62273. */
  62274. get output(): NodeMaterialConnectionPoint;
  62275. protected _buildBlock(state: NodeMaterialBuildState): this;
  62276. }
  62277. }
  62278. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  62279. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62280. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62281. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62282. /**
  62283. * Block used to step a value
  62284. */
  62285. export class StepBlock extends NodeMaterialBlock {
  62286. /**
  62287. * Creates a new StepBlock
  62288. * @param name defines the block name
  62289. */
  62290. constructor(name: string);
  62291. /**
  62292. * Gets the current class name
  62293. * @returns the class name
  62294. */
  62295. getClassName(): string;
  62296. /**
  62297. * Gets the value operand input component
  62298. */
  62299. get value(): NodeMaterialConnectionPoint;
  62300. /**
  62301. * Gets the edge operand input component
  62302. */
  62303. get edge(): NodeMaterialConnectionPoint;
  62304. /**
  62305. * Gets the output component
  62306. */
  62307. get output(): NodeMaterialConnectionPoint;
  62308. protected _buildBlock(state: NodeMaterialBuildState): this;
  62309. }
  62310. }
  62311. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  62312. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62313. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62314. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62315. /**
  62316. * Block used to get the opposite (1 - x) of a value
  62317. */
  62318. export class OneMinusBlock extends NodeMaterialBlock {
  62319. /**
  62320. * Creates a new OneMinusBlock
  62321. * @param name defines the block name
  62322. */
  62323. constructor(name: string);
  62324. /**
  62325. * Gets the current class name
  62326. * @returns the class name
  62327. */
  62328. getClassName(): string;
  62329. /**
  62330. * Gets the input component
  62331. */
  62332. get input(): NodeMaterialConnectionPoint;
  62333. /**
  62334. * Gets the output component
  62335. */
  62336. get output(): NodeMaterialConnectionPoint;
  62337. protected _buildBlock(state: NodeMaterialBuildState): this;
  62338. }
  62339. }
  62340. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  62341. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62342. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62343. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62344. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  62345. /**
  62346. * Block used to get the view direction
  62347. */
  62348. export class ViewDirectionBlock extends NodeMaterialBlock {
  62349. /**
  62350. * Creates a new ViewDirectionBlock
  62351. * @param name defines the block name
  62352. */
  62353. constructor(name: string);
  62354. /**
  62355. * Gets the current class name
  62356. * @returns the class name
  62357. */
  62358. getClassName(): string;
  62359. /**
  62360. * Gets the world position component
  62361. */
  62362. get worldPosition(): NodeMaterialConnectionPoint;
  62363. /**
  62364. * Gets the camera position component
  62365. */
  62366. get cameraPosition(): NodeMaterialConnectionPoint;
  62367. /**
  62368. * Gets the output component
  62369. */
  62370. get output(): NodeMaterialConnectionPoint;
  62371. autoConfigure(material: NodeMaterial): void;
  62372. protected _buildBlock(state: NodeMaterialBuildState): this;
  62373. }
  62374. }
  62375. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  62376. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62377. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62378. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62379. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  62380. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  62381. /**
  62382. * Block used to compute fresnel value
  62383. */
  62384. export class FresnelBlock extends NodeMaterialBlock {
  62385. /**
  62386. * Create a new FresnelBlock
  62387. * @param name defines the block name
  62388. */
  62389. constructor(name: string);
  62390. /**
  62391. * Gets the current class name
  62392. * @returns the class name
  62393. */
  62394. getClassName(): string;
  62395. /**
  62396. * Gets the world normal input component
  62397. */
  62398. get worldNormal(): NodeMaterialConnectionPoint;
  62399. /**
  62400. * Gets the view direction input component
  62401. */
  62402. get viewDirection(): NodeMaterialConnectionPoint;
  62403. /**
  62404. * Gets the bias input component
  62405. */
  62406. get bias(): NodeMaterialConnectionPoint;
  62407. /**
  62408. * Gets the camera (or eye) position component
  62409. */
  62410. get power(): NodeMaterialConnectionPoint;
  62411. /**
  62412. * Gets the fresnel output component
  62413. */
  62414. get fresnel(): NodeMaterialConnectionPoint;
  62415. autoConfigure(material: NodeMaterial): void;
  62416. protected _buildBlock(state: NodeMaterialBuildState): this;
  62417. }
  62418. }
  62419. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  62420. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62421. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62422. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62423. /**
  62424. * Block used to get the max of 2 values
  62425. */
  62426. export class MaxBlock extends NodeMaterialBlock {
  62427. /**
  62428. * Creates a new MaxBlock
  62429. * @param name defines the block name
  62430. */
  62431. constructor(name: string);
  62432. /**
  62433. * Gets the current class name
  62434. * @returns the class name
  62435. */
  62436. getClassName(): string;
  62437. /**
  62438. * Gets the left operand input component
  62439. */
  62440. get left(): NodeMaterialConnectionPoint;
  62441. /**
  62442. * Gets the right operand input component
  62443. */
  62444. get right(): NodeMaterialConnectionPoint;
  62445. /**
  62446. * Gets the output component
  62447. */
  62448. get output(): NodeMaterialConnectionPoint;
  62449. protected _buildBlock(state: NodeMaterialBuildState): this;
  62450. }
  62451. }
  62452. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  62453. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62454. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62455. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62456. /**
  62457. * Block used to get the min of 2 values
  62458. */
  62459. export class MinBlock extends NodeMaterialBlock {
  62460. /**
  62461. * Creates a new MinBlock
  62462. * @param name defines the block name
  62463. */
  62464. constructor(name: string);
  62465. /**
  62466. * Gets the current class name
  62467. * @returns the class name
  62468. */
  62469. getClassName(): string;
  62470. /**
  62471. * Gets the left operand input component
  62472. */
  62473. get left(): NodeMaterialConnectionPoint;
  62474. /**
  62475. * Gets the right operand input component
  62476. */
  62477. get right(): NodeMaterialConnectionPoint;
  62478. /**
  62479. * Gets the output component
  62480. */
  62481. get output(): NodeMaterialConnectionPoint;
  62482. protected _buildBlock(state: NodeMaterialBuildState): this;
  62483. }
  62484. }
  62485. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  62486. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62487. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62488. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62489. /**
  62490. * Block used to get the distance between 2 values
  62491. */
  62492. export class DistanceBlock extends NodeMaterialBlock {
  62493. /**
  62494. * Creates a new DistanceBlock
  62495. * @param name defines the block name
  62496. */
  62497. constructor(name: string);
  62498. /**
  62499. * Gets the current class name
  62500. * @returns the class name
  62501. */
  62502. getClassName(): string;
  62503. /**
  62504. * Gets the left operand input component
  62505. */
  62506. get left(): NodeMaterialConnectionPoint;
  62507. /**
  62508. * Gets the right operand input component
  62509. */
  62510. get right(): NodeMaterialConnectionPoint;
  62511. /**
  62512. * Gets the output component
  62513. */
  62514. get output(): NodeMaterialConnectionPoint;
  62515. protected _buildBlock(state: NodeMaterialBuildState): this;
  62516. }
  62517. }
  62518. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  62519. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62520. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62521. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62522. /**
  62523. * Block used to get the length of a vector
  62524. */
  62525. export class LengthBlock extends NodeMaterialBlock {
  62526. /**
  62527. * Creates a new LengthBlock
  62528. * @param name defines the block name
  62529. */
  62530. constructor(name: string);
  62531. /**
  62532. * Gets the current class name
  62533. * @returns the class name
  62534. */
  62535. getClassName(): string;
  62536. /**
  62537. * Gets the value input component
  62538. */
  62539. get value(): NodeMaterialConnectionPoint;
  62540. /**
  62541. * Gets the output component
  62542. */
  62543. get output(): NodeMaterialConnectionPoint;
  62544. protected _buildBlock(state: NodeMaterialBuildState): this;
  62545. }
  62546. }
  62547. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  62548. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62549. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62550. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62551. /**
  62552. * Block used to get negative version of a value (i.e. x * -1)
  62553. */
  62554. export class NegateBlock extends NodeMaterialBlock {
  62555. /**
  62556. * Creates a new NegateBlock
  62557. * @param name defines the block name
  62558. */
  62559. constructor(name: string);
  62560. /**
  62561. * Gets the current class name
  62562. * @returns the class name
  62563. */
  62564. getClassName(): string;
  62565. /**
  62566. * Gets the value input component
  62567. */
  62568. get value(): NodeMaterialConnectionPoint;
  62569. /**
  62570. * Gets the output component
  62571. */
  62572. get output(): NodeMaterialConnectionPoint;
  62573. protected _buildBlock(state: NodeMaterialBuildState): this;
  62574. }
  62575. }
  62576. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  62577. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62578. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62579. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62580. /**
  62581. * Block used to get the value of the first parameter raised to the power of the second
  62582. */
  62583. export class PowBlock extends NodeMaterialBlock {
  62584. /**
  62585. * Creates a new PowBlock
  62586. * @param name defines the block name
  62587. */
  62588. constructor(name: string);
  62589. /**
  62590. * Gets the current class name
  62591. * @returns the class name
  62592. */
  62593. getClassName(): string;
  62594. /**
  62595. * Gets the value operand input component
  62596. */
  62597. get value(): NodeMaterialConnectionPoint;
  62598. /**
  62599. * Gets the power operand input component
  62600. */
  62601. get power(): NodeMaterialConnectionPoint;
  62602. /**
  62603. * Gets the output component
  62604. */
  62605. get output(): NodeMaterialConnectionPoint;
  62606. protected _buildBlock(state: NodeMaterialBuildState): this;
  62607. }
  62608. }
  62609. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  62610. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62611. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62612. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62613. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  62614. /**
  62615. * Block used to get a random number
  62616. */
  62617. export class RandomNumberBlock extends NodeMaterialBlock {
  62618. /**
  62619. * Creates a new RandomNumberBlock
  62620. * @param name defines the block name
  62621. */
  62622. constructor(name: string);
  62623. /**
  62624. * Gets the current class name
  62625. * @returns the class name
  62626. */
  62627. getClassName(): string;
  62628. /**
  62629. * Gets the seed input component
  62630. */
  62631. get seed(): NodeMaterialConnectionPoint;
  62632. /**
  62633. * Gets the output component
  62634. */
  62635. get output(): NodeMaterialConnectionPoint;
  62636. protected _buildBlock(state: NodeMaterialBuildState): this;
  62637. }
  62638. }
  62639. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  62640. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62641. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62642. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62643. /**
  62644. * Block used to compute arc tangent of 2 values
  62645. */
  62646. export class ArcTan2Block extends NodeMaterialBlock {
  62647. /**
  62648. * Creates a new ArcTan2Block
  62649. * @param name defines the block name
  62650. */
  62651. constructor(name: string);
  62652. /**
  62653. * Gets the current class name
  62654. * @returns the class name
  62655. */
  62656. getClassName(): string;
  62657. /**
  62658. * Gets the x operand input component
  62659. */
  62660. get x(): NodeMaterialConnectionPoint;
  62661. /**
  62662. * Gets the y operand input component
  62663. */
  62664. get y(): NodeMaterialConnectionPoint;
  62665. /**
  62666. * Gets the output component
  62667. */
  62668. get output(): NodeMaterialConnectionPoint;
  62669. protected _buildBlock(state: NodeMaterialBuildState): this;
  62670. }
  62671. }
  62672. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  62673. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62674. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62675. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62676. /**
  62677. * Block used to smooth step a value
  62678. */
  62679. export class SmoothStepBlock extends NodeMaterialBlock {
  62680. /**
  62681. * Creates a new SmoothStepBlock
  62682. * @param name defines the block name
  62683. */
  62684. constructor(name: string);
  62685. /**
  62686. * Gets the current class name
  62687. * @returns the class name
  62688. */
  62689. getClassName(): string;
  62690. /**
  62691. * Gets the value operand input component
  62692. */
  62693. get value(): NodeMaterialConnectionPoint;
  62694. /**
  62695. * Gets the first edge operand input component
  62696. */
  62697. get edge0(): NodeMaterialConnectionPoint;
  62698. /**
  62699. * Gets the second edge operand input component
  62700. */
  62701. get edge1(): NodeMaterialConnectionPoint;
  62702. /**
  62703. * Gets the output component
  62704. */
  62705. get output(): NodeMaterialConnectionPoint;
  62706. protected _buildBlock(state: NodeMaterialBuildState): this;
  62707. }
  62708. }
  62709. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  62710. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62711. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62712. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62713. /**
  62714. * Block used to get the reciprocal (1 / x) of a value
  62715. */
  62716. export class ReciprocalBlock extends NodeMaterialBlock {
  62717. /**
  62718. * Creates a new ReciprocalBlock
  62719. * @param name defines the block name
  62720. */
  62721. constructor(name: string);
  62722. /**
  62723. * Gets the current class name
  62724. * @returns the class name
  62725. */
  62726. getClassName(): string;
  62727. /**
  62728. * Gets the input component
  62729. */
  62730. get input(): NodeMaterialConnectionPoint;
  62731. /**
  62732. * Gets the output component
  62733. */
  62734. get output(): NodeMaterialConnectionPoint;
  62735. protected _buildBlock(state: NodeMaterialBuildState): this;
  62736. }
  62737. }
  62738. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  62739. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62740. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62741. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62742. /**
  62743. * Block used to replace a color by another one
  62744. */
  62745. export class ReplaceColorBlock extends NodeMaterialBlock {
  62746. /**
  62747. * Creates a new ReplaceColorBlock
  62748. * @param name defines the block name
  62749. */
  62750. constructor(name: string);
  62751. /**
  62752. * Gets the current class name
  62753. * @returns the class name
  62754. */
  62755. getClassName(): string;
  62756. /**
  62757. * Gets the value input component
  62758. */
  62759. get value(): NodeMaterialConnectionPoint;
  62760. /**
  62761. * Gets the reference input component
  62762. */
  62763. get reference(): NodeMaterialConnectionPoint;
  62764. /**
  62765. * Gets the distance input component
  62766. */
  62767. get distance(): NodeMaterialConnectionPoint;
  62768. /**
  62769. * Gets the replacement input component
  62770. */
  62771. get replacement(): NodeMaterialConnectionPoint;
  62772. /**
  62773. * Gets the output component
  62774. */
  62775. get output(): NodeMaterialConnectionPoint;
  62776. protected _buildBlock(state: NodeMaterialBuildState): this;
  62777. }
  62778. }
  62779. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  62780. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62781. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62782. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62783. /**
  62784. * Block used to posterize a value
  62785. * @see https://en.wikipedia.org/wiki/Posterization
  62786. */
  62787. export class PosterizeBlock extends NodeMaterialBlock {
  62788. /**
  62789. * Creates a new PosterizeBlock
  62790. * @param name defines the block name
  62791. */
  62792. constructor(name: string);
  62793. /**
  62794. * Gets the current class name
  62795. * @returns the class name
  62796. */
  62797. getClassName(): string;
  62798. /**
  62799. * Gets the value input component
  62800. */
  62801. get value(): NodeMaterialConnectionPoint;
  62802. /**
  62803. * Gets the steps input component
  62804. */
  62805. get steps(): NodeMaterialConnectionPoint;
  62806. /**
  62807. * Gets the output component
  62808. */
  62809. get output(): NodeMaterialConnectionPoint;
  62810. protected _buildBlock(state: NodeMaterialBuildState): this;
  62811. }
  62812. }
  62813. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  62814. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62815. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62816. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62817. import { Scene } from "babylonjs/scene";
  62818. /**
  62819. * Operations supported by the Wave block
  62820. */
  62821. export enum WaveBlockKind {
  62822. /** SawTooth */
  62823. SawTooth = 0,
  62824. /** Square */
  62825. Square = 1,
  62826. /** Triangle */
  62827. Triangle = 2
  62828. }
  62829. /**
  62830. * Block used to apply wave operation to floats
  62831. */
  62832. export class WaveBlock extends NodeMaterialBlock {
  62833. /**
  62834. * Gets or sets the kibnd of wave to be applied by the block
  62835. */
  62836. kind: WaveBlockKind;
  62837. /**
  62838. * Creates a new WaveBlock
  62839. * @param name defines the block name
  62840. */
  62841. constructor(name: string);
  62842. /**
  62843. * Gets the current class name
  62844. * @returns the class name
  62845. */
  62846. getClassName(): string;
  62847. /**
  62848. * Gets the input component
  62849. */
  62850. get input(): NodeMaterialConnectionPoint;
  62851. /**
  62852. * Gets the output component
  62853. */
  62854. get output(): NodeMaterialConnectionPoint;
  62855. protected _buildBlock(state: NodeMaterialBuildState): this;
  62856. serialize(): any;
  62857. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  62858. }
  62859. }
  62860. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  62861. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62862. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62863. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62864. import { Color3 } from "babylonjs/Maths/math.color";
  62865. import { Scene } from "babylonjs/scene";
  62866. /**
  62867. * Class used to store a color step for the GradientBlock
  62868. */
  62869. export class GradientBlockColorStep {
  62870. /**
  62871. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  62872. */
  62873. step: number;
  62874. /**
  62875. * Gets or sets the color associated with this step
  62876. */
  62877. color: Color3;
  62878. /**
  62879. * Creates a new GradientBlockColorStep
  62880. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  62881. * @param color defines the color associated with this step
  62882. */
  62883. constructor(
  62884. /**
  62885. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  62886. */
  62887. step: number,
  62888. /**
  62889. * Gets or sets the color associated with this step
  62890. */
  62891. color: Color3);
  62892. }
  62893. /**
  62894. * Block used to return a color from a gradient based on an input value between 0 and 1
  62895. */
  62896. export class GradientBlock extends NodeMaterialBlock {
  62897. /**
  62898. * Gets or sets the list of color steps
  62899. */
  62900. colorSteps: GradientBlockColorStep[];
  62901. /**
  62902. * Creates a new GradientBlock
  62903. * @param name defines the block name
  62904. */
  62905. constructor(name: string);
  62906. /**
  62907. * Gets the current class name
  62908. * @returns the class name
  62909. */
  62910. getClassName(): string;
  62911. /**
  62912. * Gets the gradient input component
  62913. */
  62914. get gradient(): NodeMaterialConnectionPoint;
  62915. /**
  62916. * Gets the output component
  62917. */
  62918. get output(): NodeMaterialConnectionPoint;
  62919. private _writeColorConstant;
  62920. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  62921. serialize(): any;
  62922. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  62923. protected _dumpPropertiesCode(): string;
  62924. }
  62925. }
  62926. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  62927. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62928. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62929. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62930. /**
  62931. * Block used to normalize lerp between 2 values
  62932. */
  62933. export class NLerpBlock extends NodeMaterialBlock {
  62934. /**
  62935. * Creates a new NLerpBlock
  62936. * @param name defines the block name
  62937. */
  62938. constructor(name: string);
  62939. /**
  62940. * Gets the current class name
  62941. * @returns the class name
  62942. */
  62943. getClassName(): string;
  62944. /**
  62945. * Gets the left operand input component
  62946. */
  62947. get left(): NodeMaterialConnectionPoint;
  62948. /**
  62949. * Gets the right operand input component
  62950. */
  62951. get right(): NodeMaterialConnectionPoint;
  62952. /**
  62953. * Gets the gradient operand input component
  62954. */
  62955. get gradient(): NodeMaterialConnectionPoint;
  62956. /**
  62957. * Gets the output component
  62958. */
  62959. get output(): NodeMaterialConnectionPoint;
  62960. protected _buildBlock(state: NodeMaterialBuildState): this;
  62961. }
  62962. }
  62963. declare module "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock" {
  62964. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  62965. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  62966. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  62967. import { Scene } from "babylonjs/scene";
  62968. /**
  62969. * block used to Generate a Worley Noise 3D Noise Pattern
  62970. */
  62971. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  62972. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  62973. manhattanDistance: boolean;
  62974. /**
  62975. * Creates a new WorleyNoise3DBlock
  62976. * @param name defines the block name
  62977. */
  62978. constructor(name: string);
  62979. /**
  62980. * Gets the current class name
  62981. * @returns the class name
  62982. */
  62983. getClassName(): string;
  62984. /**
  62985. * Gets the seed input component
  62986. */
  62987. get seed(): NodeMaterialConnectionPoint;
  62988. /**
  62989. * Gets the jitter input component
  62990. */
  62991. get jitter(): NodeMaterialConnectionPoint;
  62992. /**
  62993. * Gets the output component
  62994. */
  62995. get output(): NodeMaterialConnectionPoint;
  62996. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  62997. /**
  62998. * Exposes the properties to the UI?
  62999. */
  63000. protected _dumpPropertiesCode(): string;
  63001. /**
  63002. * Exposes the properties to the Seralize?
  63003. */
  63004. serialize(): any;
  63005. /**
  63006. * Exposes the properties to the deseralize?
  63007. */
  63008. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  63009. }
  63010. }
  63011. declare module "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock" {
  63012. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63013. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63014. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63015. /**
  63016. * block used to Generate a Simplex Perlin 3d Noise Pattern
  63017. */
  63018. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  63019. /**
  63020. * Creates a new SimplexPerlin3DBlock
  63021. * @param name defines the block name
  63022. */
  63023. constructor(name: string);
  63024. /**
  63025. * Gets the current class name
  63026. * @returns the class name
  63027. */
  63028. getClassName(): string;
  63029. /**
  63030. * Gets the seed operand input component
  63031. */
  63032. get seed(): NodeMaterialConnectionPoint;
  63033. /**
  63034. * Gets the output component
  63035. */
  63036. get output(): NodeMaterialConnectionPoint;
  63037. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  63038. }
  63039. }
  63040. declare module "babylonjs/Materials/Node/Blocks/normalBlendBlock" {
  63041. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63042. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63043. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63044. /**
  63045. * Block used to blend normals
  63046. */
  63047. export class NormalBlendBlock extends NodeMaterialBlock {
  63048. /**
  63049. * Creates a new NormalBlendBlock
  63050. * @param name defines the block name
  63051. */
  63052. constructor(name: string);
  63053. /**
  63054. * Gets the current class name
  63055. * @returns the class name
  63056. */
  63057. getClassName(): string;
  63058. /**
  63059. * Gets the first input component
  63060. */
  63061. get normalMap0(): NodeMaterialConnectionPoint;
  63062. /**
  63063. * Gets the second input component
  63064. */
  63065. get normalMap1(): NodeMaterialConnectionPoint;
  63066. /**
  63067. * Gets the output component
  63068. */
  63069. get output(): NodeMaterialConnectionPoint;
  63070. protected _buildBlock(state: NodeMaterialBuildState): this;
  63071. }
  63072. }
  63073. declare module "babylonjs/Materials/Node/Blocks/rotate2dBlock" {
  63074. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63075. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63076. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63077. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  63078. /**
  63079. * Block used to rotate a 2d vector by a given angle
  63080. */
  63081. export class Rotate2dBlock extends NodeMaterialBlock {
  63082. /**
  63083. * Creates a new Rotate2dBlock
  63084. * @param name defines the block name
  63085. */
  63086. constructor(name: string);
  63087. /**
  63088. * Gets the current class name
  63089. * @returns the class name
  63090. */
  63091. getClassName(): string;
  63092. /**
  63093. * Gets the input vector
  63094. */
  63095. get input(): NodeMaterialConnectionPoint;
  63096. /**
  63097. * Gets the input angle
  63098. */
  63099. get angle(): NodeMaterialConnectionPoint;
  63100. /**
  63101. * Gets the output component
  63102. */
  63103. get output(): NodeMaterialConnectionPoint;
  63104. autoConfigure(material: NodeMaterial): void;
  63105. protected _buildBlock(state: NodeMaterialBuildState): this;
  63106. }
  63107. }
  63108. declare module "babylonjs/Materials/Node/Blocks/reflectBlock" {
  63109. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63110. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63111. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63112. /**
  63113. * Block used to get the reflected vector from a direction and a normal
  63114. */
  63115. export class ReflectBlock extends NodeMaterialBlock {
  63116. /**
  63117. * Creates a new ReflectBlock
  63118. * @param name defines the block name
  63119. */
  63120. constructor(name: string);
  63121. /**
  63122. * Gets the current class name
  63123. * @returns the class name
  63124. */
  63125. getClassName(): string;
  63126. /**
  63127. * Gets the incident component
  63128. */
  63129. get incident(): NodeMaterialConnectionPoint;
  63130. /**
  63131. * Gets the normal component
  63132. */
  63133. get normal(): NodeMaterialConnectionPoint;
  63134. /**
  63135. * Gets the output component
  63136. */
  63137. get output(): NodeMaterialConnectionPoint;
  63138. protected _buildBlock(state: NodeMaterialBuildState): this;
  63139. }
  63140. }
  63141. declare module "babylonjs/Materials/Node/Blocks/refractBlock" {
  63142. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63143. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63144. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63145. /**
  63146. * Block used to get the refracted vector from a direction and a normal
  63147. */
  63148. export class RefractBlock extends NodeMaterialBlock {
  63149. /**
  63150. * Creates a new RefractBlock
  63151. * @param name defines the block name
  63152. */
  63153. constructor(name: string);
  63154. /**
  63155. * Gets the current class name
  63156. * @returns the class name
  63157. */
  63158. getClassName(): string;
  63159. /**
  63160. * Gets the incident component
  63161. */
  63162. get incident(): NodeMaterialConnectionPoint;
  63163. /**
  63164. * Gets the normal component
  63165. */
  63166. get normal(): NodeMaterialConnectionPoint;
  63167. /**
  63168. * Gets the index of refraction component
  63169. */
  63170. get ior(): NodeMaterialConnectionPoint;
  63171. /**
  63172. * Gets the output component
  63173. */
  63174. get output(): NodeMaterialConnectionPoint;
  63175. protected _buildBlock(state: NodeMaterialBuildState): this;
  63176. }
  63177. }
  63178. declare module "babylonjs/Materials/Node/Blocks/desaturateBlock" {
  63179. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  63180. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  63181. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63182. /**
  63183. * Block used to desaturate a color
  63184. */
  63185. export class DesaturateBlock extends NodeMaterialBlock {
  63186. /**
  63187. * Creates a new DesaturateBlock
  63188. * @param name defines the block name
  63189. */
  63190. constructor(name: string);
  63191. /**
  63192. * Gets the current class name
  63193. * @returns the class name
  63194. */
  63195. getClassName(): string;
  63196. /**
  63197. * Gets the color operand input component
  63198. */
  63199. get color(): NodeMaterialConnectionPoint;
  63200. /**
  63201. * Gets the level operand input component
  63202. */
  63203. get level(): NodeMaterialConnectionPoint;
  63204. /**
  63205. * Gets the output component
  63206. */
  63207. get output(): NodeMaterialConnectionPoint;
  63208. protected _buildBlock(state: NodeMaterialBuildState): this;
  63209. }
  63210. }
  63211. declare module "babylonjs/Materials/Node/Blocks/index" {
  63212. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  63213. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  63214. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  63215. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  63216. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  63217. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  63218. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  63219. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  63220. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  63221. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  63222. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  63223. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  63224. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  63225. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  63226. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  63227. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  63228. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  63229. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  63230. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  63231. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  63232. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  63233. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  63234. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  63235. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  63236. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  63237. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  63238. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  63239. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  63240. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  63241. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  63242. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  63243. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  63244. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  63245. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  63246. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  63247. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  63248. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  63249. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  63250. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  63251. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  63252. export * from "babylonjs/Materials/Node/Blocks/worleyNoise3DBlock";
  63253. export * from "babylonjs/Materials/Node/Blocks/simplexPerlin3DBlock";
  63254. export * from "babylonjs/Materials/Node/Blocks/normalBlendBlock";
  63255. export * from "babylonjs/Materials/Node/Blocks/rotate2dBlock";
  63256. export * from "babylonjs/Materials/Node/Blocks/reflectBlock";
  63257. export * from "babylonjs/Materials/Node/Blocks/refractBlock";
  63258. export * from "babylonjs/Materials/Node/Blocks/desaturateBlock";
  63259. }
  63260. declare module "babylonjs/Materials/Node/Optimizers/index" {
  63261. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  63262. }
  63263. declare module "babylonjs/Materials/Node/index" {
  63264. export * from "babylonjs/Materials/Node/Enums/index";
  63265. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  63266. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  63267. export * from "babylonjs/Materials/Node/nodeMaterial";
  63268. export * from "babylonjs/Materials/Node/Blocks/index";
  63269. export * from "babylonjs/Materials/Node/Optimizers/index";
  63270. }
  63271. declare module "babylonjs/Materials/effectRenderer" {
  63272. import { Nullable } from "babylonjs/types";
  63273. import { Texture } from "babylonjs/Materials/Textures/texture";
  63274. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  63275. import { Viewport } from "babylonjs/Maths/math.viewport";
  63276. import { Observable } from "babylonjs/Misc/observable";
  63277. import { Effect } from "babylonjs/Materials/effect";
  63278. import "babylonjs/Engines/Extensions/engine.renderTarget";
  63279. import "babylonjs/Shaders/postprocess.vertex";
  63280. /**
  63281. * Effect Render Options
  63282. */
  63283. export interface IEffectRendererOptions {
  63284. /**
  63285. * Defines the vertices positions.
  63286. */
  63287. positions?: number[];
  63288. /**
  63289. * Defines the indices.
  63290. */
  63291. indices?: number[];
  63292. }
  63293. /**
  63294. * Helper class to render one or more effects
  63295. */
  63296. export class EffectRenderer {
  63297. private engine;
  63298. private static _DefaultOptions;
  63299. private _vertexBuffers;
  63300. private _indexBuffer;
  63301. private _ringBufferIndex;
  63302. private _ringScreenBuffer;
  63303. private _fullscreenViewport;
  63304. private _getNextFrameBuffer;
  63305. /**
  63306. * Creates an effect renderer
  63307. * @param engine the engine to use for rendering
  63308. * @param options defines the options of the effect renderer
  63309. */
  63310. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  63311. /**
  63312. * Sets the current viewport in normalized coordinates 0-1
  63313. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  63314. */
  63315. setViewport(viewport?: Viewport): void;
  63316. /**
  63317. * Binds the embedded attributes buffer to the effect.
  63318. * @param effect Defines the effect to bind the attributes for
  63319. */
  63320. bindBuffers(effect: Effect): void;
  63321. /**
  63322. * Sets the current effect wrapper to use during draw.
  63323. * The effect needs to be ready before calling this api.
  63324. * This also sets the default full screen position attribute.
  63325. * @param effectWrapper Defines the effect to draw with
  63326. */
  63327. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  63328. /**
  63329. * Draws a full screen quad.
  63330. */
  63331. draw(): void;
  63332. /**
  63333. * renders one or more effects to a specified texture
  63334. * @param effectWrappers list of effects to renderer
  63335. * @param outputTexture texture to draw to, if null it will render to the screen
  63336. */
  63337. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  63338. /**
  63339. * Disposes of the effect renderer
  63340. */
  63341. dispose(): void;
  63342. }
  63343. /**
  63344. * Options to create an EffectWrapper
  63345. */
  63346. interface EffectWrapperCreationOptions {
  63347. /**
  63348. * Engine to use to create the effect
  63349. */
  63350. engine: ThinEngine;
  63351. /**
  63352. * Fragment shader for the effect
  63353. */
  63354. fragmentShader: string;
  63355. /**
  63356. * Vertex shader for the effect
  63357. */
  63358. vertexShader?: string;
  63359. /**
  63360. * Attributes to use in the shader
  63361. */
  63362. attributeNames?: Array<string>;
  63363. /**
  63364. * Uniforms to use in the shader
  63365. */
  63366. uniformNames?: Array<string>;
  63367. /**
  63368. * Texture sampler names to use in the shader
  63369. */
  63370. samplerNames?: Array<string>;
  63371. /**
  63372. * The friendly name of the effect displayed in Spector.
  63373. */
  63374. name?: string;
  63375. }
  63376. /**
  63377. * Wraps an effect to be used for rendering
  63378. */
  63379. export class EffectWrapper {
  63380. /**
  63381. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  63382. */
  63383. onApplyObservable: Observable<{}>;
  63384. /**
  63385. * The underlying effect
  63386. */
  63387. effect: Effect;
  63388. /**
  63389. * Creates an effect to be renderer
  63390. * @param creationOptions options to create the effect
  63391. */
  63392. constructor(creationOptions: EffectWrapperCreationOptions);
  63393. /**
  63394. * Disposes of the effect wrapper
  63395. */
  63396. dispose(): void;
  63397. }
  63398. }
  63399. declare module "babylonjs/Materials/index" {
  63400. export * from "babylonjs/Materials/Background/index";
  63401. export * from "babylonjs/Materials/colorCurves";
  63402. export * from "babylonjs/Materials/iEffectFallbacks";
  63403. export * from "babylonjs/Materials/effectFallbacks";
  63404. export * from "babylonjs/Materials/effect";
  63405. export * from "babylonjs/Materials/fresnelParameters";
  63406. export * from "babylonjs/Materials/imageProcessingConfiguration";
  63407. export * from "babylonjs/Materials/material";
  63408. export * from "babylonjs/Materials/materialDefines";
  63409. export * from "babylonjs/Materials/materialHelper";
  63410. export * from "babylonjs/Materials/multiMaterial";
  63411. export * from "babylonjs/Materials/PBR/index";
  63412. export * from "babylonjs/Materials/pushMaterial";
  63413. export * from "babylonjs/Materials/shaderMaterial";
  63414. export * from "babylonjs/Materials/standardMaterial";
  63415. export * from "babylonjs/Materials/Textures/index";
  63416. export * from "babylonjs/Materials/uniformBuffer";
  63417. export * from "babylonjs/Materials/materialFlags";
  63418. export * from "babylonjs/Materials/Node/index";
  63419. export * from "babylonjs/Materials/effectRenderer";
  63420. }
  63421. declare module "babylonjs/Maths/index" {
  63422. export * from "babylonjs/Maths/math.scalar";
  63423. export * from "babylonjs/Maths/math";
  63424. export * from "babylonjs/Maths/sphericalPolynomial";
  63425. }
  63426. declare module "babylonjs/Misc/workerPool" {
  63427. import { IDisposable } from "babylonjs/scene";
  63428. /**
  63429. * Helper class to push actions to a pool of workers.
  63430. */
  63431. export class WorkerPool implements IDisposable {
  63432. private _workerInfos;
  63433. private _pendingActions;
  63434. /**
  63435. * Constructor
  63436. * @param workers Array of workers to use for actions
  63437. */
  63438. constructor(workers: Array<Worker>);
  63439. /**
  63440. * Terminates all workers and clears any pending actions.
  63441. */
  63442. dispose(): void;
  63443. /**
  63444. * Pushes an action to the worker pool. If all the workers are active, the action will be
  63445. * pended until a worker has completed its action.
  63446. * @param action The action to perform. Call onComplete when the action is complete.
  63447. */
  63448. push(action: (worker: Worker, onComplete: () => void) => void): void;
  63449. private _execute;
  63450. }
  63451. }
  63452. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  63453. import { IDisposable } from "babylonjs/scene";
  63454. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  63455. /**
  63456. * Configuration for Draco compression
  63457. */
  63458. export interface IDracoCompressionConfiguration {
  63459. /**
  63460. * Configuration for the decoder.
  63461. */
  63462. decoder: {
  63463. /**
  63464. * The url to the WebAssembly module.
  63465. */
  63466. wasmUrl?: string;
  63467. /**
  63468. * The url to the WebAssembly binary.
  63469. */
  63470. wasmBinaryUrl?: string;
  63471. /**
  63472. * The url to the fallback JavaScript module.
  63473. */
  63474. fallbackUrl?: string;
  63475. };
  63476. }
  63477. /**
  63478. * Draco compression (https://google.github.io/draco/)
  63479. *
  63480. * This class wraps the Draco module.
  63481. *
  63482. * **Encoder**
  63483. *
  63484. * The encoder is not currently implemented.
  63485. *
  63486. * **Decoder**
  63487. *
  63488. * 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.
  63489. *
  63490. * To update the configuration, use the following code:
  63491. * ```javascript
  63492. * DracoCompression.Configuration = {
  63493. * decoder: {
  63494. * wasmUrl: "<url to the WebAssembly library>",
  63495. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  63496. * fallbackUrl: "<url to the fallback JavaScript library>",
  63497. * }
  63498. * };
  63499. * ```
  63500. *
  63501. * 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.
  63502. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  63503. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  63504. *
  63505. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  63506. * ```javascript
  63507. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  63508. * ```
  63509. *
  63510. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  63511. */
  63512. export class DracoCompression implements IDisposable {
  63513. private _workerPoolPromise?;
  63514. private _decoderModulePromise?;
  63515. /**
  63516. * The configuration. Defaults to the following urls:
  63517. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  63518. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  63519. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  63520. */
  63521. static Configuration: IDracoCompressionConfiguration;
  63522. /**
  63523. * Returns true if the decoder configuration is available.
  63524. */
  63525. static get DecoderAvailable(): boolean;
  63526. /**
  63527. * Default number of workers to create when creating the draco compression object.
  63528. */
  63529. static DefaultNumWorkers: number;
  63530. private static GetDefaultNumWorkers;
  63531. private static _Default;
  63532. /**
  63533. * Default instance for the draco compression object.
  63534. */
  63535. static get Default(): DracoCompression;
  63536. /**
  63537. * Constructor
  63538. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  63539. */
  63540. constructor(numWorkers?: number);
  63541. /**
  63542. * Stop all async operations and release resources.
  63543. */
  63544. dispose(): void;
  63545. /**
  63546. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  63547. * @returns a promise that resolves when ready
  63548. */
  63549. whenReadyAsync(): Promise<void>;
  63550. /**
  63551. * Decode Draco compressed mesh data to vertex data.
  63552. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  63553. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  63554. * @returns A promise that resolves with the decoded vertex data
  63555. */
  63556. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  63557. [kind: string]: number;
  63558. }): Promise<VertexData>;
  63559. }
  63560. }
  63561. declare module "babylonjs/Meshes/Compression/index" {
  63562. export * from "babylonjs/Meshes/Compression/dracoCompression";
  63563. }
  63564. declare module "babylonjs/Meshes/csg" {
  63565. import { Nullable } from "babylonjs/types";
  63566. import { Scene } from "babylonjs/scene";
  63567. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  63568. import { Mesh } from "babylonjs/Meshes/mesh";
  63569. import { Material } from "babylonjs/Materials/material";
  63570. /**
  63571. * Class for building Constructive Solid Geometry
  63572. */
  63573. export class CSG {
  63574. private polygons;
  63575. /**
  63576. * The world matrix
  63577. */
  63578. matrix: Matrix;
  63579. /**
  63580. * Stores the position
  63581. */
  63582. position: Vector3;
  63583. /**
  63584. * Stores the rotation
  63585. */
  63586. rotation: Vector3;
  63587. /**
  63588. * Stores the rotation quaternion
  63589. */
  63590. rotationQuaternion: Nullable<Quaternion>;
  63591. /**
  63592. * Stores the scaling vector
  63593. */
  63594. scaling: Vector3;
  63595. /**
  63596. * Convert the Mesh to CSG
  63597. * @param mesh The Mesh to convert to CSG
  63598. * @returns A new CSG from the Mesh
  63599. */
  63600. static FromMesh(mesh: Mesh): CSG;
  63601. /**
  63602. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  63603. * @param polygons Polygons used to construct a CSG solid
  63604. */
  63605. private static FromPolygons;
  63606. /**
  63607. * Clones, or makes a deep copy, of the CSG
  63608. * @returns A new CSG
  63609. */
  63610. clone(): CSG;
  63611. /**
  63612. * Unions this CSG with another CSG
  63613. * @param csg The CSG to union against this CSG
  63614. * @returns The unioned CSG
  63615. */
  63616. union(csg: CSG): CSG;
  63617. /**
  63618. * Unions this CSG with another CSG in place
  63619. * @param csg The CSG to union against this CSG
  63620. */
  63621. unionInPlace(csg: CSG): void;
  63622. /**
  63623. * Subtracts this CSG with another CSG
  63624. * @param csg The CSG to subtract against this CSG
  63625. * @returns A new CSG
  63626. */
  63627. subtract(csg: CSG): CSG;
  63628. /**
  63629. * Subtracts this CSG with another CSG in place
  63630. * @param csg The CSG to subtact against this CSG
  63631. */
  63632. subtractInPlace(csg: CSG): void;
  63633. /**
  63634. * Intersect this CSG with another CSG
  63635. * @param csg The CSG to intersect against this CSG
  63636. * @returns A new CSG
  63637. */
  63638. intersect(csg: CSG): CSG;
  63639. /**
  63640. * Intersects this CSG with another CSG in place
  63641. * @param csg The CSG to intersect against this CSG
  63642. */
  63643. intersectInPlace(csg: CSG): void;
  63644. /**
  63645. * Return a new CSG solid with solid and empty space switched. This solid is
  63646. * not modified.
  63647. * @returns A new CSG solid with solid and empty space switched
  63648. */
  63649. inverse(): CSG;
  63650. /**
  63651. * Inverses the CSG in place
  63652. */
  63653. inverseInPlace(): void;
  63654. /**
  63655. * This is used to keep meshes transformations so they can be restored
  63656. * when we build back a Babylon Mesh
  63657. * NB : All CSG operations are performed in world coordinates
  63658. * @param csg The CSG to copy the transform attributes from
  63659. * @returns This CSG
  63660. */
  63661. copyTransformAttributes(csg: CSG): CSG;
  63662. /**
  63663. * Build Raw mesh from CSG
  63664. * Coordinates here are in world space
  63665. * @param name The name of the mesh geometry
  63666. * @param scene The Scene
  63667. * @param keepSubMeshes Specifies if the submeshes should be kept
  63668. * @returns A new Mesh
  63669. */
  63670. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  63671. /**
  63672. * Build Mesh from CSG taking material and transforms into account
  63673. * @param name The name of the Mesh
  63674. * @param material The material of the Mesh
  63675. * @param scene The Scene
  63676. * @param keepSubMeshes Specifies if submeshes should be kept
  63677. * @returns The new Mesh
  63678. */
  63679. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  63680. }
  63681. }
  63682. declare module "babylonjs/Meshes/trailMesh" {
  63683. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63684. import { Mesh } from "babylonjs/Meshes/mesh";
  63685. import { Scene } from "babylonjs/scene";
  63686. /**
  63687. * Class used to create a trail following a mesh
  63688. */
  63689. export class TrailMesh extends Mesh {
  63690. private _generator;
  63691. private _autoStart;
  63692. private _running;
  63693. private _diameter;
  63694. private _length;
  63695. private _sectionPolygonPointsCount;
  63696. private _sectionVectors;
  63697. private _sectionNormalVectors;
  63698. private _beforeRenderObserver;
  63699. /**
  63700. * @constructor
  63701. * @param name The value used by scene.getMeshByName() to do a lookup.
  63702. * @param generator The mesh to generate a trail.
  63703. * @param scene The scene to add this mesh to.
  63704. * @param diameter Diameter of trailing mesh. Default is 1.
  63705. * @param length Length of trailing mesh. Default is 60.
  63706. * @param autoStart Automatically start trailing mesh. Default true.
  63707. */
  63708. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  63709. /**
  63710. * "TrailMesh"
  63711. * @returns "TrailMesh"
  63712. */
  63713. getClassName(): string;
  63714. private _createMesh;
  63715. /**
  63716. * Start trailing mesh.
  63717. */
  63718. start(): void;
  63719. /**
  63720. * Stop trailing mesh.
  63721. */
  63722. stop(): void;
  63723. /**
  63724. * Update trailing mesh geometry.
  63725. */
  63726. update(): void;
  63727. /**
  63728. * Returns a new TrailMesh object.
  63729. * @param name is a string, the name given to the new mesh
  63730. * @param newGenerator use new generator object for cloned trail mesh
  63731. * @returns a new mesh
  63732. */
  63733. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  63734. /**
  63735. * Serializes this trail mesh
  63736. * @param serializationObject object to write serialization to
  63737. */
  63738. serialize(serializationObject: any): void;
  63739. /**
  63740. * Parses a serialized trail mesh
  63741. * @param parsedMesh the serialized mesh
  63742. * @param scene the scene to create the trail mesh in
  63743. * @returns the created trail mesh
  63744. */
  63745. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  63746. }
  63747. }
  63748. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  63749. import { Nullable } from "babylonjs/types";
  63750. import { Scene } from "babylonjs/scene";
  63751. import { Vector4 } from "babylonjs/Maths/math.vector";
  63752. import { Color4 } from "babylonjs/Maths/math.color";
  63753. import { Mesh } from "babylonjs/Meshes/mesh";
  63754. /**
  63755. * Class containing static functions to help procedurally build meshes
  63756. */
  63757. export class TiledBoxBuilder {
  63758. /**
  63759. * Creates a box mesh
  63760. * 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)
  63761. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  63762. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  63763. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  63764. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  63765. * @param name defines the name of the mesh
  63766. * @param options defines the options used to create the mesh
  63767. * @param scene defines the hosting scene
  63768. * @returns the box mesh
  63769. */
  63770. static CreateTiledBox(name: string, options: {
  63771. pattern?: number;
  63772. width?: number;
  63773. height?: number;
  63774. depth?: number;
  63775. tileSize?: number;
  63776. tileWidth?: number;
  63777. tileHeight?: number;
  63778. alignHorizontal?: number;
  63779. alignVertical?: number;
  63780. faceUV?: Vector4[];
  63781. faceColors?: Color4[];
  63782. sideOrientation?: number;
  63783. updatable?: boolean;
  63784. }, scene?: Nullable<Scene>): Mesh;
  63785. }
  63786. }
  63787. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  63788. import { Vector4 } from "babylonjs/Maths/math.vector";
  63789. import { Mesh } from "babylonjs/Meshes/mesh";
  63790. /**
  63791. * Class containing static functions to help procedurally build meshes
  63792. */
  63793. export class TorusKnotBuilder {
  63794. /**
  63795. * Creates a torus knot mesh
  63796. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  63797. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  63798. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  63799. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  63800. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  63801. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  63802. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  63803. * @param name defines the name of the mesh
  63804. * @param options defines the options used to create the mesh
  63805. * @param scene defines the hosting scene
  63806. * @returns the torus knot mesh
  63807. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  63808. */
  63809. static CreateTorusKnot(name: string, options: {
  63810. radius?: number;
  63811. tube?: number;
  63812. radialSegments?: number;
  63813. tubularSegments?: number;
  63814. p?: number;
  63815. q?: number;
  63816. updatable?: boolean;
  63817. sideOrientation?: number;
  63818. frontUVs?: Vector4;
  63819. backUVs?: Vector4;
  63820. }, scene: any): Mesh;
  63821. }
  63822. }
  63823. declare module "babylonjs/Meshes/polygonMesh" {
  63824. import { Scene } from "babylonjs/scene";
  63825. import { Vector2 } from "babylonjs/Maths/math.vector";
  63826. import { Mesh } from "babylonjs/Meshes/mesh";
  63827. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  63828. import { Path2 } from "babylonjs/Maths/math.path";
  63829. /**
  63830. * Polygon
  63831. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  63832. */
  63833. export class Polygon {
  63834. /**
  63835. * Creates a rectangle
  63836. * @param xmin bottom X coord
  63837. * @param ymin bottom Y coord
  63838. * @param xmax top X coord
  63839. * @param ymax top Y coord
  63840. * @returns points that make the resulting rectation
  63841. */
  63842. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  63843. /**
  63844. * Creates a circle
  63845. * @param radius radius of circle
  63846. * @param cx scale in x
  63847. * @param cy scale in y
  63848. * @param numberOfSides number of sides that make up the circle
  63849. * @returns points that make the resulting circle
  63850. */
  63851. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  63852. /**
  63853. * Creates a polygon from input string
  63854. * @param input Input polygon data
  63855. * @returns the parsed points
  63856. */
  63857. static Parse(input: string): Vector2[];
  63858. /**
  63859. * Starts building a polygon from x and y coordinates
  63860. * @param x x coordinate
  63861. * @param y y coordinate
  63862. * @returns the started path2
  63863. */
  63864. static StartingAt(x: number, y: number): Path2;
  63865. }
  63866. /**
  63867. * Builds a polygon
  63868. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  63869. */
  63870. export class PolygonMeshBuilder {
  63871. private _points;
  63872. private _outlinepoints;
  63873. private _holes;
  63874. private _name;
  63875. private _scene;
  63876. private _epoints;
  63877. private _eholes;
  63878. private _addToepoint;
  63879. /**
  63880. * Babylon reference to the earcut plugin.
  63881. */
  63882. bjsEarcut: any;
  63883. /**
  63884. * Creates a PolygonMeshBuilder
  63885. * @param name name of the builder
  63886. * @param contours Path of the polygon
  63887. * @param scene scene to add to when creating the mesh
  63888. * @param earcutInjection can be used to inject your own earcut reference
  63889. */
  63890. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  63891. /**
  63892. * Adds a whole within the polygon
  63893. * @param hole Array of points defining the hole
  63894. * @returns this
  63895. */
  63896. addHole(hole: Vector2[]): PolygonMeshBuilder;
  63897. /**
  63898. * Creates the polygon
  63899. * @param updatable If the mesh should be updatable
  63900. * @param depth The depth of the mesh created
  63901. * @returns the created mesh
  63902. */
  63903. build(updatable?: boolean, depth?: number): Mesh;
  63904. /**
  63905. * Creates the polygon
  63906. * @param depth The depth of the mesh created
  63907. * @returns the created VertexData
  63908. */
  63909. buildVertexData(depth?: number): VertexData;
  63910. /**
  63911. * Adds a side to the polygon
  63912. * @param positions points that make the polygon
  63913. * @param normals normals of the polygon
  63914. * @param uvs uvs of the polygon
  63915. * @param indices indices of the polygon
  63916. * @param bounds bounds of the polygon
  63917. * @param points points of the polygon
  63918. * @param depth depth of the polygon
  63919. * @param flip flip of the polygon
  63920. */
  63921. private addSide;
  63922. }
  63923. }
  63924. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  63925. import { Scene } from "babylonjs/scene";
  63926. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  63927. import { Color4 } from "babylonjs/Maths/math.color";
  63928. import { Mesh } from "babylonjs/Meshes/mesh";
  63929. import { Nullable } from "babylonjs/types";
  63930. /**
  63931. * Class containing static functions to help procedurally build meshes
  63932. */
  63933. export class PolygonBuilder {
  63934. /**
  63935. * Creates a polygon mesh
  63936. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  63937. * * 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
  63938. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  63939. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  63940. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  63941. * * Remember you can only change the shape positions, not their number when updating a polygon
  63942. * @param name defines the name of the mesh
  63943. * @param options defines the options used to create the mesh
  63944. * @param scene defines the hosting scene
  63945. * @param earcutInjection can be used to inject your own earcut reference
  63946. * @returns the polygon mesh
  63947. */
  63948. static CreatePolygon(name: string, options: {
  63949. shape: Vector3[];
  63950. holes?: Vector3[][];
  63951. depth?: number;
  63952. faceUV?: Vector4[];
  63953. faceColors?: Color4[];
  63954. updatable?: boolean;
  63955. sideOrientation?: number;
  63956. frontUVs?: Vector4;
  63957. backUVs?: Vector4;
  63958. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  63959. /**
  63960. * Creates an extruded polygon mesh, with depth in the Y direction.
  63961. * * 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)
  63962. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  63963. * @param name defines the name of the mesh
  63964. * @param options defines the options used to create the mesh
  63965. * @param scene defines the hosting scene
  63966. * @param earcutInjection can be used to inject your own earcut reference
  63967. * @returns the polygon mesh
  63968. */
  63969. static ExtrudePolygon(name: string, options: {
  63970. shape: Vector3[];
  63971. holes?: Vector3[][];
  63972. depth?: number;
  63973. faceUV?: Vector4[];
  63974. faceColors?: Color4[];
  63975. updatable?: boolean;
  63976. sideOrientation?: number;
  63977. frontUVs?: Vector4;
  63978. backUVs?: Vector4;
  63979. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  63980. }
  63981. }
  63982. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  63983. import { Scene } from "babylonjs/scene";
  63984. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  63985. import { Mesh } from "babylonjs/Meshes/mesh";
  63986. import { Nullable } from "babylonjs/types";
  63987. /**
  63988. * Class containing static functions to help procedurally build meshes
  63989. */
  63990. export class LatheBuilder {
  63991. /**
  63992. * Creates lathe mesh.
  63993. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  63994. * * 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
  63995. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  63996. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  63997. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  63998. * * 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
  63999. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  64000. * * 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
  64001. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64002. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64003. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64004. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64005. * @param name defines the name of the mesh
  64006. * @param options defines the options used to create the mesh
  64007. * @param scene defines the hosting scene
  64008. * @returns the lathe mesh
  64009. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  64010. */
  64011. static CreateLathe(name: string, options: {
  64012. shape: Vector3[];
  64013. radius?: number;
  64014. tessellation?: number;
  64015. clip?: number;
  64016. arc?: number;
  64017. closed?: boolean;
  64018. updatable?: boolean;
  64019. sideOrientation?: number;
  64020. frontUVs?: Vector4;
  64021. backUVs?: Vector4;
  64022. cap?: number;
  64023. invertUV?: boolean;
  64024. }, scene?: Nullable<Scene>): Mesh;
  64025. }
  64026. }
  64027. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  64028. import { Nullable } from "babylonjs/types";
  64029. import { Scene } from "babylonjs/scene";
  64030. import { Vector4 } from "babylonjs/Maths/math.vector";
  64031. import { Mesh } from "babylonjs/Meshes/mesh";
  64032. /**
  64033. * Class containing static functions to help procedurally build meshes
  64034. */
  64035. export class TiledPlaneBuilder {
  64036. /**
  64037. * Creates a tiled plane mesh
  64038. * * The parameter `pattern` will, depending on value, do nothing or
  64039. * * * flip (reflect about central vertical) alternate tiles across and up
  64040. * * * flip every tile on alternate rows
  64041. * * * rotate (180 degs) alternate tiles across and up
  64042. * * * rotate every tile on alternate rows
  64043. * * * flip and rotate alternate tiles across and up
  64044. * * * flip and rotate every tile on alternate rows
  64045. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  64046. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  64047. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64048. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  64049. * * 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)
  64050. * * 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)
  64051. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  64052. * @param name defines the name of the mesh
  64053. * @param options defines the options used to create the mesh
  64054. * @param scene defines the hosting scene
  64055. * @returns the box mesh
  64056. */
  64057. static CreateTiledPlane(name: string, options: {
  64058. pattern?: number;
  64059. tileSize?: number;
  64060. tileWidth?: number;
  64061. tileHeight?: number;
  64062. size?: number;
  64063. width?: number;
  64064. height?: number;
  64065. alignHorizontal?: number;
  64066. alignVertical?: number;
  64067. sideOrientation?: number;
  64068. frontUVs?: Vector4;
  64069. backUVs?: Vector4;
  64070. updatable?: boolean;
  64071. }, scene?: Nullable<Scene>): Mesh;
  64072. }
  64073. }
  64074. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  64075. import { Nullable } from "babylonjs/types";
  64076. import { Scene } from "babylonjs/scene";
  64077. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  64078. import { Mesh } from "babylonjs/Meshes/mesh";
  64079. /**
  64080. * Class containing static functions to help procedurally build meshes
  64081. */
  64082. export class TubeBuilder {
  64083. /**
  64084. * Creates a tube mesh.
  64085. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  64086. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  64087. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  64088. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  64089. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  64090. * * 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)
  64091. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  64092. * * 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
  64093. * * 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
  64094. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64095. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64096. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64097. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64098. * @param name defines the name of the mesh
  64099. * @param options defines the options used to create the mesh
  64100. * @param scene defines the hosting scene
  64101. * @returns the tube mesh
  64102. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64103. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  64104. */
  64105. static CreateTube(name: string, options: {
  64106. path: Vector3[];
  64107. radius?: number;
  64108. tessellation?: number;
  64109. radiusFunction?: {
  64110. (i: number, distance: number): number;
  64111. };
  64112. cap?: number;
  64113. arc?: number;
  64114. updatable?: boolean;
  64115. sideOrientation?: number;
  64116. frontUVs?: Vector4;
  64117. backUVs?: Vector4;
  64118. instance?: Mesh;
  64119. invertUV?: boolean;
  64120. }, scene?: Nullable<Scene>): Mesh;
  64121. }
  64122. }
  64123. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  64124. import { Scene } from "babylonjs/scene";
  64125. import { Vector4 } from "babylonjs/Maths/math.vector";
  64126. import { Mesh } from "babylonjs/Meshes/mesh";
  64127. import { Nullable } from "babylonjs/types";
  64128. /**
  64129. * Class containing static functions to help procedurally build meshes
  64130. */
  64131. export class IcoSphereBuilder {
  64132. /**
  64133. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  64134. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  64135. * * 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`)
  64136. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  64137. * * 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
  64138. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64139. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64140. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64141. * @param name defines the name of the mesh
  64142. * @param options defines the options used to create the mesh
  64143. * @param scene defines the hosting scene
  64144. * @returns the icosahedron mesh
  64145. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  64146. */
  64147. static CreateIcoSphere(name: string, options: {
  64148. radius?: number;
  64149. radiusX?: number;
  64150. radiusY?: number;
  64151. radiusZ?: number;
  64152. flat?: boolean;
  64153. subdivisions?: number;
  64154. sideOrientation?: number;
  64155. frontUVs?: Vector4;
  64156. backUVs?: Vector4;
  64157. updatable?: boolean;
  64158. }, scene?: Nullable<Scene>): Mesh;
  64159. }
  64160. }
  64161. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  64162. import { Vector3 } from "babylonjs/Maths/math.vector";
  64163. import { Mesh } from "babylonjs/Meshes/mesh";
  64164. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64165. /**
  64166. * Class containing static functions to help procedurally build meshes
  64167. */
  64168. export class DecalBuilder {
  64169. /**
  64170. * Creates a decal mesh.
  64171. * 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
  64172. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  64173. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  64174. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  64175. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  64176. * @param name defines the name of the mesh
  64177. * @param sourceMesh defines the mesh where the decal must be applied
  64178. * @param options defines the options used to create the mesh
  64179. * @param scene defines the hosting scene
  64180. * @returns the decal mesh
  64181. * @see https://doc.babylonjs.com/how_to/decals
  64182. */
  64183. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  64184. position?: Vector3;
  64185. normal?: Vector3;
  64186. size?: Vector3;
  64187. angle?: number;
  64188. }): Mesh;
  64189. }
  64190. }
  64191. declare module "babylonjs/Meshes/meshBuilder" {
  64192. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  64193. import { Nullable } from "babylonjs/types";
  64194. import { Scene } from "babylonjs/scene";
  64195. import { Mesh } from "babylonjs/Meshes/mesh";
  64196. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  64197. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  64198. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64199. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  64200. import { Plane } from "babylonjs/Maths/math.plane";
  64201. /**
  64202. * Class containing static functions to help procedurally build meshes
  64203. */
  64204. export class MeshBuilder {
  64205. /**
  64206. * Creates a box mesh
  64207. * * The parameter `size` sets the size (float) of each box side (default 1)
  64208. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  64209. * * 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)
  64210. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  64211. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64212. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64213. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64214. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  64215. * @param name defines the name of the mesh
  64216. * @param options defines the options used to create the mesh
  64217. * @param scene defines the hosting scene
  64218. * @returns the box mesh
  64219. */
  64220. static CreateBox(name: string, options: {
  64221. size?: number;
  64222. width?: number;
  64223. height?: number;
  64224. depth?: number;
  64225. faceUV?: Vector4[];
  64226. faceColors?: Color4[];
  64227. sideOrientation?: number;
  64228. frontUVs?: Vector4;
  64229. backUVs?: Vector4;
  64230. updatable?: boolean;
  64231. }, scene?: Nullable<Scene>): Mesh;
  64232. /**
  64233. * Creates a tiled box mesh
  64234. * * faceTiles sets the pattern, tile size and number of tiles for a face
  64235. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64236. * @param name defines the name of the mesh
  64237. * @param options defines the options used to create the mesh
  64238. * @param scene defines the hosting scene
  64239. * @returns the tiled box mesh
  64240. */
  64241. static CreateTiledBox(name: string, options: {
  64242. pattern?: number;
  64243. size?: number;
  64244. width?: number;
  64245. height?: number;
  64246. depth: number;
  64247. tileSize?: number;
  64248. tileWidth?: number;
  64249. tileHeight?: number;
  64250. faceUV?: Vector4[];
  64251. faceColors?: Color4[];
  64252. alignHorizontal?: number;
  64253. alignVertical?: number;
  64254. sideOrientation?: number;
  64255. updatable?: boolean;
  64256. }, scene?: Nullable<Scene>): Mesh;
  64257. /**
  64258. * Creates a sphere mesh
  64259. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  64260. * * 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`)
  64261. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  64262. * * 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
  64263. * * 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)
  64264. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64265. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64266. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64267. * @param name defines the name of the mesh
  64268. * @param options defines the options used to create the mesh
  64269. * @param scene defines the hosting scene
  64270. * @returns the sphere mesh
  64271. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  64272. */
  64273. static CreateSphere(name: string, options: {
  64274. segments?: number;
  64275. diameter?: number;
  64276. diameterX?: number;
  64277. diameterY?: number;
  64278. diameterZ?: number;
  64279. arc?: number;
  64280. slice?: number;
  64281. sideOrientation?: number;
  64282. frontUVs?: Vector4;
  64283. backUVs?: Vector4;
  64284. updatable?: boolean;
  64285. }, scene?: Nullable<Scene>): Mesh;
  64286. /**
  64287. * Creates a plane polygonal mesh. By default, this is a disc
  64288. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  64289. * * 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
  64290. * * 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
  64291. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64292. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64293. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64294. * @param name defines the name of the mesh
  64295. * @param options defines the options used to create the mesh
  64296. * @param scene defines the hosting scene
  64297. * @returns the plane polygonal mesh
  64298. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  64299. */
  64300. static CreateDisc(name: string, options: {
  64301. radius?: number;
  64302. tessellation?: number;
  64303. arc?: number;
  64304. updatable?: boolean;
  64305. sideOrientation?: number;
  64306. frontUVs?: Vector4;
  64307. backUVs?: Vector4;
  64308. }, scene?: Nullable<Scene>): Mesh;
  64309. /**
  64310. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  64311. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  64312. * * 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`)
  64313. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  64314. * * 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
  64315. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64316. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64317. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64318. * @param name defines the name of the mesh
  64319. * @param options defines the options used to create the mesh
  64320. * @param scene defines the hosting scene
  64321. * @returns the icosahedron mesh
  64322. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  64323. */
  64324. static CreateIcoSphere(name: string, options: {
  64325. radius?: number;
  64326. radiusX?: number;
  64327. radiusY?: number;
  64328. radiusZ?: number;
  64329. flat?: boolean;
  64330. subdivisions?: number;
  64331. sideOrientation?: number;
  64332. frontUVs?: Vector4;
  64333. backUVs?: Vector4;
  64334. updatable?: boolean;
  64335. }, scene?: Nullable<Scene>): Mesh;
  64336. /**
  64337. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  64338. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  64339. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  64340. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  64341. * * 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
  64342. * * 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
  64343. * * 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
  64344. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64345. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64346. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64347. * * 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
  64348. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  64349. * * 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
  64350. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  64351. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64352. * @param name defines the name of the mesh
  64353. * @param options defines the options used to create the mesh
  64354. * @param scene defines the hosting scene
  64355. * @returns the ribbon mesh
  64356. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  64357. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64358. */
  64359. static CreateRibbon(name: string, options: {
  64360. pathArray: Vector3[][];
  64361. closeArray?: boolean;
  64362. closePath?: boolean;
  64363. offset?: number;
  64364. updatable?: boolean;
  64365. sideOrientation?: number;
  64366. frontUVs?: Vector4;
  64367. backUVs?: Vector4;
  64368. instance?: Mesh;
  64369. invertUV?: boolean;
  64370. uvs?: Vector2[];
  64371. colors?: Color4[];
  64372. }, scene?: Nullable<Scene>): Mesh;
  64373. /**
  64374. * Creates a cylinder or a cone mesh
  64375. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  64376. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  64377. * * 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.
  64378. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  64379. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  64380. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  64381. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  64382. * * 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).
  64383. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  64384. * * 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).
  64385. * * 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
  64386. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  64387. * * 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
  64388. * * 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.
  64389. * * If `enclose` is false, a ring surface is one element.
  64390. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  64391. * * 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
  64392. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64393. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64394. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64395. * @param name defines the name of the mesh
  64396. * @param options defines the options used to create the mesh
  64397. * @param scene defines the hosting scene
  64398. * @returns the cylinder mesh
  64399. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  64400. */
  64401. static CreateCylinder(name: string, options: {
  64402. height?: number;
  64403. diameterTop?: number;
  64404. diameterBottom?: number;
  64405. diameter?: number;
  64406. tessellation?: number;
  64407. subdivisions?: number;
  64408. arc?: number;
  64409. faceColors?: Color4[];
  64410. faceUV?: Vector4[];
  64411. updatable?: boolean;
  64412. hasRings?: boolean;
  64413. enclose?: boolean;
  64414. cap?: number;
  64415. sideOrientation?: number;
  64416. frontUVs?: Vector4;
  64417. backUVs?: Vector4;
  64418. }, scene?: Nullable<Scene>): Mesh;
  64419. /**
  64420. * Creates a torus mesh
  64421. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  64422. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  64423. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  64424. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64425. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64426. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64427. * @param name defines the name of the mesh
  64428. * @param options defines the options used to create the mesh
  64429. * @param scene defines the hosting scene
  64430. * @returns the torus mesh
  64431. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  64432. */
  64433. static CreateTorus(name: string, options: {
  64434. diameter?: number;
  64435. thickness?: number;
  64436. tessellation?: number;
  64437. updatable?: boolean;
  64438. sideOrientation?: number;
  64439. frontUVs?: Vector4;
  64440. backUVs?: Vector4;
  64441. }, scene?: Nullable<Scene>): Mesh;
  64442. /**
  64443. * Creates a torus knot mesh
  64444. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  64445. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  64446. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  64447. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  64448. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64449. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64450. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64451. * @param name defines the name of the mesh
  64452. * @param options defines the options used to create the mesh
  64453. * @param scene defines the hosting scene
  64454. * @returns the torus knot mesh
  64455. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  64456. */
  64457. static CreateTorusKnot(name: string, options: {
  64458. radius?: number;
  64459. tube?: number;
  64460. radialSegments?: number;
  64461. tubularSegments?: number;
  64462. p?: number;
  64463. q?: number;
  64464. updatable?: boolean;
  64465. sideOrientation?: number;
  64466. frontUVs?: Vector4;
  64467. backUVs?: Vector4;
  64468. }, scene?: Nullable<Scene>): Mesh;
  64469. /**
  64470. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  64471. * * 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
  64472. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  64473. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  64474. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  64475. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  64476. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  64477. * * 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
  64478. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  64479. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64480. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  64481. * @param name defines the name of the new line system
  64482. * @param options defines the options used to create the line system
  64483. * @param scene defines the hosting scene
  64484. * @returns a new line system mesh
  64485. */
  64486. static CreateLineSystem(name: string, options: {
  64487. lines: Vector3[][];
  64488. updatable?: boolean;
  64489. instance?: Nullable<LinesMesh>;
  64490. colors?: Nullable<Color4[][]>;
  64491. useVertexAlpha?: boolean;
  64492. }, scene: Nullable<Scene>): LinesMesh;
  64493. /**
  64494. * Creates a line mesh
  64495. * 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
  64496. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  64497. * * The parameter `points` is an array successive Vector3
  64498. * * 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
  64499. * * The optional parameter `colors` is an array of successive Color4, one per line point
  64500. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  64501. * * When updating an instance, remember that only point positions can change, not the number of points
  64502. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64503. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  64504. * @param name defines the name of the new line system
  64505. * @param options defines the options used to create the line system
  64506. * @param scene defines the hosting scene
  64507. * @returns a new line mesh
  64508. */
  64509. static CreateLines(name: string, options: {
  64510. points: Vector3[];
  64511. updatable?: boolean;
  64512. instance?: Nullable<LinesMesh>;
  64513. colors?: Color4[];
  64514. useVertexAlpha?: boolean;
  64515. }, scene?: Nullable<Scene>): LinesMesh;
  64516. /**
  64517. * Creates a dashed line mesh
  64518. * * 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
  64519. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  64520. * * The parameter `points` is an array successive Vector3
  64521. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  64522. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  64523. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  64524. * * 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
  64525. * * When updating an instance, remember that only point positions can change, not the number of points
  64526. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64527. * @param name defines the name of the mesh
  64528. * @param options defines the options used to create the mesh
  64529. * @param scene defines the hosting scene
  64530. * @returns the dashed line mesh
  64531. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  64532. */
  64533. static CreateDashedLines(name: string, options: {
  64534. points: Vector3[];
  64535. dashSize?: number;
  64536. gapSize?: number;
  64537. dashNb?: number;
  64538. updatable?: boolean;
  64539. instance?: LinesMesh;
  64540. }, scene?: Nullable<Scene>): LinesMesh;
  64541. /**
  64542. * 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.
  64543. * * 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.
  64544. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  64545. * * 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.
  64546. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  64547. * * 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
  64548. * * 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
  64549. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  64550. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64551. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64552. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  64553. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64554. * @param name defines the name of the mesh
  64555. * @param options defines the options used to create the mesh
  64556. * @param scene defines the hosting scene
  64557. * @returns the extruded shape mesh
  64558. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64559. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  64560. */
  64561. static ExtrudeShape(name: string, options: {
  64562. shape: Vector3[];
  64563. path: Vector3[];
  64564. scale?: number;
  64565. rotation?: number;
  64566. cap?: number;
  64567. updatable?: boolean;
  64568. sideOrientation?: number;
  64569. frontUVs?: Vector4;
  64570. backUVs?: Vector4;
  64571. instance?: Mesh;
  64572. invertUV?: boolean;
  64573. }, scene?: Nullable<Scene>): Mesh;
  64574. /**
  64575. * Creates an custom extruded shape mesh.
  64576. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  64577. * * 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.
  64578. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  64579. * * 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
  64580. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  64581. * * 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
  64582. * * It must returns a float value that will be the scale value applied to the shape on each path point
  64583. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  64584. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  64585. * * 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
  64586. * * 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
  64587. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  64588. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64589. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64590. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64591. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64592. * @param name defines the name of the mesh
  64593. * @param options defines the options used to create the mesh
  64594. * @param scene defines the hosting scene
  64595. * @returns the custom extruded shape mesh
  64596. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  64597. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64598. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  64599. */
  64600. static ExtrudeShapeCustom(name: string, options: {
  64601. shape: Vector3[];
  64602. path: Vector3[];
  64603. scaleFunction?: any;
  64604. rotationFunction?: any;
  64605. ribbonCloseArray?: boolean;
  64606. ribbonClosePath?: boolean;
  64607. cap?: number;
  64608. updatable?: boolean;
  64609. sideOrientation?: number;
  64610. frontUVs?: Vector4;
  64611. backUVs?: Vector4;
  64612. instance?: Mesh;
  64613. invertUV?: boolean;
  64614. }, scene?: Nullable<Scene>): Mesh;
  64615. /**
  64616. * Creates lathe mesh.
  64617. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  64618. * * 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
  64619. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  64620. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  64621. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  64622. * * 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
  64623. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  64624. * * 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
  64625. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64626. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64627. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64628. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64629. * @param name defines the name of the mesh
  64630. * @param options defines the options used to create the mesh
  64631. * @param scene defines the hosting scene
  64632. * @returns the lathe mesh
  64633. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  64634. */
  64635. static CreateLathe(name: string, options: {
  64636. shape: Vector3[];
  64637. radius?: number;
  64638. tessellation?: number;
  64639. clip?: number;
  64640. arc?: number;
  64641. closed?: boolean;
  64642. updatable?: boolean;
  64643. sideOrientation?: number;
  64644. frontUVs?: Vector4;
  64645. backUVs?: Vector4;
  64646. cap?: number;
  64647. invertUV?: boolean;
  64648. }, scene?: Nullable<Scene>): Mesh;
  64649. /**
  64650. * Creates a tiled plane mesh
  64651. * * You can set a limited pattern arrangement with the tiles
  64652. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64653. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64654. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64655. * @param name defines the name of the mesh
  64656. * @param options defines the options used to create the mesh
  64657. * @param scene defines the hosting scene
  64658. * @returns the plane mesh
  64659. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  64660. */
  64661. static CreateTiledPlane(name: string, options: {
  64662. pattern?: number;
  64663. tileSize?: number;
  64664. tileWidth?: number;
  64665. tileHeight?: number;
  64666. size?: number;
  64667. width?: number;
  64668. height?: number;
  64669. alignHorizontal?: number;
  64670. alignVertical?: number;
  64671. sideOrientation?: number;
  64672. frontUVs?: Vector4;
  64673. backUVs?: Vector4;
  64674. updatable?: boolean;
  64675. }, scene?: Nullable<Scene>): Mesh;
  64676. /**
  64677. * Creates a plane mesh
  64678. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  64679. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  64680. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  64681. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64682. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64683. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64684. * @param name defines the name of the mesh
  64685. * @param options defines the options used to create the mesh
  64686. * @param scene defines the hosting scene
  64687. * @returns the plane mesh
  64688. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  64689. */
  64690. static CreatePlane(name: string, options: {
  64691. size?: number;
  64692. width?: number;
  64693. height?: number;
  64694. sideOrientation?: number;
  64695. frontUVs?: Vector4;
  64696. backUVs?: Vector4;
  64697. updatable?: boolean;
  64698. sourcePlane?: Plane;
  64699. }, scene?: Nullable<Scene>): Mesh;
  64700. /**
  64701. * Creates a ground mesh
  64702. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  64703. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  64704. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64705. * @param name defines the name of the mesh
  64706. * @param options defines the options used to create the mesh
  64707. * @param scene defines the hosting scene
  64708. * @returns the ground mesh
  64709. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  64710. */
  64711. static CreateGround(name: string, options: {
  64712. width?: number;
  64713. height?: number;
  64714. subdivisions?: number;
  64715. subdivisionsX?: number;
  64716. subdivisionsY?: number;
  64717. updatable?: boolean;
  64718. }, scene?: Nullable<Scene>): Mesh;
  64719. /**
  64720. * Creates a tiled ground mesh
  64721. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  64722. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  64723. * * 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
  64724. * * 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
  64725. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64726. * @param name defines the name of the mesh
  64727. * @param options defines the options used to create the mesh
  64728. * @param scene defines the hosting scene
  64729. * @returns the tiled ground mesh
  64730. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  64731. */
  64732. static CreateTiledGround(name: string, options: {
  64733. xmin: number;
  64734. zmin: number;
  64735. xmax: number;
  64736. zmax: number;
  64737. subdivisions?: {
  64738. w: number;
  64739. h: number;
  64740. };
  64741. precision?: {
  64742. w: number;
  64743. h: number;
  64744. };
  64745. updatable?: boolean;
  64746. }, scene?: Nullable<Scene>): Mesh;
  64747. /**
  64748. * Creates a ground mesh from a height map
  64749. * * The parameter `url` sets the URL of the height map image resource.
  64750. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  64751. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  64752. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  64753. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  64754. * * 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.
  64755. * * 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).
  64756. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  64757. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  64758. * @param name defines the name of the mesh
  64759. * @param url defines the url to the height map
  64760. * @param options defines the options used to create the mesh
  64761. * @param scene defines the hosting scene
  64762. * @returns the ground mesh
  64763. * @see https://doc.babylonjs.com/babylon101/height_map
  64764. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  64765. */
  64766. static CreateGroundFromHeightMap(name: string, url: string, options: {
  64767. width?: number;
  64768. height?: number;
  64769. subdivisions?: number;
  64770. minHeight?: number;
  64771. maxHeight?: number;
  64772. colorFilter?: Color3;
  64773. alphaFilter?: number;
  64774. updatable?: boolean;
  64775. onReady?: (mesh: GroundMesh) => void;
  64776. }, scene?: Nullable<Scene>): GroundMesh;
  64777. /**
  64778. * Creates a polygon mesh
  64779. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  64780. * * 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
  64781. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  64782. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64783. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  64784. * * Remember you can only change the shape positions, not their number when updating a polygon
  64785. * @param name defines the name of the mesh
  64786. * @param options defines the options used to create the mesh
  64787. * @param scene defines the hosting scene
  64788. * @param earcutInjection can be used to inject your own earcut reference
  64789. * @returns the polygon mesh
  64790. */
  64791. static CreatePolygon(name: string, options: {
  64792. shape: Vector3[];
  64793. holes?: Vector3[][];
  64794. depth?: number;
  64795. faceUV?: Vector4[];
  64796. faceColors?: Color4[];
  64797. updatable?: boolean;
  64798. sideOrientation?: number;
  64799. frontUVs?: Vector4;
  64800. backUVs?: Vector4;
  64801. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  64802. /**
  64803. * Creates an extruded polygon mesh, with depth in the Y direction.
  64804. * * 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)
  64805. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  64806. * @param name defines the name of the mesh
  64807. * @param options defines the options used to create the mesh
  64808. * @param scene defines the hosting scene
  64809. * @param earcutInjection can be used to inject your own earcut reference
  64810. * @returns the polygon mesh
  64811. */
  64812. static ExtrudePolygon(name: string, options: {
  64813. shape: Vector3[];
  64814. holes?: Vector3[][];
  64815. depth?: number;
  64816. faceUV?: Vector4[];
  64817. faceColors?: Color4[];
  64818. updatable?: boolean;
  64819. sideOrientation?: number;
  64820. frontUVs?: Vector4;
  64821. backUVs?: Vector4;
  64822. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  64823. /**
  64824. * Creates a tube mesh.
  64825. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  64826. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  64827. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  64828. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  64829. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  64830. * * 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)
  64831. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  64832. * * 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
  64833. * * 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
  64834. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64835. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64836. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  64837. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64838. * @param name defines the name of the mesh
  64839. * @param options defines the options used to create the mesh
  64840. * @param scene defines the hosting scene
  64841. * @returns the tube mesh
  64842. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  64843. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  64844. */
  64845. static CreateTube(name: string, options: {
  64846. path: Vector3[];
  64847. radius?: number;
  64848. tessellation?: number;
  64849. radiusFunction?: {
  64850. (i: number, distance: number): number;
  64851. };
  64852. cap?: number;
  64853. arc?: number;
  64854. updatable?: boolean;
  64855. sideOrientation?: number;
  64856. frontUVs?: Vector4;
  64857. backUVs?: Vector4;
  64858. instance?: Mesh;
  64859. invertUV?: boolean;
  64860. }, scene?: Nullable<Scene>): Mesh;
  64861. /**
  64862. * Creates a polyhedron mesh
  64863. * * 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
  64864. * * The parameter `size` (positive float, default 1) sets the polygon size
  64865. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  64866. * * 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`
  64867. * * 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
  64868. * * 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)`)
  64869. * * 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
  64870. * * 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
  64871. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  64872. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  64873. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  64874. * @param name defines the name of the mesh
  64875. * @param options defines the options used to create the mesh
  64876. * @param scene defines the hosting scene
  64877. * @returns the polyhedron mesh
  64878. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  64879. */
  64880. static CreatePolyhedron(name: string, options: {
  64881. type?: number;
  64882. size?: number;
  64883. sizeX?: number;
  64884. sizeY?: number;
  64885. sizeZ?: number;
  64886. custom?: any;
  64887. faceUV?: Vector4[];
  64888. faceColors?: Color4[];
  64889. flat?: boolean;
  64890. updatable?: boolean;
  64891. sideOrientation?: number;
  64892. frontUVs?: Vector4;
  64893. backUVs?: Vector4;
  64894. }, scene?: Nullable<Scene>): Mesh;
  64895. /**
  64896. * Creates a decal mesh.
  64897. * 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
  64898. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  64899. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  64900. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  64901. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  64902. * @param name defines the name of the mesh
  64903. * @param sourceMesh defines the mesh where the decal must be applied
  64904. * @param options defines the options used to create the mesh
  64905. * @param scene defines the hosting scene
  64906. * @returns the decal mesh
  64907. * @see https://doc.babylonjs.com/how_to/decals
  64908. */
  64909. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  64910. position?: Vector3;
  64911. normal?: Vector3;
  64912. size?: Vector3;
  64913. angle?: number;
  64914. }): Mesh;
  64915. }
  64916. }
  64917. declare module "babylonjs/Meshes/meshSimplification" {
  64918. import { Mesh } from "babylonjs/Meshes/mesh";
  64919. /**
  64920. * A simplifier interface for future simplification implementations
  64921. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  64922. */
  64923. export interface ISimplifier {
  64924. /**
  64925. * Simplification of a given mesh according to the given settings.
  64926. * Since this requires computation, it is assumed that the function runs async.
  64927. * @param settings The settings of the simplification, including quality and distance
  64928. * @param successCallback A callback that will be called after the mesh was simplified.
  64929. * @param errorCallback in case of an error, this callback will be called. optional.
  64930. */
  64931. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  64932. }
  64933. /**
  64934. * Expected simplification settings.
  64935. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  64936. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  64937. */
  64938. export interface ISimplificationSettings {
  64939. /**
  64940. * Gets or sets the expected quality
  64941. */
  64942. quality: number;
  64943. /**
  64944. * Gets or sets the distance when this optimized version should be used
  64945. */
  64946. distance: number;
  64947. /**
  64948. * Gets an already optimized mesh
  64949. */
  64950. optimizeMesh?: boolean;
  64951. }
  64952. /**
  64953. * Class used to specify simplification options
  64954. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  64955. */
  64956. export class SimplificationSettings implements ISimplificationSettings {
  64957. /** expected quality */
  64958. quality: number;
  64959. /** distance when this optimized version should be used */
  64960. distance: number;
  64961. /** already optimized mesh */
  64962. optimizeMesh?: boolean | undefined;
  64963. /**
  64964. * Creates a SimplificationSettings
  64965. * @param quality expected quality
  64966. * @param distance distance when this optimized version should be used
  64967. * @param optimizeMesh already optimized mesh
  64968. */
  64969. constructor(
  64970. /** expected quality */
  64971. quality: number,
  64972. /** distance when this optimized version should be used */
  64973. distance: number,
  64974. /** already optimized mesh */
  64975. optimizeMesh?: boolean | undefined);
  64976. }
  64977. /**
  64978. * Interface used to define a simplification task
  64979. */
  64980. export interface ISimplificationTask {
  64981. /**
  64982. * Array of settings
  64983. */
  64984. settings: Array<ISimplificationSettings>;
  64985. /**
  64986. * Simplification type
  64987. */
  64988. simplificationType: SimplificationType;
  64989. /**
  64990. * Mesh to simplify
  64991. */
  64992. mesh: Mesh;
  64993. /**
  64994. * Callback called on success
  64995. */
  64996. successCallback?: () => void;
  64997. /**
  64998. * Defines if parallel processing can be used
  64999. */
  65000. parallelProcessing: boolean;
  65001. }
  65002. /**
  65003. * Queue used to order the simplification tasks
  65004. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  65005. */
  65006. export class SimplificationQueue {
  65007. private _simplificationArray;
  65008. /**
  65009. * Gets a boolean indicating that the process is still running
  65010. */
  65011. running: boolean;
  65012. /**
  65013. * Creates a new queue
  65014. */
  65015. constructor();
  65016. /**
  65017. * Adds a new simplification task
  65018. * @param task defines a task to add
  65019. */
  65020. addTask(task: ISimplificationTask): void;
  65021. /**
  65022. * Execute next task
  65023. */
  65024. executeNext(): void;
  65025. /**
  65026. * Execute a simplification task
  65027. * @param task defines the task to run
  65028. */
  65029. runSimplification(task: ISimplificationTask): void;
  65030. private getSimplifier;
  65031. }
  65032. /**
  65033. * The implemented types of simplification
  65034. * At the moment only Quadratic Error Decimation is implemented
  65035. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  65036. */
  65037. export enum SimplificationType {
  65038. /** Quadratic error decimation */
  65039. QUADRATIC = 0
  65040. }
  65041. }
  65042. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  65043. import { Scene } from "babylonjs/scene";
  65044. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  65045. import { ISceneComponent } from "babylonjs/sceneComponent";
  65046. module "babylonjs/scene" {
  65047. interface Scene {
  65048. /** @hidden (Backing field) */
  65049. _simplificationQueue: SimplificationQueue;
  65050. /**
  65051. * Gets or sets the simplification queue attached to the scene
  65052. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  65053. */
  65054. simplificationQueue: SimplificationQueue;
  65055. }
  65056. }
  65057. module "babylonjs/Meshes/mesh" {
  65058. interface Mesh {
  65059. /**
  65060. * Simplify the mesh according to the given array of settings.
  65061. * Function will return immediately and will simplify async
  65062. * @param settings a collection of simplification settings
  65063. * @param parallelProcessing should all levels calculate parallel or one after the other
  65064. * @param simplificationType the type of simplification to run
  65065. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  65066. * @returns the current mesh
  65067. */
  65068. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  65069. }
  65070. }
  65071. /**
  65072. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  65073. * created in a scene
  65074. */
  65075. export class SimplicationQueueSceneComponent implements ISceneComponent {
  65076. /**
  65077. * The component name helpfull to identify the component in the list of scene components.
  65078. */
  65079. readonly name: string;
  65080. /**
  65081. * The scene the component belongs to.
  65082. */
  65083. scene: Scene;
  65084. /**
  65085. * Creates a new instance of the component for the given scene
  65086. * @param scene Defines the scene to register the component in
  65087. */
  65088. constructor(scene: Scene);
  65089. /**
  65090. * Registers the component in a given scene
  65091. */
  65092. register(): void;
  65093. /**
  65094. * Rebuilds the elements related to this component in case of
  65095. * context lost for instance.
  65096. */
  65097. rebuild(): void;
  65098. /**
  65099. * Disposes the component and the associated ressources
  65100. */
  65101. dispose(): void;
  65102. private _beforeCameraUpdate;
  65103. }
  65104. }
  65105. declare module "babylonjs/Meshes/Builders/index" {
  65106. export * from "babylonjs/Meshes/Builders/boxBuilder";
  65107. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  65108. export * from "babylonjs/Meshes/Builders/discBuilder";
  65109. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  65110. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  65111. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  65112. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  65113. export * from "babylonjs/Meshes/Builders/torusBuilder";
  65114. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  65115. export * from "babylonjs/Meshes/Builders/linesBuilder";
  65116. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  65117. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  65118. export * from "babylonjs/Meshes/Builders/latheBuilder";
  65119. export * from "babylonjs/Meshes/Builders/planeBuilder";
  65120. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  65121. export * from "babylonjs/Meshes/Builders/groundBuilder";
  65122. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  65123. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  65124. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  65125. export * from "babylonjs/Meshes/Builders/decalBuilder";
  65126. }
  65127. declare module "babylonjs/Meshes/index" {
  65128. export * from "babylonjs/Meshes/abstractMesh";
  65129. export * from "babylonjs/Meshes/buffer";
  65130. export * from "babylonjs/Meshes/Compression/index";
  65131. export * from "babylonjs/Meshes/csg";
  65132. export * from "babylonjs/Meshes/geometry";
  65133. export * from "babylonjs/Meshes/groundMesh";
  65134. export * from "babylonjs/Meshes/trailMesh";
  65135. export * from "babylonjs/Meshes/instancedMesh";
  65136. export * from "babylonjs/Meshes/linesMesh";
  65137. export * from "babylonjs/Meshes/mesh";
  65138. export * from "babylonjs/Meshes/mesh.vertexData";
  65139. export * from "babylonjs/Meshes/meshBuilder";
  65140. export * from "babylonjs/Meshes/meshSimplification";
  65141. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  65142. export * from "babylonjs/Meshes/polygonMesh";
  65143. export * from "babylonjs/Meshes/subMesh";
  65144. export * from "babylonjs/Meshes/meshLODLevel";
  65145. export * from "babylonjs/Meshes/transformNode";
  65146. export * from "babylonjs/Meshes/Builders/index";
  65147. export * from "babylonjs/Meshes/dataBuffer";
  65148. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  65149. }
  65150. declare module "babylonjs/Morph/index" {
  65151. export * from "babylonjs/Morph/morphTarget";
  65152. export * from "babylonjs/Morph/morphTargetManager";
  65153. }
  65154. declare module "babylonjs/Navigation/INavigationEngine" {
  65155. import { TransformNode } from "babylonjs/Meshes/transformNode";
  65156. import { Vector3 } from "babylonjs/Maths/math";
  65157. import { Mesh } from "babylonjs/Meshes/mesh";
  65158. import { Scene } from "babylonjs/scene";
  65159. /**
  65160. * Navigation plugin interface to add navigation constrained by a navigation mesh
  65161. */
  65162. export interface INavigationEnginePlugin {
  65163. /**
  65164. * plugin name
  65165. */
  65166. name: string;
  65167. /**
  65168. * Creates a navigation mesh
  65169. * @param meshes array of all the geometry used to compute the navigatio mesh
  65170. * @param parameters bunch of parameters used to filter geometry
  65171. */
  65172. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  65173. /**
  65174. * Create a navigation mesh debug mesh
  65175. * @param scene is where the mesh will be added
  65176. * @returns debug display mesh
  65177. */
  65178. createDebugNavMesh(scene: Scene): Mesh;
  65179. /**
  65180. * Get a navigation mesh constrained position, closest to the parameter position
  65181. * @param position world position
  65182. * @returns the closest point to position constrained by the navigation mesh
  65183. */
  65184. getClosestPoint(position: Vector3): Vector3;
  65185. /**
  65186. * Get a navigation mesh constrained position, within a particular radius
  65187. * @param position world position
  65188. * @param maxRadius the maximum distance to the constrained world position
  65189. * @returns the closest point to position constrained by the navigation mesh
  65190. */
  65191. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  65192. /**
  65193. * Compute the final position from a segment made of destination-position
  65194. * @param position world position
  65195. * @param destination world position
  65196. * @returns the resulting point along the navmesh
  65197. */
  65198. moveAlong(position: Vector3, destination: Vector3): Vector3;
  65199. /**
  65200. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  65201. * @param start world position
  65202. * @param end world position
  65203. * @returns array containing world position composing the path
  65204. */
  65205. computePath(start: Vector3, end: Vector3): Vector3[];
  65206. /**
  65207. * If this plugin is supported
  65208. * @returns true if plugin is supported
  65209. */
  65210. isSupported(): boolean;
  65211. /**
  65212. * Create a new Crowd so you can add agents
  65213. * @param maxAgents the maximum agent count in the crowd
  65214. * @param maxAgentRadius the maximum radius an agent can have
  65215. * @param scene to attach the crowd to
  65216. * @returns the crowd you can add agents to
  65217. */
  65218. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  65219. /**
  65220. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  65221. * The queries will try to find a solution within those bounds
  65222. * default is (1,1,1)
  65223. * @param extent x,y,z value that define the extent around the queries point of reference
  65224. */
  65225. setDefaultQueryExtent(extent: Vector3): void;
  65226. /**
  65227. * Get the Bounding box extent specified by setDefaultQueryExtent
  65228. * @returns the box extent values
  65229. */
  65230. getDefaultQueryExtent(): Vector3;
  65231. /**
  65232. * Release all resources
  65233. */
  65234. dispose(): void;
  65235. }
  65236. /**
  65237. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  65238. */
  65239. export interface ICrowd {
  65240. /**
  65241. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  65242. * You can attach anything to that node. The node position is updated in the scene update tick.
  65243. * @param pos world position that will be constrained by the navigation mesh
  65244. * @param parameters agent parameters
  65245. * @param transform hooked to the agent that will be update by the scene
  65246. * @returns agent index
  65247. */
  65248. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  65249. /**
  65250. * Returns the agent position in world space
  65251. * @param index agent index returned by addAgent
  65252. * @returns world space position
  65253. */
  65254. getAgentPosition(index: number): Vector3;
  65255. /**
  65256. * Gets the agent velocity in world space
  65257. * @param index agent index returned by addAgent
  65258. * @returns world space velocity
  65259. */
  65260. getAgentVelocity(index: number): Vector3;
  65261. /**
  65262. * remove a particular agent previously created
  65263. * @param index agent index returned by addAgent
  65264. */
  65265. removeAgent(index: number): void;
  65266. /**
  65267. * get the list of all agents attached to this crowd
  65268. * @returns list of agent indices
  65269. */
  65270. getAgents(): number[];
  65271. /**
  65272. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  65273. * @param deltaTime in seconds
  65274. */
  65275. update(deltaTime: number): void;
  65276. /**
  65277. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  65278. * @param index agent index returned by addAgent
  65279. * @param destination targeted world position
  65280. */
  65281. agentGoto(index: number, destination: Vector3): void;
  65282. /**
  65283. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  65284. * The queries will try to find a solution within those bounds
  65285. * default is (1,1,1)
  65286. * @param extent x,y,z value that define the extent around the queries point of reference
  65287. */
  65288. setDefaultQueryExtent(extent: Vector3): void;
  65289. /**
  65290. * Get the Bounding box extent specified by setDefaultQueryExtent
  65291. * @returns the box extent values
  65292. */
  65293. getDefaultQueryExtent(): Vector3;
  65294. /**
  65295. * Release all resources
  65296. */
  65297. dispose(): void;
  65298. }
  65299. /**
  65300. * Configures an agent
  65301. */
  65302. export interface IAgentParameters {
  65303. /**
  65304. * Agent radius. [Limit: >= 0]
  65305. */
  65306. radius: number;
  65307. /**
  65308. * Agent height. [Limit: > 0]
  65309. */
  65310. height: number;
  65311. /**
  65312. * Maximum allowed acceleration. [Limit: >= 0]
  65313. */
  65314. maxAcceleration: number;
  65315. /**
  65316. * Maximum allowed speed. [Limit: >= 0]
  65317. */
  65318. maxSpeed: number;
  65319. /**
  65320. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  65321. */
  65322. collisionQueryRange: number;
  65323. /**
  65324. * The path visibility optimization range. [Limit: > 0]
  65325. */
  65326. pathOptimizationRange: number;
  65327. /**
  65328. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  65329. */
  65330. separationWeight: number;
  65331. }
  65332. /**
  65333. * Configures the navigation mesh creation
  65334. */
  65335. export interface INavMeshParameters {
  65336. /**
  65337. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  65338. */
  65339. cs: number;
  65340. /**
  65341. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  65342. */
  65343. ch: number;
  65344. /**
  65345. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  65346. */
  65347. walkableSlopeAngle: number;
  65348. /**
  65349. * Minimum floor to 'ceiling' height that will still allow the floor area to
  65350. * be considered walkable. [Limit: >= 3] [Units: vx]
  65351. */
  65352. walkableHeight: number;
  65353. /**
  65354. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  65355. */
  65356. walkableClimb: number;
  65357. /**
  65358. * The distance to erode/shrink the walkable area of the heightfield away from
  65359. * obstructions. [Limit: >=0] [Units: vx]
  65360. */
  65361. walkableRadius: number;
  65362. /**
  65363. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  65364. */
  65365. maxEdgeLen: number;
  65366. /**
  65367. * The maximum distance a simplfied contour's border edges should deviate
  65368. * the original raw contour. [Limit: >=0] [Units: vx]
  65369. */
  65370. maxSimplificationError: number;
  65371. /**
  65372. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  65373. */
  65374. minRegionArea: number;
  65375. /**
  65376. * Any regions with a span count smaller than this value will, if possible,
  65377. * be merged with larger regions. [Limit: >=0] [Units: vx]
  65378. */
  65379. mergeRegionArea: number;
  65380. /**
  65381. * The maximum number of vertices allowed for polygons generated during the
  65382. * contour to polygon conversion process. [Limit: >= 3]
  65383. */
  65384. maxVertsPerPoly: number;
  65385. /**
  65386. * Sets the sampling distance to use when generating the detail mesh.
  65387. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  65388. */
  65389. detailSampleDist: number;
  65390. /**
  65391. * The maximum distance the detail mesh surface should deviate from heightfield
  65392. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  65393. */
  65394. detailSampleMaxError: number;
  65395. }
  65396. }
  65397. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  65398. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  65399. import { Mesh } from "babylonjs/Meshes/mesh";
  65400. import { Scene } from "babylonjs/scene";
  65401. import { Vector3 } from "babylonjs/Maths/math";
  65402. import { TransformNode } from "babylonjs/Meshes/transformNode";
  65403. /**
  65404. * RecastJS navigation plugin
  65405. */
  65406. export class RecastJSPlugin implements INavigationEnginePlugin {
  65407. /**
  65408. * Reference to the Recast library
  65409. */
  65410. bjsRECAST: any;
  65411. /**
  65412. * plugin name
  65413. */
  65414. name: string;
  65415. /**
  65416. * the first navmesh created. We might extend this to support multiple navmeshes
  65417. */
  65418. navMesh: any;
  65419. /**
  65420. * Initializes the recastJS plugin
  65421. * @param recastInjection can be used to inject your own recast reference
  65422. */
  65423. constructor(recastInjection?: any);
  65424. /**
  65425. * Creates a navigation mesh
  65426. * @param meshes array of all the geometry used to compute the navigatio mesh
  65427. * @param parameters bunch of parameters used to filter geometry
  65428. */
  65429. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  65430. /**
  65431. * Create a navigation mesh debug mesh
  65432. * @param scene is where the mesh will be added
  65433. * @returns debug display mesh
  65434. */
  65435. createDebugNavMesh(scene: Scene): Mesh;
  65436. /**
  65437. * Get a navigation mesh constrained position, closest to the parameter position
  65438. * @param position world position
  65439. * @returns the closest point to position constrained by the navigation mesh
  65440. */
  65441. getClosestPoint(position: Vector3): Vector3;
  65442. /**
  65443. * Get a navigation mesh constrained position, within a particular radius
  65444. * @param position world position
  65445. * @param maxRadius the maximum distance to the constrained world position
  65446. * @returns the closest point to position constrained by the navigation mesh
  65447. */
  65448. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  65449. /**
  65450. * Compute the final position from a segment made of destination-position
  65451. * @param position world position
  65452. * @param destination world position
  65453. * @returns the resulting point along the navmesh
  65454. */
  65455. moveAlong(position: Vector3, destination: Vector3): Vector3;
  65456. /**
  65457. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  65458. * @param start world position
  65459. * @param end world position
  65460. * @returns array containing world position composing the path
  65461. */
  65462. computePath(start: Vector3, end: Vector3): Vector3[];
  65463. /**
  65464. * Create a new Crowd so you can add agents
  65465. * @param maxAgents the maximum agent count in the crowd
  65466. * @param maxAgentRadius the maximum radius an agent can have
  65467. * @param scene to attach the crowd to
  65468. * @returns the crowd you can add agents to
  65469. */
  65470. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  65471. /**
  65472. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  65473. * The queries will try to find a solution within those bounds
  65474. * default is (1,1,1)
  65475. * @param extent x,y,z value that define the extent around the queries point of reference
  65476. */
  65477. setDefaultQueryExtent(extent: Vector3): void;
  65478. /**
  65479. * Get the Bounding box extent specified by setDefaultQueryExtent
  65480. * @returns the box extent values
  65481. */
  65482. getDefaultQueryExtent(): Vector3;
  65483. /**
  65484. * Disposes
  65485. */
  65486. dispose(): void;
  65487. /**
  65488. * If this plugin is supported
  65489. * @returns true if plugin is supported
  65490. */
  65491. isSupported(): boolean;
  65492. }
  65493. /**
  65494. * Recast detour crowd implementation
  65495. */
  65496. export class RecastJSCrowd implements ICrowd {
  65497. /**
  65498. * Recast/detour plugin
  65499. */
  65500. bjsRECASTPlugin: RecastJSPlugin;
  65501. /**
  65502. * Link to the detour crowd
  65503. */
  65504. recastCrowd: any;
  65505. /**
  65506. * One transform per agent
  65507. */
  65508. transforms: TransformNode[];
  65509. /**
  65510. * All agents created
  65511. */
  65512. agents: number[];
  65513. /**
  65514. * Link to the scene is kept to unregister the crowd from the scene
  65515. */
  65516. private _scene;
  65517. /**
  65518. * Observer for crowd updates
  65519. */
  65520. private _onBeforeAnimationsObserver;
  65521. /**
  65522. * Constructor
  65523. * @param plugin recastJS plugin
  65524. * @param maxAgents the maximum agent count in the crowd
  65525. * @param maxAgentRadius the maximum radius an agent can have
  65526. * @param scene to attach the crowd to
  65527. * @returns the crowd you can add agents to
  65528. */
  65529. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  65530. /**
  65531. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  65532. * You can attach anything to that node. The node position is updated in the scene update tick.
  65533. * @param pos world position that will be constrained by the navigation mesh
  65534. * @param parameters agent parameters
  65535. * @param transform hooked to the agent that will be update by the scene
  65536. * @returns agent index
  65537. */
  65538. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  65539. /**
  65540. * Returns the agent position in world space
  65541. * @param index agent index returned by addAgent
  65542. * @returns world space position
  65543. */
  65544. getAgentPosition(index: number): Vector3;
  65545. /**
  65546. * Returns the agent velocity in world space
  65547. * @param index agent index returned by addAgent
  65548. * @returns world space velocity
  65549. */
  65550. getAgentVelocity(index: number): Vector3;
  65551. /**
  65552. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  65553. * @param index agent index returned by addAgent
  65554. * @param destination targeted world position
  65555. */
  65556. agentGoto(index: number, destination: Vector3): void;
  65557. /**
  65558. * remove a particular agent previously created
  65559. * @param index agent index returned by addAgent
  65560. */
  65561. removeAgent(index: number): void;
  65562. /**
  65563. * get the list of all agents attached to this crowd
  65564. * @returns list of agent indices
  65565. */
  65566. getAgents(): number[];
  65567. /**
  65568. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  65569. * @param deltaTime in seconds
  65570. */
  65571. update(deltaTime: number): void;
  65572. /**
  65573. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  65574. * The queries will try to find a solution within those bounds
  65575. * default is (1,1,1)
  65576. * @param extent x,y,z value that define the extent around the queries point of reference
  65577. */
  65578. setDefaultQueryExtent(extent: Vector3): void;
  65579. /**
  65580. * Get the Bounding box extent specified by setDefaultQueryExtent
  65581. * @returns the box extent values
  65582. */
  65583. getDefaultQueryExtent(): Vector3;
  65584. /**
  65585. * Release all resources
  65586. */
  65587. dispose(): void;
  65588. }
  65589. }
  65590. declare module "babylonjs/Navigation/Plugins/index" {
  65591. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  65592. }
  65593. declare module "babylonjs/Navigation/index" {
  65594. export * from "babylonjs/Navigation/INavigationEngine";
  65595. export * from "babylonjs/Navigation/Plugins/index";
  65596. }
  65597. declare module "babylonjs/Offline/database" {
  65598. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  65599. /**
  65600. * Class used to enable access to IndexedDB
  65601. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  65602. */
  65603. export class Database implements IOfflineProvider {
  65604. private _callbackManifestChecked;
  65605. private _currentSceneUrl;
  65606. private _db;
  65607. private _enableSceneOffline;
  65608. private _enableTexturesOffline;
  65609. private _manifestVersionFound;
  65610. private _mustUpdateRessources;
  65611. private _hasReachedQuota;
  65612. private _isSupported;
  65613. private _idbFactory;
  65614. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  65615. private static IsUASupportingBlobStorage;
  65616. /**
  65617. * Gets a boolean indicating if Database storate is enabled (off by default)
  65618. */
  65619. static IDBStorageEnabled: boolean;
  65620. /**
  65621. * Gets a boolean indicating if scene must be saved in the database
  65622. */
  65623. get enableSceneOffline(): boolean;
  65624. /**
  65625. * Gets a boolean indicating if textures must be saved in the database
  65626. */
  65627. get enableTexturesOffline(): boolean;
  65628. /**
  65629. * Creates a new Database
  65630. * @param urlToScene defines the url to load the scene
  65631. * @param callbackManifestChecked defines the callback to use when manifest is checked
  65632. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  65633. */
  65634. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  65635. private static _ParseURL;
  65636. private static _ReturnFullUrlLocation;
  65637. private _checkManifestFile;
  65638. /**
  65639. * Open the database and make it available
  65640. * @param successCallback defines the callback to call on success
  65641. * @param errorCallback defines the callback to call on error
  65642. */
  65643. open(successCallback: () => void, errorCallback: () => void): void;
  65644. /**
  65645. * Loads an image from the database
  65646. * @param url defines the url to load from
  65647. * @param image defines the target DOM image
  65648. */
  65649. loadImage(url: string, image: HTMLImageElement): void;
  65650. private _loadImageFromDBAsync;
  65651. private _saveImageIntoDBAsync;
  65652. private _checkVersionFromDB;
  65653. private _loadVersionFromDBAsync;
  65654. private _saveVersionIntoDBAsync;
  65655. /**
  65656. * Loads a file from database
  65657. * @param url defines the URL to load from
  65658. * @param sceneLoaded defines a callback to call on success
  65659. * @param progressCallBack defines a callback to call when progress changed
  65660. * @param errorCallback defines a callback to call on error
  65661. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  65662. */
  65663. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  65664. private _loadFileAsync;
  65665. private _saveFileAsync;
  65666. /**
  65667. * Validates if xhr data is correct
  65668. * @param xhr defines the request to validate
  65669. * @param dataType defines the expected data type
  65670. * @returns true if data is correct
  65671. */
  65672. private static _ValidateXHRData;
  65673. }
  65674. }
  65675. declare module "babylonjs/Offline/index" {
  65676. export * from "babylonjs/Offline/database";
  65677. export * from "babylonjs/Offline/IOfflineProvider";
  65678. }
  65679. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  65680. /** @hidden */
  65681. export var gpuUpdateParticlesPixelShader: {
  65682. name: string;
  65683. shader: string;
  65684. };
  65685. }
  65686. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  65687. /** @hidden */
  65688. export var gpuUpdateParticlesVertexShader: {
  65689. name: string;
  65690. shader: string;
  65691. };
  65692. }
  65693. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  65694. /** @hidden */
  65695. export var clipPlaneFragmentDeclaration2: {
  65696. name: string;
  65697. shader: string;
  65698. };
  65699. }
  65700. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  65701. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  65702. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  65703. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  65704. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  65705. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  65706. /** @hidden */
  65707. export var gpuRenderParticlesPixelShader: {
  65708. name: string;
  65709. shader: string;
  65710. };
  65711. }
  65712. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  65713. /** @hidden */
  65714. export var clipPlaneVertexDeclaration2: {
  65715. name: string;
  65716. shader: string;
  65717. };
  65718. }
  65719. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  65720. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  65721. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  65722. /** @hidden */
  65723. export var gpuRenderParticlesVertexShader: {
  65724. name: string;
  65725. shader: string;
  65726. };
  65727. }
  65728. declare module "babylonjs/Particles/gpuParticleSystem" {
  65729. import { Nullable } from "babylonjs/types";
  65730. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  65731. import { Observable } from "babylonjs/Misc/observable";
  65732. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  65733. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  65734. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  65735. import { Scene, IDisposable } from "babylonjs/scene";
  65736. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  65737. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65738. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  65739. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  65740. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  65741. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  65742. /**
  65743. * This represents a GPU particle system in Babylon
  65744. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  65745. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  65746. */
  65747. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  65748. /**
  65749. * The layer mask we are rendering the particles through.
  65750. */
  65751. layerMask: number;
  65752. private _capacity;
  65753. private _activeCount;
  65754. private _currentActiveCount;
  65755. private _accumulatedCount;
  65756. private _renderEffect;
  65757. private _updateEffect;
  65758. private _buffer0;
  65759. private _buffer1;
  65760. private _spriteBuffer;
  65761. private _updateVAO;
  65762. private _renderVAO;
  65763. private _targetIndex;
  65764. private _sourceBuffer;
  65765. private _targetBuffer;
  65766. private _engine;
  65767. private _currentRenderId;
  65768. private _started;
  65769. private _stopped;
  65770. private _timeDelta;
  65771. private _randomTexture;
  65772. private _randomTexture2;
  65773. private _attributesStrideSize;
  65774. private _updateEffectOptions;
  65775. private _randomTextureSize;
  65776. private _actualFrame;
  65777. private readonly _rawTextureWidth;
  65778. /**
  65779. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  65780. */
  65781. static get IsSupported(): boolean;
  65782. /**
  65783. * An event triggered when the system is disposed.
  65784. */
  65785. onDisposeObservable: Observable<GPUParticleSystem>;
  65786. /**
  65787. * Gets the maximum number of particles active at the same time.
  65788. * @returns The max number of active particles.
  65789. */
  65790. getCapacity(): number;
  65791. /**
  65792. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  65793. * to override the particles.
  65794. */
  65795. forceDepthWrite: boolean;
  65796. /**
  65797. * Gets or set the number of active particles
  65798. */
  65799. get activeParticleCount(): number;
  65800. set activeParticleCount(value: number);
  65801. private _preWarmDone;
  65802. /**
  65803. * Is this system ready to be used/rendered
  65804. * @return true if the system is ready
  65805. */
  65806. isReady(): boolean;
  65807. /**
  65808. * Gets if the system has been started. (Note: this will still be true after stop is called)
  65809. * @returns True if it has been started, otherwise false.
  65810. */
  65811. isStarted(): boolean;
  65812. /**
  65813. * Starts the particle system and begins to emit
  65814. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  65815. */
  65816. start(delay?: number): void;
  65817. /**
  65818. * Stops the particle system.
  65819. */
  65820. stop(): void;
  65821. /**
  65822. * Remove all active particles
  65823. */
  65824. reset(): void;
  65825. /**
  65826. * Returns the string "GPUParticleSystem"
  65827. * @returns a string containing the class name
  65828. */
  65829. getClassName(): string;
  65830. private _colorGradientsTexture;
  65831. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  65832. /**
  65833. * Adds a new color gradient
  65834. * @param gradient defines the gradient to use (between 0 and 1)
  65835. * @param color1 defines the color to affect to the specified gradient
  65836. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  65837. * @returns the current particle system
  65838. */
  65839. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  65840. /**
  65841. * Remove a specific color gradient
  65842. * @param gradient defines the gradient to remove
  65843. * @returns the current particle system
  65844. */
  65845. removeColorGradient(gradient: number): GPUParticleSystem;
  65846. private _angularSpeedGradientsTexture;
  65847. private _sizeGradientsTexture;
  65848. private _velocityGradientsTexture;
  65849. private _limitVelocityGradientsTexture;
  65850. private _dragGradientsTexture;
  65851. private _addFactorGradient;
  65852. /**
  65853. * Adds a new size gradient
  65854. * @param gradient defines the gradient to use (between 0 and 1)
  65855. * @param factor defines the size factor to affect to the specified gradient
  65856. * @returns the current particle system
  65857. */
  65858. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  65859. /**
  65860. * Remove a specific size gradient
  65861. * @param gradient defines the gradient to remove
  65862. * @returns the current particle system
  65863. */
  65864. removeSizeGradient(gradient: number): GPUParticleSystem;
  65865. /**
  65866. * Adds a new angular speed gradient
  65867. * @param gradient defines the gradient to use (between 0 and 1)
  65868. * @param factor defines the angular speed to affect to the specified gradient
  65869. * @returns the current particle system
  65870. */
  65871. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  65872. /**
  65873. * Remove a specific angular speed gradient
  65874. * @param gradient defines the gradient to remove
  65875. * @returns the current particle system
  65876. */
  65877. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  65878. /**
  65879. * Adds a new velocity gradient
  65880. * @param gradient defines the gradient to use (between 0 and 1)
  65881. * @param factor defines the velocity to affect to the specified gradient
  65882. * @returns the current particle system
  65883. */
  65884. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  65885. /**
  65886. * Remove a specific velocity gradient
  65887. * @param gradient defines the gradient to remove
  65888. * @returns the current particle system
  65889. */
  65890. removeVelocityGradient(gradient: number): GPUParticleSystem;
  65891. /**
  65892. * Adds a new limit velocity gradient
  65893. * @param gradient defines the gradient to use (between 0 and 1)
  65894. * @param factor defines the limit velocity value to affect to the specified gradient
  65895. * @returns the current particle system
  65896. */
  65897. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  65898. /**
  65899. * Remove a specific limit velocity gradient
  65900. * @param gradient defines the gradient to remove
  65901. * @returns the current particle system
  65902. */
  65903. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  65904. /**
  65905. * Adds a new drag gradient
  65906. * @param gradient defines the gradient to use (between 0 and 1)
  65907. * @param factor defines the drag value to affect to the specified gradient
  65908. * @returns the current particle system
  65909. */
  65910. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  65911. /**
  65912. * Remove a specific drag gradient
  65913. * @param gradient defines the gradient to remove
  65914. * @returns the current particle system
  65915. */
  65916. removeDragGradient(gradient: number): GPUParticleSystem;
  65917. /**
  65918. * Not supported by GPUParticleSystem
  65919. * @param gradient defines the gradient to use (between 0 and 1)
  65920. * @param factor defines the emit rate value to affect to the specified gradient
  65921. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  65922. * @returns the current particle system
  65923. */
  65924. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  65925. /**
  65926. * Not supported by GPUParticleSystem
  65927. * @param gradient defines the gradient to remove
  65928. * @returns the current particle system
  65929. */
  65930. removeEmitRateGradient(gradient: number): IParticleSystem;
  65931. /**
  65932. * Not supported by GPUParticleSystem
  65933. * @param gradient defines the gradient to use (between 0 and 1)
  65934. * @param factor defines the start size value to affect to the specified gradient
  65935. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  65936. * @returns the current particle system
  65937. */
  65938. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  65939. /**
  65940. * Not supported by GPUParticleSystem
  65941. * @param gradient defines the gradient to remove
  65942. * @returns the current particle system
  65943. */
  65944. removeStartSizeGradient(gradient: number): IParticleSystem;
  65945. /**
  65946. * Not supported by GPUParticleSystem
  65947. * @param gradient defines the gradient to use (between 0 and 1)
  65948. * @param min defines the color remap minimal range
  65949. * @param max defines the color remap maximal range
  65950. * @returns the current particle system
  65951. */
  65952. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  65953. /**
  65954. * Not supported by GPUParticleSystem
  65955. * @param gradient defines the gradient to remove
  65956. * @returns the current particle system
  65957. */
  65958. removeColorRemapGradient(): IParticleSystem;
  65959. /**
  65960. * Not supported by GPUParticleSystem
  65961. * @param gradient defines the gradient to use (between 0 and 1)
  65962. * @param min defines the alpha remap minimal range
  65963. * @param max defines the alpha remap maximal range
  65964. * @returns the current particle system
  65965. */
  65966. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  65967. /**
  65968. * Not supported by GPUParticleSystem
  65969. * @param gradient defines the gradient to remove
  65970. * @returns the current particle system
  65971. */
  65972. removeAlphaRemapGradient(): IParticleSystem;
  65973. /**
  65974. * Not supported by GPUParticleSystem
  65975. * @param gradient defines the gradient to use (between 0 and 1)
  65976. * @param color defines the color to affect to the specified gradient
  65977. * @returns the current particle system
  65978. */
  65979. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  65980. /**
  65981. * Not supported by GPUParticleSystem
  65982. * @param gradient defines the gradient to remove
  65983. * @returns the current particle system
  65984. */
  65985. removeRampGradient(): IParticleSystem;
  65986. /**
  65987. * Not supported by GPUParticleSystem
  65988. * @returns the list of ramp gradients
  65989. */
  65990. getRampGradients(): Nullable<Array<Color3Gradient>>;
  65991. /**
  65992. * Not supported by GPUParticleSystem
  65993. * Gets or sets a boolean indicating that ramp gradients must be used
  65994. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  65995. */
  65996. get useRampGradients(): boolean;
  65997. set useRampGradients(value: boolean);
  65998. /**
  65999. * Not supported by GPUParticleSystem
  66000. * @param gradient defines the gradient to use (between 0 and 1)
  66001. * @param factor defines the life time factor to affect to the specified gradient
  66002. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66003. * @returns the current particle system
  66004. */
  66005. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  66006. /**
  66007. * Not supported by GPUParticleSystem
  66008. * @param gradient defines the gradient to remove
  66009. * @returns the current particle system
  66010. */
  66011. removeLifeTimeGradient(gradient: number): IParticleSystem;
  66012. /**
  66013. * Instantiates a GPU particle system.
  66014. * 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.
  66015. * @param name The name of the particle system
  66016. * @param options The options used to create the system
  66017. * @param scene The scene the particle system belongs to
  66018. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66019. */
  66020. constructor(name: string, options: Partial<{
  66021. capacity: number;
  66022. randomTextureSize: number;
  66023. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  66024. protected _reset(): void;
  66025. private _createUpdateVAO;
  66026. private _createRenderVAO;
  66027. private _initialize;
  66028. /** @hidden */
  66029. _recreateUpdateEffect(): void;
  66030. /** @hidden */
  66031. _recreateRenderEffect(): void;
  66032. /**
  66033. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  66034. * @param preWarm defines if we are in the pre-warmimg phase
  66035. */
  66036. animate(preWarm?: boolean): void;
  66037. private _createFactorGradientTexture;
  66038. private _createSizeGradientTexture;
  66039. private _createAngularSpeedGradientTexture;
  66040. private _createVelocityGradientTexture;
  66041. private _createLimitVelocityGradientTexture;
  66042. private _createDragGradientTexture;
  66043. private _createColorGradientTexture;
  66044. /**
  66045. * Renders the particle system in its current state
  66046. * @param preWarm defines if the system should only update the particles but not render them
  66047. * @returns the current number of particles
  66048. */
  66049. render(preWarm?: boolean): number;
  66050. /**
  66051. * Rebuilds the particle system
  66052. */
  66053. rebuild(): void;
  66054. private _releaseBuffers;
  66055. private _releaseVAOs;
  66056. /**
  66057. * Disposes the particle system and free the associated resources
  66058. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  66059. */
  66060. dispose(disposeTexture?: boolean): void;
  66061. /**
  66062. * Clones the particle system.
  66063. * @param name The name of the cloned object
  66064. * @param newEmitter The new emitter to use
  66065. * @returns the cloned particle system
  66066. */
  66067. clone(name: string, newEmitter: any): GPUParticleSystem;
  66068. /**
  66069. * Serializes the particle system to a JSON object.
  66070. * @returns the JSON object
  66071. */
  66072. serialize(): any;
  66073. /**
  66074. * Parses a JSON object to create a GPU particle system.
  66075. * @param parsedParticleSystem The JSON object to parse
  66076. * @param scene The scene to create the particle system in
  66077. * @param rootUrl The root url to use to load external dependencies like texture
  66078. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  66079. * @returns the parsed GPU particle system
  66080. */
  66081. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  66082. }
  66083. }
  66084. declare module "babylonjs/Particles/particleSystemSet" {
  66085. import { Nullable } from "babylonjs/types";
  66086. import { Color3 } from "babylonjs/Maths/math.color";
  66087. import { TransformNode } from "babylonjs/Meshes/transformNode";
  66088. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66089. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66090. import { Scene, IDisposable } from "babylonjs/scene";
  66091. /**
  66092. * Represents a set of particle systems working together to create a specific effect
  66093. */
  66094. export class ParticleSystemSet implements IDisposable {
  66095. /**
  66096. * Gets or sets base Assets URL
  66097. */
  66098. static BaseAssetsUrl: string;
  66099. private _emitterCreationOptions;
  66100. private _emitterNode;
  66101. /**
  66102. * Gets the particle system list
  66103. */
  66104. systems: IParticleSystem[];
  66105. /**
  66106. * Gets the emitter node used with this set
  66107. */
  66108. get emitterNode(): Nullable<TransformNode>;
  66109. /**
  66110. * Creates a new emitter mesh as a sphere
  66111. * @param options defines the options used to create the sphere
  66112. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  66113. * @param scene defines the hosting scene
  66114. */
  66115. setEmitterAsSphere(options: {
  66116. diameter: number;
  66117. segments: number;
  66118. color: Color3;
  66119. }, renderingGroupId: number, scene: Scene): void;
  66120. /**
  66121. * Starts all particle systems of the set
  66122. * @param emitter defines an optional mesh to use as emitter for the particle systems
  66123. */
  66124. start(emitter?: AbstractMesh): void;
  66125. /**
  66126. * Release all associated resources
  66127. */
  66128. dispose(): void;
  66129. /**
  66130. * Serialize the set into a JSON compatible object
  66131. * @returns a JSON compatible representation of the set
  66132. */
  66133. serialize(): any;
  66134. /**
  66135. * Parse a new ParticleSystemSet from a serialized source
  66136. * @param data defines a JSON compatible representation of the set
  66137. * @param scene defines the hosting scene
  66138. * @param gpu defines if we want GPU particles or CPU particles
  66139. * @returns a new ParticleSystemSet
  66140. */
  66141. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  66142. }
  66143. }
  66144. declare module "babylonjs/Particles/particleHelper" {
  66145. import { Nullable } from "babylonjs/types";
  66146. import { Scene } from "babylonjs/scene";
  66147. import { Vector3 } from "babylonjs/Maths/math.vector";
  66148. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66149. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66150. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  66151. /**
  66152. * This class is made for on one-liner static method to help creating particle system set.
  66153. */
  66154. export class ParticleHelper {
  66155. /**
  66156. * Gets or sets base Assets URL
  66157. */
  66158. static BaseAssetsUrl: string;
  66159. /**
  66160. * Create a default particle system that you can tweak
  66161. * @param emitter defines the emitter to use
  66162. * @param capacity defines the system capacity (default is 500 particles)
  66163. * @param scene defines the hosting scene
  66164. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  66165. * @returns the new Particle system
  66166. */
  66167. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  66168. /**
  66169. * This is the main static method (one-liner) of this helper to create different particle systems
  66170. * @param type This string represents the type to the particle system to create
  66171. * @param scene The scene where the particle system should live
  66172. * @param gpu If the system will use gpu
  66173. * @returns the ParticleSystemSet created
  66174. */
  66175. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  66176. /**
  66177. * Static function used to export a particle system to a ParticleSystemSet variable.
  66178. * Please note that the emitter shape is not exported
  66179. * @param systems defines the particle systems to export
  66180. * @returns the created particle system set
  66181. */
  66182. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  66183. }
  66184. }
  66185. declare module "babylonjs/Particles/particleSystemComponent" {
  66186. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66187. import { Effect } from "babylonjs/Materials/effect";
  66188. import "babylonjs/Shaders/particles.vertex";
  66189. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  66190. module "babylonjs/Engines/engine" {
  66191. interface Engine {
  66192. /**
  66193. * Create an effect to use with particle systems.
  66194. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  66195. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  66196. * @param uniformsNames defines a list of attribute names
  66197. * @param samplers defines an array of string used to represent textures
  66198. * @param defines defines the string containing the defines to use to compile the shaders
  66199. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  66200. * @param onCompiled defines a function to call when the effect creation is successful
  66201. * @param onError defines a function to call when the effect creation has failed
  66202. * @returns the new Effect
  66203. */
  66204. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  66205. }
  66206. }
  66207. module "babylonjs/Meshes/mesh" {
  66208. interface Mesh {
  66209. /**
  66210. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  66211. * @returns an array of IParticleSystem
  66212. */
  66213. getEmittedParticleSystems(): IParticleSystem[];
  66214. /**
  66215. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  66216. * @returns an array of IParticleSystem
  66217. */
  66218. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  66219. }
  66220. }
  66221. /**
  66222. * @hidden
  66223. */
  66224. export var _IDoNeedToBeInTheBuild: number;
  66225. }
  66226. declare module "babylonjs/Particles/pointsCloudSystem" {
  66227. import { Color4 } from "babylonjs/Maths/math";
  66228. import { Mesh } from "babylonjs/Meshes/mesh";
  66229. import { Scene, IDisposable } from "babylonjs/scene";
  66230. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  66231. /** Defines the 4 color options */
  66232. export enum PointColor {
  66233. /** color value */
  66234. Color = 2,
  66235. /** uv value */
  66236. UV = 1,
  66237. /** random value */
  66238. Random = 0,
  66239. /** stated value */
  66240. Stated = 3
  66241. }
  66242. /**
  66243. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  66244. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  66245. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  66246. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  66247. *
  66248. * Full documentation here : TO BE ENTERED
  66249. */
  66250. export class PointsCloudSystem implements IDisposable {
  66251. /**
  66252. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  66253. * Example : var p = SPS.particles[i];
  66254. */
  66255. particles: CloudPoint[];
  66256. /**
  66257. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  66258. */
  66259. nbParticles: number;
  66260. /**
  66261. * This a counter for your own usage. It's not set by any SPS functions.
  66262. */
  66263. counter: number;
  66264. /**
  66265. * The PCS name. This name is also given to the underlying mesh.
  66266. */
  66267. name: string;
  66268. /**
  66269. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  66270. */
  66271. mesh: Mesh;
  66272. /**
  66273. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  66274. * Please read :
  66275. */
  66276. vars: any;
  66277. /**
  66278. * @hidden
  66279. */
  66280. _size: number;
  66281. private _scene;
  66282. private _promises;
  66283. private _positions;
  66284. private _indices;
  66285. private _normals;
  66286. private _colors;
  66287. private _uvs;
  66288. private _indices32;
  66289. private _positions32;
  66290. private _colors32;
  66291. private _uvs32;
  66292. private _updatable;
  66293. private _isVisibilityBoxLocked;
  66294. private _alwaysVisible;
  66295. private _groups;
  66296. private _groupCounter;
  66297. private _computeParticleColor;
  66298. private _computeParticleTexture;
  66299. private _computeParticleRotation;
  66300. private _computeBoundingBox;
  66301. private _isReady;
  66302. /**
  66303. * Creates a PCS (Points Cloud System) object
  66304. * @param name (String) is the PCS name, this will be the underlying mesh name
  66305. * @param pointSize (number) is the size for each point
  66306. * @param scene (Scene) is the scene in which the PCS is added
  66307. * @param options defines the options of the PCS e.g.
  66308. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  66309. */
  66310. constructor(name: string, pointSize: number, scene: Scene, options?: {
  66311. updatable?: boolean;
  66312. });
  66313. /**
  66314. * Builds the PCS underlying mesh. Returns a standard Mesh.
  66315. * If no points were added to the PCS, the returned mesh is just a single point.
  66316. * @returns a promise for the created mesh
  66317. */
  66318. buildMeshAsync(): Promise<Mesh>;
  66319. /**
  66320. * @hidden
  66321. */
  66322. private _buildMesh;
  66323. private _addParticle;
  66324. private _randomUnitVector;
  66325. private _getColorIndicesForCoord;
  66326. private _setPointsColorOrUV;
  66327. private _colorFromTexture;
  66328. private _calculateDensity;
  66329. /**
  66330. * Adds points to the PCS in random positions within a unit sphere
  66331. * @param nb (positive integer) the number of particles to be created from this model
  66332. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  66333. * @returns the number of groups in the system
  66334. */
  66335. addPoints(nb: number, pointFunction?: any): number;
  66336. /**
  66337. * Adds points to the PCS from the surface of the model shape
  66338. * @param mesh is any Mesh object that will be used as a surface model for the points
  66339. * @param nb (positive integer) the number of particles to be created from this model
  66340. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  66341. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  66342. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  66343. * @returns the number of groups in the system
  66344. */
  66345. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  66346. /**
  66347. * Adds points to the PCS inside the model shape
  66348. * @param mesh is any Mesh object that will be used as a surface model for the points
  66349. * @param nb (positive integer) the number of particles to be created from this model
  66350. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  66351. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  66352. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  66353. * @returns the number of groups in the system
  66354. */
  66355. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  66356. /**
  66357. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  66358. * This method calls `updateParticle()` for each particle of the SPS.
  66359. * For an animated SPS, it is usually called within the render loop.
  66360. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  66361. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  66362. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  66363. * @returns the PCS.
  66364. */
  66365. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  66366. /**
  66367. * Disposes the PCS.
  66368. */
  66369. dispose(): void;
  66370. /**
  66371. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  66372. * doc :
  66373. * @returns the PCS.
  66374. */
  66375. refreshVisibleSize(): PointsCloudSystem;
  66376. /**
  66377. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  66378. * @param size the size (float) of the visibility box
  66379. * note : this doesn't lock the PCS mesh bounding box.
  66380. * doc :
  66381. */
  66382. setVisibilityBox(size: number): void;
  66383. /**
  66384. * Gets whether the PCS is always visible or not
  66385. * doc :
  66386. */
  66387. get isAlwaysVisible(): boolean;
  66388. /**
  66389. * Sets the PCS as always visible or not
  66390. * doc :
  66391. */
  66392. set isAlwaysVisible(val: boolean);
  66393. /**
  66394. * Tells to `setParticles()` to compute the particle rotations or not
  66395. * Default value : false. The PCS is faster when it's set to false
  66396. * Note : particle rotations are only applied to parent particles
  66397. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  66398. */
  66399. set computeParticleRotation(val: boolean);
  66400. /**
  66401. * Tells to `setParticles()` to compute the particle colors or not.
  66402. * Default value : true. The PCS is faster when it's set to false.
  66403. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  66404. */
  66405. set computeParticleColor(val: boolean);
  66406. set computeParticleTexture(val: boolean);
  66407. /**
  66408. * Gets if `setParticles()` computes the particle colors or not.
  66409. * Default value : false. The PCS is faster when it's set to false.
  66410. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  66411. */
  66412. get computeParticleColor(): boolean;
  66413. /**
  66414. * Gets if `setParticles()` computes the particle textures or not.
  66415. * Default value : false. The PCS is faster when it's set to false.
  66416. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  66417. */
  66418. get computeParticleTexture(): boolean;
  66419. /**
  66420. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  66421. */
  66422. set computeBoundingBox(val: boolean);
  66423. /**
  66424. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  66425. */
  66426. get computeBoundingBox(): boolean;
  66427. /**
  66428. * This function does nothing. It may be overwritten to set all the particle first values.
  66429. * The PCS doesn't call this function, you may have to call it by your own.
  66430. * doc :
  66431. */
  66432. initParticles(): void;
  66433. /**
  66434. * This function does nothing. It may be overwritten to recycle a particle
  66435. * The PCS doesn't call this function, you can to call it
  66436. * doc :
  66437. * @param particle The particle to recycle
  66438. * @returns the recycled particle
  66439. */
  66440. recycleParticle(particle: CloudPoint): CloudPoint;
  66441. /**
  66442. * Updates a particle : this function should be overwritten by the user.
  66443. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  66444. * doc :
  66445. * @example : just set a particle position or velocity and recycle conditions
  66446. * @param particle The particle to update
  66447. * @returns the updated particle
  66448. */
  66449. updateParticle(particle: CloudPoint): CloudPoint;
  66450. /**
  66451. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  66452. * This does nothing and may be overwritten by the user.
  66453. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  66454. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  66455. * @param update the boolean update value actually passed to setParticles()
  66456. */
  66457. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  66458. /**
  66459. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  66460. * This will be passed three parameters.
  66461. * This does nothing and may be overwritten by the user.
  66462. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  66463. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  66464. * @param update the boolean update value actually passed to setParticles()
  66465. */
  66466. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  66467. }
  66468. }
  66469. declare module "babylonjs/Particles/cloudPoint" {
  66470. import { Nullable } from "babylonjs/types";
  66471. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  66472. import { Mesh } from "babylonjs/Meshes/mesh";
  66473. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  66474. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  66475. /**
  66476. * Represents one particle of a points cloud system.
  66477. */
  66478. export class CloudPoint {
  66479. /**
  66480. * particle global index
  66481. */
  66482. idx: number;
  66483. /**
  66484. * The color of the particle
  66485. */
  66486. color: Nullable<Color4>;
  66487. /**
  66488. * The world space position of the particle.
  66489. */
  66490. position: Vector3;
  66491. /**
  66492. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  66493. */
  66494. rotation: Vector3;
  66495. /**
  66496. * The world space rotation quaternion of the particle.
  66497. */
  66498. rotationQuaternion: Nullable<Quaternion>;
  66499. /**
  66500. * The uv of the particle.
  66501. */
  66502. uv: Nullable<Vector2>;
  66503. /**
  66504. * The current speed of the particle.
  66505. */
  66506. velocity: Vector3;
  66507. /**
  66508. * The pivot point in the particle local space.
  66509. */
  66510. pivot: Vector3;
  66511. /**
  66512. * Must the particle be translated from its pivot point in its local space ?
  66513. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  66514. * Default : false
  66515. */
  66516. translateFromPivot: boolean;
  66517. /**
  66518. * Index of this particle in the global "positions" array (Internal use)
  66519. * @hidden
  66520. */
  66521. _pos: number;
  66522. /**
  66523. * @hidden Index of this particle in the global "indices" array (Internal use)
  66524. */
  66525. _ind: number;
  66526. /**
  66527. * Group this particle belongs to
  66528. */
  66529. _group: PointsGroup;
  66530. /**
  66531. * Group id of this particle
  66532. */
  66533. groupId: number;
  66534. /**
  66535. * Index of the particle in its group id (Internal use)
  66536. */
  66537. idxInGroup: number;
  66538. /**
  66539. * @hidden Particle BoundingInfo object (Internal use)
  66540. */
  66541. _boundingInfo: BoundingInfo;
  66542. /**
  66543. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  66544. */
  66545. _pcs: PointsCloudSystem;
  66546. /**
  66547. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  66548. */
  66549. _stillInvisible: boolean;
  66550. /**
  66551. * @hidden Last computed particle rotation matrix
  66552. */
  66553. _rotationMatrix: number[];
  66554. /**
  66555. * Parent particle Id, if any.
  66556. * Default null.
  66557. */
  66558. parentId: Nullable<number>;
  66559. /**
  66560. * @hidden Internal global position in the PCS.
  66561. */
  66562. _globalPosition: Vector3;
  66563. /**
  66564. * Creates a Point Cloud object.
  66565. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  66566. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  66567. * @param group (PointsGroup) is the group the particle belongs to
  66568. * @param groupId (integer) is the group identifier in the PCS.
  66569. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  66570. * @param pcs defines the PCS it is associated to
  66571. */
  66572. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  66573. /**
  66574. * get point size
  66575. */
  66576. get size(): Vector3;
  66577. /**
  66578. * Set point size
  66579. */
  66580. set size(scale: Vector3);
  66581. /**
  66582. * Legacy support, changed quaternion to rotationQuaternion
  66583. */
  66584. get quaternion(): Nullable<Quaternion>;
  66585. /**
  66586. * Legacy support, changed quaternion to rotationQuaternion
  66587. */
  66588. set quaternion(q: Nullable<Quaternion>);
  66589. /**
  66590. * Returns a boolean. True if the particle intersects a mesh, else false
  66591. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  66592. * @param target is the object (point or mesh) what the intersection is computed against
  66593. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  66594. * @returns true if it intersects
  66595. */
  66596. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  66597. /**
  66598. * get the rotation matrix of the particle
  66599. * @hidden
  66600. */
  66601. getRotationMatrix(m: Matrix): void;
  66602. }
  66603. /**
  66604. * Represents a group of points in a points cloud system
  66605. * * PCS internal tool, don't use it manually.
  66606. */
  66607. export class PointsGroup {
  66608. /**
  66609. * The group id
  66610. * @hidden
  66611. */
  66612. groupID: number;
  66613. /**
  66614. * image data for group (internal use)
  66615. * @hidden
  66616. */
  66617. _groupImageData: Nullable<ArrayBufferView>;
  66618. /**
  66619. * Image Width (internal use)
  66620. * @hidden
  66621. */
  66622. _groupImgWidth: number;
  66623. /**
  66624. * Image Height (internal use)
  66625. * @hidden
  66626. */
  66627. _groupImgHeight: number;
  66628. /**
  66629. * Custom position function (internal use)
  66630. * @hidden
  66631. */
  66632. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  66633. /**
  66634. * density per facet for surface points
  66635. * @hidden
  66636. */
  66637. _groupDensity: number[];
  66638. /**
  66639. * Only when points are colored by texture carries pointer to texture list array
  66640. * @hidden
  66641. */
  66642. _textureNb: number;
  66643. /**
  66644. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  66645. * PCS internal tool, don't use it manually.
  66646. * @hidden
  66647. */
  66648. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  66649. }
  66650. }
  66651. declare module "babylonjs/Particles/index" {
  66652. export * from "babylonjs/Particles/baseParticleSystem";
  66653. export * from "babylonjs/Particles/EmitterTypes/index";
  66654. export * from "babylonjs/Particles/gpuParticleSystem";
  66655. export * from "babylonjs/Particles/IParticleSystem";
  66656. export * from "babylonjs/Particles/particle";
  66657. export * from "babylonjs/Particles/particleHelper";
  66658. export * from "babylonjs/Particles/particleSystem";
  66659. export * from "babylonjs/Particles/particleSystemComponent";
  66660. export * from "babylonjs/Particles/particleSystemSet";
  66661. export * from "babylonjs/Particles/solidParticle";
  66662. export * from "babylonjs/Particles/solidParticleSystem";
  66663. export * from "babylonjs/Particles/cloudPoint";
  66664. export * from "babylonjs/Particles/pointsCloudSystem";
  66665. export * from "babylonjs/Particles/subEmitter";
  66666. }
  66667. declare module "babylonjs/Physics/physicsEngineComponent" {
  66668. import { Nullable } from "babylonjs/types";
  66669. import { Observable, Observer } from "babylonjs/Misc/observable";
  66670. import { Vector3 } from "babylonjs/Maths/math.vector";
  66671. import { Mesh } from "babylonjs/Meshes/mesh";
  66672. import { ISceneComponent } from "babylonjs/sceneComponent";
  66673. import { Scene } from "babylonjs/scene";
  66674. import { Node } from "babylonjs/node";
  66675. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  66676. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  66677. module "babylonjs/scene" {
  66678. interface Scene {
  66679. /** @hidden (Backing field) */
  66680. _physicsEngine: Nullable<IPhysicsEngine>;
  66681. /** @hidden */
  66682. _physicsTimeAccumulator: number;
  66683. /**
  66684. * Gets the current physics engine
  66685. * @returns a IPhysicsEngine or null if none attached
  66686. */
  66687. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  66688. /**
  66689. * Enables physics to the current scene
  66690. * @param gravity defines the scene's gravity for the physics engine
  66691. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  66692. * @return a boolean indicating if the physics engine was initialized
  66693. */
  66694. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  66695. /**
  66696. * Disables and disposes the physics engine associated with the scene
  66697. */
  66698. disablePhysicsEngine(): void;
  66699. /**
  66700. * Gets a boolean indicating if there is an active physics engine
  66701. * @returns a boolean indicating if there is an active physics engine
  66702. */
  66703. isPhysicsEnabled(): boolean;
  66704. /**
  66705. * Deletes a physics compound impostor
  66706. * @param compound defines the compound to delete
  66707. */
  66708. deleteCompoundImpostor(compound: any): void;
  66709. /**
  66710. * An event triggered when physic simulation is about to be run
  66711. */
  66712. onBeforePhysicsObservable: Observable<Scene>;
  66713. /**
  66714. * An event triggered when physic simulation has been done
  66715. */
  66716. onAfterPhysicsObservable: Observable<Scene>;
  66717. }
  66718. }
  66719. module "babylonjs/Meshes/abstractMesh" {
  66720. interface AbstractMesh {
  66721. /** @hidden */
  66722. _physicsImpostor: Nullable<PhysicsImpostor>;
  66723. /**
  66724. * Gets or sets impostor used for physic simulation
  66725. * @see http://doc.babylonjs.com/features/physics_engine
  66726. */
  66727. physicsImpostor: Nullable<PhysicsImpostor>;
  66728. /**
  66729. * Gets the current physics impostor
  66730. * @see http://doc.babylonjs.com/features/physics_engine
  66731. * @returns a physics impostor or null
  66732. */
  66733. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  66734. /** Apply a physic impulse to the mesh
  66735. * @param force defines the force to apply
  66736. * @param contactPoint defines where to apply the force
  66737. * @returns the current mesh
  66738. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  66739. */
  66740. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  66741. /**
  66742. * Creates a physic joint between two meshes
  66743. * @param otherMesh defines the other mesh to use
  66744. * @param pivot1 defines the pivot to use on this mesh
  66745. * @param pivot2 defines the pivot to use on the other mesh
  66746. * @param options defines additional options (can be plugin dependent)
  66747. * @returns the current mesh
  66748. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  66749. */
  66750. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  66751. /** @hidden */
  66752. _disposePhysicsObserver: Nullable<Observer<Node>>;
  66753. }
  66754. }
  66755. /**
  66756. * Defines the physics engine scene component responsible to manage a physics engine
  66757. */
  66758. export class PhysicsEngineSceneComponent implements ISceneComponent {
  66759. /**
  66760. * The component name helpful to identify the component in the list of scene components.
  66761. */
  66762. readonly name: string;
  66763. /**
  66764. * The scene the component belongs to.
  66765. */
  66766. scene: Scene;
  66767. /**
  66768. * Creates a new instance of the component for the given scene
  66769. * @param scene Defines the scene to register the component in
  66770. */
  66771. constructor(scene: Scene);
  66772. /**
  66773. * Registers the component in a given scene
  66774. */
  66775. register(): void;
  66776. /**
  66777. * Rebuilds the elements related to this component in case of
  66778. * context lost for instance.
  66779. */
  66780. rebuild(): void;
  66781. /**
  66782. * Disposes the component and the associated ressources
  66783. */
  66784. dispose(): void;
  66785. }
  66786. }
  66787. declare module "babylonjs/Physics/physicsHelper" {
  66788. import { Nullable } from "babylonjs/types";
  66789. import { Vector3 } from "babylonjs/Maths/math.vector";
  66790. import { Mesh } from "babylonjs/Meshes/mesh";
  66791. import { Scene } from "babylonjs/scene";
  66792. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  66793. /**
  66794. * A helper for physics simulations
  66795. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  66796. */
  66797. export class PhysicsHelper {
  66798. private _scene;
  66799. private _physicsEngine;
  66800. /**
  66801. * Initializes the Physics helper
  66802. * @param scene Babylon.js scene
  66803. */
  66804. constructor(scene: Scene);
  66805. /**
  66806. * Applies a radial explosion impulse
  66807. * @param origin the origin of the explosion
  66808. * @param radiusOrEventOptions the radius or the options of radial explosion
  66809. * @param strength the explosion strength
  66810. * @param falloff possible options: Constant & Linear. Defaults to Constant
  66811. * @returns A physics radial explosion event, or null
  66812. */
  66813. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  66814. /**
  66815. * Applies a radial explosion force
  66816. * @param origin the origin of the explosion
  66817. * @param radiusOrEventOptions the radius or the options of radial explosion
  66818. * @param strength the explosion strength
  66819. * @param falloff possible options: Constant & Linear. Defaults to Constant
  66820. * @returns A physics radial explosion event, or null
  66821. */
  66822. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  66823. /**
  66824. * Creates a gravitational field
  66825. * @param origin the origin of the explosion
  66826. * @param radiusOrEventOptions the radius or the options of radial explosion
  66827. * @param strength the explosion strength
  66828. * @param falloff possible options: Constant & Linear. Defaults to Constant
  66829. * @returns A physics gravitational field event, or null
  66830. */
  66831. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  66832. /**
  66833. * Creates a physics updraft event
  66834. * @param origin the origin of the updraft
  66835. * @param radiusOrEventOptions the radius or the options of the updraft
  66836. * @param strength the strength of the updraft
  66837. * @param height the height of the updraft
  66838. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  66839. * @returns A physics updraft event, or null
  66840. */
  66841. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  66842. /**
  66843. * Creates a physics vortex event
  66844. * @param origin the of the vortex
  66845. * @param radiusOrEventOptions the radius or the options of the vortex
  66846. * @param strength the strength of the vortex
  66847. * @param height the height of the vortex
  66848. * @returns a Physics vortex event, or null
  66849. * A physics vortex event or null
  66850. */
  66851. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  66852. }
  66853. /**
  66854. * Represents a physics radial explosion event
  66855. */
  66856. class PhysicsRadialExplosionEvent {
  66857. private _scene;
  66858. private _options;
  66859. private _sphere;
  66860. private _dataFetched;
  66861. /**
  66862. * Initializes a radial explosioin event
  66863. * @param _scene BabylonJS scene
  66864. * @param _options The options for the vortex event
  66865. */
  66866. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  66867. /**
  66868. * Returns the data related to the radial explosion event (sphere).
  66869. * @returns The radial explosion event data
  66870. */
  66871. getData(): PhysicsRadialExplosionEventData;
  66872. /**
  66873. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  66874. * @param impostor A physics imposter
  66875. * @param origin the origin of the explosion
  66876. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  66877. */
  66878. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  66879. /**
  66880. * Triggers affecterd impostors callbacks
  66881. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  66882. */
  66883. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  66884. /**
  66885. * Disposes the sphere.
  66886. * @param force Specifies if the sphere should be disposed by force
  66887. */
  66888. dispose(force?: boolean): void;
  66889. /*** Helpers ***/
  66890. private _prepareSphere;
  66891. private _intersectsWithSphere;
  66892. }
  66893. /**
  66894. * Represents a gravitational field event
  66895. */
  66896. class PhysicsGravitationalFieldEvent {
  66897. private _physicsHelper;
  66898. private _scene;
  66899. private _origin;
  66900. private _options;
  66901. private _tickCallback;
  66902. private _sphere;
  66903. private _dataFetched;
  66904. /**
  66905. * Initializes the physics gravitational field event
  66906. * @param _physicsHelper A physics helper
  66907. * @param _scene BabylonJS scene
  66908. * @param _origin The origin position of the gravitational field event
  66909. * @param _options The options for the vortex event
  66910. */
  66911. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  66912. /**
  66913. * Returns the data related to the gravitational field event (sphere).
  66914. * @returns A gravitational field event
  66915. */
  66916. getData(): PhysicsGravitationalFieldEventData;
  66917. /**
  66918. * Enables the gravitational field.
  66919. */
  66920. enable(): void;
  66921. /**
  66922. * Disables the gravitational field.
  66923. */
  66924. disable(): void;
  66925. /**
  66926. * Disposes the sphere.
  66927. * @param force The force to dispose from the gravitational field event
  66928. */
  66929. dispose(force?: boolean): void;
  66930. private _tick;
  66931. }
  66932. /**
  66933. * Represents a physics updraft event
  66934. */
  66935. class PhysicsUpdraftEvent {
  66936. private _scene;
  66937. private _origin;
  66938. private _options;
  66939. private _physicsEngine;
  66940. private _originTop;
  66941. private _originDirection;
  66942. private _tickCallback;
  66943. private _cylinder;
  66944. private _cylinderPosition;
  66945. private _dataFetched;
  66946. /**
  66947. * Initializes the physics updraft event
  66948. * @param _scene BabylonJS scene
  66949. * @param _origin The origin position of the updraft
  66950. * @param _options The options for the updraft event
  66951. */
  66952. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  66953. /**
  66954. * Returns the data related to the updraft event (cylinder).
  66955. * @returns A physics updraft event
  66956. */
  66957. getData(): PhysicsUpdraftEventData;
  66958. /**
  66959. * Enables the updraft.
  66960. */
  66961. enable(): void;
  66962. /**
  66963. * Disables the updraft.
  66964. */
  66965. disable(): void;
  66966. /**
  66967. * Disposes the cylinder.
  66968. * @param force Specifies if the updraft should be disposed by force
  66969. */
  66970. dispose(force?: boolean): void;
  66971. private getImpostorHitData;
  66972. private _tick;
  66973. /*** Helpers ***/
  66974. private _prepareCylinder;
  66975. private _intersectsWithCylinder;
  66976. }
  66977. /**
  66978. * Represents a physics vortex event
  66979. */
  66980. class PhysicsVortexEvent {
  66981. private _scene;
  66982. private _origin;
  66983. private _options;
  66984. private _physicsEngine;
  66985. private _originTop;
  66986. private _tickCallback;
  66987. private _cylinder;
  66988. private _cylinderPosition;
  66989. private _dataFetched;
  66990. /**
  66991. * Initializes the physics vortex event
  66992. * @param _scene The BabylonJS scene
  66993. * @param _origin The origin position of the vortex
  66994. * @param _options The options for the vortex event
  66995. */
  66996. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  66997. /**
  66998. * Returns the data related to the vortex event (cylinder).
  66999. * @returns The physics vortex event data
  67000. */
  67001. getData(): PhysicsVortexEventData;
  67002. /**
  67003. * Enables the vortex.
  67004. */
  67005. enable(): void;
  67006. /**
  67007. * Disables the cortex.
  67008. */
  67009. disable(): void;
  67010. /**
  67011. * Disposes the sphere.
  67012. * @param force
  67013. */
  67014. dispose(force?: boolean): void;
  67015. private getImpostorHitData;
  67016. private _tick;
  67017. /*** Helpers ***/
  67018. private _prepareCylinder;
  67019. private _intersectsWithCylinder;
  67020. }
  67021. /**
  67022. * Options fot the radial explosion event
  67023. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67024. */
  67025. export class PhysicsRadialExplosionEventOptions {
  67026. /**
  67027. * The radius of the sphere for the radial explosion.
  67028. */
  67029. radius: number;
  67030. /**
  67031. * The strenth of the explosion.
  67032. */
  67033. strength: number;
  67034. /**
  67035. * The strenght of the force in correspondence to the distance of the affected object
  67036. */
  67037. falloff: PhysicsRadialImpulseFalloff;
  67038. /**
  67039. * Sphere options for the radial explosion.
  67040. */
  67041. sphere: {
  67042. segments: number;
  67043. diameter: number;
  67044. };
  67045. /**
  67046. * Sphere options for the radial explosion.
  67047. */
  67048. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  67049. }
  67050. /**
  67051. * Options fot the updraft event
  67052. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67053. */
  67054. export class PhysicsUpdraftEventOptions {
  67055. /**
  67056. * The radius of the cylinder for the vortex
  67057. */
  67058. radius: number;
  67059. /**
  67060. * The strenth of the updraft.
  67061. */
  67062. strength: number;
  67063. /**
  67064. * The height of the cylinder for the updraft.
  67065. */
  67066. height: number;
  67067. /**
  67068. * The mode for the the updraft.
  67069. */
  67070. updraftMode: PhysicsUpdraftMode;
  67071. }
  67072. /**
  67073. * Options fot the vortex event
  67074. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67075. */
  67076. export class PhysicsVortexEventOptions {
  67077. /**
  67078. * The radius of the cylinder for the vortex
  67079. */
  67080. radius: number;
  67081. /**
  67082. * The strenth of the vortex.
  67083. */
  67084. strength: number;
  67085. /**
  67086. * The height of the cylinder for the vortex.
  67087. */
  67088. height: number;
  67089. /**
  67090. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  67091. */
  67092. centripetalForceThreshold: number;
  67093. /**
  67094. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  67095. */
  67096. centripetalForceMultiplier: number;
  67097. /**
  67098. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  67099. */
  67100. centrifugalForceMultiplier: number;
  67101. /**
  67102. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  67103. */
  67104. updraftForceMultiplier: number;
  67105. }
  67106. /**
  67107. * The strenght of the force in correspondence to the distance of the affected object
  67108. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67109. */
  67110. export enum PhysicsRadialImpulseFalloff {
  67111. /** Defines that impulse is constant in strength across it's whole radius */
  67112. Constant = 0,
  67113. /** Defines that impulse gets weaker if it's further from the origin */
  67114. Linear = 1
  67115. }
  67116. /**
  67117. * The strength of the force in correspondence to the distance of the affected object
  67118. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67119. */
  67120. export enum PhysicsUpdraftMode {
  67121. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  67122. Center = 0,
  67123. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  67124. Perpendicular = 1
  67125. }
  67126. /**
  67127. * Interface for a physics hit data
  67128. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67129. */
  67130. export interface PhysicsHitData {
  67131. /**
  67132. * The force applied at the contact point
  67133. */
  67134. force: Vector3;
  67135. /**
  67136. * The contact point
  67137. */
  67138. contactPoint: Vector3;
  67139. /**
  67140. * The distance from the origin to the contact point
  67141. */
  67142. distanceFromOrigin: number;
  67143. }
  67144. /**
  67145. * Interface for radial explosion event data
  67146. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67147. */
  67148. export interface PhysicsRadialExplosionEventData {
  67149. /**
  67150. * A sphere used for the radial explosion event
  67151. */
  67152. sphere: Mesh;
  67153. }
  67154. /**
  67155. * Interface for gravitational field event data
  67156. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67157. */
  67158. export interface PhysicsGravitationalFieldEventData {
  67159. /**
  67160. * A sphere mesh used for the gravitational field event
  67161. */
  67162. sphere: Mesh;
  67163. }
  67164. /**
  67165. * Interface for updraft event data
  67166. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67167. */
  67168. export interface PhysicsUpdraftEventData {
  67169. /**
  67170. * A cylinder used for the updraft event
  67171. */
  67172. cylinder: Mesh;
  67173. }
  67174. /**
  67175. * Interface for vortex event data
  67176. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67177. */
  67178. export interface PhysicsVortexEventData {
  67179. /**
  67180. * A cylinder used for the vortex event
  67181. */
  67182. cylinder: Mesh;
  67183. }
  67184. /**
  67185. * Interface for an affected physics impostor
  67186. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  67187. */
  67188. export interface PhysicsAffectedImpostorWithData {
  67189. /**
  67190. * The impostor affected by the effect
  67191. */
  67192. impostor: PhysicsImpostor;
  67193. /**
  67194. * The data about the hit/horce from the explosion
  67195. */
  67196. hitData: PhysicsHitData;
  67197. }
  67198. }
  67199. declare module "babylonjs/Physics/Plugins/index" {
  67200. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  67201. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  67202. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  67203. }
  67204. declare module "babylonjs/Physics/index" {
  67205. export * from "babylonjs/Physics/IPhysicsEngine";
  67206. export * from "babylonjs/Physics/physicsEngine";
  67207. export * from "babylonjs/Physics/physicsEngineComponent";
  67208. export * from "babylonjs/Physics/physicsHelper";
  67209. export * from "babylonjs/Physics/physicsImpostor";
  67210. export * from "babylonjs/Physics/physicsJoint";
  67211. export * from "babylonjs/Physics/Plugins/index";
  67212. }
  67213. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  67214. /** @hidden */
  67215. export var blackAndWhitePixelShader: {
  67216. name: string;
  67217. shader: string;
  67218. };
  67219. }
  67220. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  67221. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67222. import { Camera } from "babylonjs/Cameras/camera";
  67223. import { Engine } from "babylonjs/Engines/engine";
  67224. import "babylonjs/Shaders/blackAndWhite.fragment";
  67225. /**
  67226. * Post process used to render in black and white
  67227. */
  67228. export class BlackAndWhitePostProcess extends PostProcess {
  67229. /**
  67230. * Linear about to convert he result to black and white (default: 1)
  67231. */
  67232. degree: number;
  67233. /**
  67234. * Creates a black and white post process
  67235. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  67236. * @param name The name of the effect.
  67237. * @param options The required width/height ratio to downsize to before computing the render pass.
  67238. * @param camera The camera to apply the render pass to.
  67239. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67240. * @param engine The engine which the post process will be applied. (default: current engine)
  67241. * @param reusable If the post process can be reused on the same frame. (default: false)
  67242. */
  67243. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  67244. }
  67245. }
  67246. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  67247. import { Nullable } from "babylonjs/types";
  67248. import { Camera } from "babylonjs/Cameras/camera";
  67249. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  67250. import { Engine } from "babylonjs/Engines/engine";
  67251. /**
  67252. * This represents a set of one or more post processes in Babylon.
  67253. * A post process can be used to apply a shader to a texture after it is rendered.
  67254. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  67255. */
  67256. export class PostProcessRenderEffect {
  67257. private _postProcesses;
  67258. private _getPostProcesses;
  67259. private _singleInstance;
  67260. private _cameras;
  67261. private _indicesForCamera;
  67262. /**
  67263. * Name of the effect
  67264. * @hidden
  67265. */
  67266. _name: string;
  67267. /**
  67268. * Instantiates a post process render effect.
  67269. * A post process can be used to apply a shader to a texture after it is rendered.
  67270. * @param engine The engine the effect is tied to
  67271. * @param name The name of the effect
  67272. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  67273. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  67274. */
  67275. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  67276. /**
  67277. * Checks if all the post processes in the effect are supported.
  67278. */
  67279. get isSupported(): boolean;
  67280. /**
  67281. * Updates the current state of the effect
  67282. * @hidden
  67283. */
  67284. _update(): void;
  67285. /**
  67286. * Attaches the effect on cameras
  67287. * @param cameras The camera to attach to.
  67288. * @hidden
  67289. */
  67290. _attachCameras(cameras: Camera): void;
  67291. /**
  67292. * Attaches the effect on cameras
  67293. * @param cameras The camera to attach to.
  67294. * @hidden
  67295. */
  67296. _attachCameras(cameras: Camera[]): void;
  67297. /**
  67298. * Detaches the effect on cameras
  67299. * @param cameras The camera to detatch from.
  67300. * @hidden
  67301. */
  67302. _detachCameras(cameras: Camera): void;
  67303. /**
  67304. * Detatches the effect on cameras
  67305. * @param cameras The camera to detatch from.
  67306. * @hidden
  67307. */
  67308. _detachCameras(cameras: Camera[]): void;
  67309. /**
  67310. * Enables the effect on given cameras
  67311. * @param cameras The camera to enable.
  67312. * @hidden
  67313. */
  67314. _enable(cameras: Camera): void;
  67315. /**
  67316. * Enables the effect on given cameras
  67317. * @param cameras The camera to enable.
  67318. * @hidden
  67319. */
  67320. _enable(cameras: Nullable<Camera[]>): void;
  67321. /**
  67322. * Disables the effect on the given cameras
  67323. * @param cameras The camera to disable.
  67324. * @hidden
  67325. */
  67326. _disable(cameras: Camera): void;
  67327. /**
  67328. * Disables the effect on the given cameras
  67329. * @param cameras The camera to disable.
  67330. * @hidden
  67331. */
  67332. _disable(cameras: Nullable<Camera[]>): void;
  67333. /**
  67334. * Gets a list of the post processes contained in the effect.
  67335. * @param camera The camera to get the post processes on.
  67336. * @returns The list of the post processes in the effect.
  67337. */
  67338. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  67339. }
  67340. }
  67341. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  67342. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  67343. /** @hidden */
  67344. export var extractHighlightsPixelShader: {
  67345. name: string;
  67346. shader: string;
  67347. };
  67348. }
  67349. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  67350. import { Nullable } from "babylonjs/types";
  67351. import { Camera } from "babylonjs/Cameras/camera";
  67352. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67353. import { Engine } from "babylonjs/Engines/engine";
  67354. import "babylonjs/Shaders/extractHighlights.fragment";
  67355. /**
  67356. * 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.
  67357. */
  67358. export class ExtractHighlightsPostProcess extends PostProcess {
  67359. /**
  67360. * The luminance threshold, pixels below this value will be set to black.
  67361. */
  67362. threshold: number;
  67363. /** @hidden */
  67364. _exposure: number;
  67365. /**
  67366. * Post process which has the input texture to be used when performing highlight extraction
  67367. * @hidden
  67368. */
  67369. _inputPostProcess: Nullable<PostProcess>;
  67370. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67371. }
  67372. }
  67373. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  67374. /** @hidden */
  67375. export var bloomMergePixelShader: {
  67376. name: string;
  67377. shader: string;
  67378. };
  67379. }
  67380. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  67381. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67382. import { Nullable } from "babylonjs/types";
  67383. import { Engine } from "babylonjs/Engines/engine";
  67384. import { Camera } from "babylonjs/Cameras/camera";
  67385. import "babylonjs/Shaders/bloomMerge.fragment";
  67386. /**
  67387. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  67388. */
  67389. export class BloomMergePostProcess extends PostProcess {
  67390. /** Weight of the bloom to be added to the original input. */
  67391. weight: number;
  67392. /**
  67393. * Creates a new instance of @see BloomMergePostProcess
  67394. * @param name The name of the effect.
  67395. * @param originalFromInput Post process which's input will be used for the merge.
  67396. * @param blurred Blurred highlights post process which's output will be used.
  67397. * @param weight Weight of the bloom to be added to the original input.
  67398. * @param options The required width/height ratio to downsize to before computing the render pass.
  67399. * @param camera The camera to apply the render pass to.
  67400. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67401. * @param engine The engine which the post process will be applied. (default: current engine)
  67402. * @param reusable If the post process can be reused on the same frame. (default: false)
  67403. * @param textureType Type of textures used when performing the post process. (default: 0)
  67404. * @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)
  67405. */
  67406. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  67407. /** Weight of the bloom to be added to the original input. */
  67408. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67409. }
  67410. }
  67411. declare module "babylonjs/PostProcesses/bloomEffect" {
  67412. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  67413. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  67414. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  67415. import { Camera } from "babylonjs/Cameras/camera";
  67416. import { Scene } from "babylonjs/scene";
  67417. /**
  67418. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  67419. */
  67420. export class BloomEffect extends PostProcessRenderEffect {
  67421. private bloomScale;
  67422. /**
  67423. * @hidden Internal
  67424. */
  67425. _effects: Array<PostProcess>;
  67426. /**
  67427. * @hidden Internal
  67428. */
  67429. _downscale: ExtractHighlightsPostProcess;
  67430. private _blurX;
  67431. private _blurY;
  67432. private _merge;
  67433. /**
  67434. * The luminance threshold to find bright areas of the image to bloom.
  67435. */
  67436. get threshold(): number;
  67437. set threshold(value: number);
  67438. /**
  67439. * The strength of the bloom.
  67440. */
  67441. get weight(): number;
  67442. set weight(value: number);
  67443. /**
  67444. * Specifies the size of the bloom blur kernel, relative to the final output size
  67445. */
  67446. get kernel(): number;
  67447. set kernel(value: number);
  67448. /**
  67449. * Creates a new instance of @see BloomEffect
  67450. * @param scene The scene the effect belongs to.
  67451. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  67452. * @param bloomKernel The size of the kernel to be used when applying the blur.
  67453. * @param bloomWeight The the strength of bloom.
  67454. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  67455. * @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)
  67456. */
  67457. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  67458. /**
  67459. * Disposes each of the internal effects for a given camera.
  67460. * @param camera The camera to dispose the effect on.
  67461. */
  67462. disposeEffects(camera: Camera): void;
  67463. /**
  67464. * @hidden Internal
  67465. */
  67466. _updateEffects(): void;
  67467. /**
  67468. * Internal
  67469. * @returns if all the contained post processes are ready.
  67470. * @hidden
  67471. */
  67472. _isReady(): boolean;
  67473. }
  67474. }
  67475. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  67476. /** @hidden */
  67477. export var chromaticAberrationPixelShader: {
  67478. name: string;
  67479. shader: string;
  67480. };
  67481. }
  67482. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  67483. import { Vector2 } from "babylonjs/Maths/math.vector";
  67484. import { Nullable } from "babylonjs/types";
  67485. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67486. import { Camera } from "babylonjs/Cameras/camera";
  67487. import { Engine } from "babylonjs/Engines/engine";
  67488. import "babylonjs/Shaders/chromaticAberration.fragment";
  67489. /**
  67490. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  67491. */
  67492. export class ChromaticAberrationPostProcess extends PostProcess {
  67493. /**
  67494. * The amount of seperation of rgb channels (default: 30)
  67495. */
  67496. aberrationAmount: number;
  67497. /**
  67498. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  67499. */
  67500. radialIntensity: number;
  67501. /**
  67502. * 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))
  67503. */
  67504. direction: Vector2;
  67505. /**
  67506. * 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))
  67507. */
  67508. centerPosition: Vector2;
  67509. /**
  67510. * Creates a new instance ChromaticAberrationPostProcess
  67511. * @param name The name of the effect.
  67512. * @param screenWidth The width of the screen to apply the effect on.
  67513. * @param screenHeight The height of the screen to apply the effect on.
  67514. * @param options The required width/height ratio to downsize to before computing the render pass.
  67515. * @param camera The camera to apply the render pass to.
  67516. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67517. * @param engine The engine which the post process will be applied. (default: current engine)
  67518. * @param reusable If the post process can be reused on the same frame. (default: false)
  67519. * @param textureType Type of textures used when performing the post process. (default: 0)
  67520. * @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)
  67521. */
  67522. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67523. }
  67524. }
  67525. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  67526. /** @hidden */
  67527. export var circleOfConfusionPixelShader: {
  67528. name: string;
  67529. shader: string;
  67530. };
  67531. }
  67532. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  67533. import { Nullable } from "babylonjs/types";
  67534. import { Engine } from "babylonjs/Engines/engine";
  67535. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67536. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  67537. import { Camera } from "babylonjs/Cameras/camera";
  67538. import "babylonjs/Shaders/circleOfConfusion.fragment";
  67539. /**
  67540. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  67541. */
  67542. export class CircleOfConfusionPostProcess extends PostProcess {
  67543. /**
  67544. * 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.
  67545. */
  67546. lensSize: number;
  67547. /**
  67548. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  67549. */
  67550. fStop: number;
  67551. /**
  67552. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  67553. */
  67554. focusDistance: number;
  67555. /**
  67556. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  67557. */
  67558. focalLength: number;
  67559. private _depthTexture;
  67560. /**
  67561. * Creates a new instance CircleOfConfusionPostProcess
  67562. * @param name The name of the effect.
  67563. * @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.
  67564. * @param options The required width/height ratio to downsize to before computing the render pass.
  67565. * @param camera The camera to apply the render pass to.
  67566. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67567. * @param engine The engine which the post process will be applied. (default: current engine)
  67568. * @param reusable If the post process can be reused on the same frame. (default: false)
  67569. * @param textureType Type of textures used when performing the post process. (default: 0)
  67570. * @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)
  67571. */
  67572. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  67573. /**
  67574. * 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.
  67575. */
  67576. set depthTexture(value: RenderTargetTexture);
  67577. }
  67578. }
  67579. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  67580. /** @hidden */
  67581. export var colorCorrectionPixelShader: {
  67582. name: string;
  67583. shader: string;
  67584. };
  67585. }
  67586. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  67587. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67588. import { Engine } from "babylonjs/Engines/engine";
  67589. import { Camera } from "babylonjs/Cameras/camera";
  67590. import "babylonjs/Shaders/colorCorrection.fragment";
  67591. /**
  67592. *
  67593. * This post-process allows the modification of rendered colors by using
  67594. * a 'look-up table' (LUT). This effect is also called Color Grading.
  67595. *
  67596. * The object needs to be provided an url to a texture containing the color
  67597. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  67598. * Use an image editing software to tweak the LUT to match your needs.
  67599. *
  67600. * For an example of a color LUT, see here:
  67601. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  67602. * For explanations on color grading, see here:
  67603. * @see http://udn.epicgames.com/Three/ColorGrading.html
  67604. *
  67605. */
  67606. export class ColorCorrectionPostProcess extends PostProcess {
  67607. private _colorTableTexture;
  67608. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  67609. }
  67610. }
  67611. declare module "babylonjs/Shaders/convolution.fragment" {
  67612. /** @hidden */
  67613. export var convolutionPixelShader: {
  67614. name: string;
  67615. shader: string;
  67616. };
  67617. }
  67618. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  67619. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67620. import { Nullable } from "babylonjs/types";
  67621. import { Camera } from "babylonjs/Cameras/camera";
  67622. import { Engine } from "babylonjs/Engines/engine";
  67623. import "babylonjs/Shaders/convolution.fragment";
  67624. /**
  67625. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  67626. * input texture to perform effects such as edge detection or sharpening
  67627. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  67628. */
  67629. export class ConvolutionPostProcess extends PostProcess {
  67630. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  67631. kernel: number[];
  67632. /**
  67633. * Creates a new instance ConvolutionPostProcess
  67634. * @param name The name of the effect.
  67635. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  67636. * @param options The required width/height ratio to downsize to before computing the render pass.
  67637. * @param camera The camera to apply the render pass to.
  67638. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67639. * @param engine The engine which the post process will be applied. (default: current engine)
  67640. * @param reusable If the post process can be reused on the same frame. (default: false)
  67641. * @param textureType Type of textures used when performing the post process. (default: 0)
  67642. */
  67643. constructor(name: string,
  67644. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  67645. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  67646. /**
  67647. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67648. */
  67649. static EdgeDetect0Kernel: number[];
  67650. /**
  67651. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67652. */
  67653. static EdgeDetect1Kernel: number[];
  67654. /**
  67655. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67656. */
  67657. static EdgeDetect2Kernel: number[];
  67658. /**
  67659. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67660. */
  67661. static SharpenKernel: number[];
  67662. /**
  67663. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67664. */
  67665. static EmbossKernel: number[];
  67666. /**
  67667. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  67668. */
  67669. static GaussianKernel: number[];
  67670. }
  67671. }
  67672. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  67673. import { Nullable } from "babylonjs/types";
  67674. import { Vector2 } from "babylonjs/Maths/math.vector";
  67675. import { Camera } from "babylonjs/Cameras/camera";
  67676. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67677. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  67678. import { Engine } from "babylonjs/Engines/engine";
  67679. import { Scene } from "babylonjs/scene";
  67680. /**
  67681. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  67682. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  67683. * based on samples that have a large difference in distance than the center pixel.
  67684. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  67685. */
  67686. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  67687. direction: Vector2;
  67688. /**
  67689. * Creates a new instance CircleOfConfusionPostProcess
  67690. * @param name The name of the effect.
  67691. * @param scene The scene the effect belongs to.
  67692. * @param direction The direction the blur should be applied.
  67693. * @param kernel The size of the kernel used to blur.
  67694. * @param options The required width/height ratio to downsize to before computing the render pass.
  67695. * @param camera The camera to apply the render pass to.
  67696. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  67697. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  67698. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67699. * @param engine The engine which the post process will be applied. (default: current engine)
  67700. * @param reusable If the post process can be reused on the same frame. (default: false)
  67701. * @param textureType Type of textures used when performing the post process. (default: 0)
  67702. * @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)
  67703. */
  67704. 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);
  67705. }
  67706. }
  67707. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  67708. /** @hidden */
  67709. export var depthOfFieldMergePixelShader: {
  67710. name: string;
  67711. shader: string;
  67712. };
  67713. }
  67714. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  67715. import { Nullable } from "babylonjs/types";
  67716. import { Camera } from "babylonjs/Cameras/camera";
  67717. import { Effect } from "babylonjs/Materials/effect";
  67718. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67719. import { Engine } from "babylonjs/Engines/engine";
  67720. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  67721. /**
  67722. * Options to be set when merging outputs from the default pipeline.
  67723. */
  67724. export class DepthOfFieldMergePostProcessOptions {
  67725. /**
  67726. * The original image to merge on top of
  67727. */
  67728. originalFromInput: PostProcess;
  67729. /**
  67730. * Parameters to perform the merge of the depth of field effect
  67731. */
  67732. depthOfField?: {
  67733. circleOfConfusion: PostProcess;
  67734. blurSteps: Array<PostProcess>;
  67735. };
  67736. /**
  67737. * Parameters to perform the merge of bloom effect
  67738. */
  67739. bloom?: {
  67740. blurred: PostProcess;
  67741. weight: number;
  67742. };
  67743. }
  67744. /**
  67745. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  67746. */
  67747. export class DepthOfFieldMergePostProcess extends PostProcess {
  67748. private blurSteps;
  67749. /**
  67750. * Creates a new instance of DepthOfFieldMergePostProcess
  67751. * @param name The name of the effect.
  67752. * @param originalFromInput Post process which's input will be used for the merge.
  67753. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  67754. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  67755. * @param options The required width/height ratio to downsize to before computing the render pass.
  67756. * @param camera The camera to apply the render pass to.
  67757. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67758. * @param engine The engine which the post process will be applied. (default: current engine)
  67759. * @param reusable If the post process can be reused on the same frame. (default: false)
  67760. * @param textureType Type of textures used when performing the post process. (default: 0)
  67761. * @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)
  67762. */
  67763. 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);
  67764. /**
  67765. * Updates the effect with the current post process compile time values and recompiles the shader.
  67766. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  67767. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  67768. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  67769. * @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
  67770. * @param onCompiled Called when the shader has been compiled.
  67771. * @param onError Called if there is an error when compiling a shader.
  67772. */
  67773. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  67774. }
  67775. }
  67776. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  67777. import { Nullable } from "babylonjs/types";
  67778. import { Camera } from "babylonjs/Cameras/camera";
  67779. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  67780. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  67781. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  67782. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  67783. import { Scene } from "babylonjs/scene";
  67784. /**
  67785. * Specifies the level of max blur that should be applied when using the depth of field effect
  67786. */
  67787. export enum DepthOfFieldEffectBlurLevel {
  67788. /**
  67789. * Subtle blur
  67790. */
  67791. Low = 0,
  67792. /**
  67793. * Medium blur
  67794. */
  67795. Medium = 1,
  67796. /**
  67797. * Large blur
  67798. */
  67799. High = 2
  67800. }
  67801. /**
  67802. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  67803. */
  67804. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  67805. private _circleOfConfusion;
  67806. /**
  67807. * @hidden Internal, blurs from high to low
  67808. */
  67809. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  67810. private _depthOfFieldBlurY;
  67811. private _dofMerge;
  67812. /**
  67813. * @hidden Internal post processes in depth of field effect
  67814. */
  67815. _effects: Array<PostProcess>;
  67816. /**
  67817. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  67818. */
  67819. set focalLength(value: number);
  67820. get focalLength(): number;
  67821. /**
  67822. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  67823. */
  67824. set fStop(value: number);
  67825. get fStop(): number;
  67826. /**
  67827. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  67828. */
  67829. set focusDistance(value: number);
  67830. get focusDistance(): number;
  67831. /**
  67832. * 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.
  67833. */
  67834. set lensSize(value: number);
  67835. get lensSize(): number;
  67836. /**
  67837. * Creates a new instance DepthOfFieldEffect
  67838. * @param scene The scene the effect belongs to.
  67839. * @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.
  67840. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  67841. * @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)
  67842. */
  67843. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  67844. /**
  67845. * Get the current class name of the current effet
  67846. * @returns "DepthOfFieldEffect"
  67847. */
  67848. getClassName(): string;
  67849. /**
  67850. * 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.
  67851. */
  67852. set depthTexture(value: RenderTargetTexture);
  67853. /**
  67854. * Disposes each of the internal effects for a given camera.
  67855. * @param camera The camera to dispose the effect on.
  67856. */
  67857. disposeEffects(camera: Camera): void;
  67858. /**
  67859. * @hidden Internal
  67860. */
  67861. _updateEffects(): void;
  67862. /**
  67863. * Internal
  67864. * @returns if all the contained post processes are ready.
  67865. * @hidden
  67866. */
  67867. _isReady(): boolean;
  67868. }
  67869. }
  67870. declare module "babylonjs/Shaders/displayPass.fragment" {
  67871. /** @hidden */
  67872. export var displayPassPixelShader: {
  67873. name: string;
  67874. shader: string;
  67875. };
  67876. }
  67877. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  67878. import { Nullable } from "babylonjs/types";
  67879. import { Camera } from "babylonjs/Cameras/camera";
  67880. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67881. import { Engine } from "babylonjs/Engines/engine";
  67882. import "babylonjs/Shaders/displayPass.fragment";
  67883. /**
  67884. * DisplayPassPostProcess which produces an output the same as it's input
  67885. */
  67886. export class DisplayPassPostProcess extends PostProcess {
  67887. /**
  67888. * Creates the DisplayPassPostProcess
  67889. * @param name The name of the effect.
  67890. * @param options The required width/height ratio to downsize to before computing the render pass.
  67891. * @param camera The camera to apply the render pass to.
  67892. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67893. * @param engine The engine which the post process will be applied. (default: current engine)
  67894. * @param reusable If the post process can be reused on the same frame. (default: false)
  67895. */
  67896. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  67897. }
  67898. }
  67899. declare module "babylonjs/Shaders/filter.fragment" {
  67900. /** @hidden */
  67901. export var filterPixelShader: {
  67902. name: string;
  67903. shader: string;
  67904. };
  67905. }
  67906. declare module "babylonjs/PostProcesses/filterPostProcess" {
  67907. import { Nullable } from "babylonjs/types";
  67908. import { Matrix } from "babylonjs/Maths/math.vector";
  67909. import { Camera } from "babylonjs/Cameras/camera";
  67910. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67911. import { Engine } from "babylonjs/Engines/engine";
  67912. import "babylonjs/Shaders/filter.fragment";
  67913. /**
  67914. * Applies a kernel filter to the image
  67915. */
  67916. export class FilterPostProcess extends PostProcess {
  67917. /** The matrix to be applied to the image */
  67918. kernelMatrix: Matrix;
  67919. /**
  67920. *
  67921. * @param name The name of the effect.
  67922. * @param kernelMatrix The matrix to be applied to the image
  67923. * @param options The required width/height ratio to downsize to before computing the render pass.
  67924. * @param camera The camera to apply the render pass to.
  67925. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  67926. * @param engine The engine which the post process will be applied. (default: current engine)
  67927. * @param reusable If the post process can be reused on the same frame. (default: false)
  67928. */
  67929. constructor(name: string,
  67930. /** The matrix to be applied to the image */
  67931. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  67932. }
  67933. }
  67934. declare module "babylonjs/Shaders/fxaa.fragment" {
  67935. /** @hidden */
  67936. export var fxaaPixelShader: {
  67937. name: string;
  67938. shader: string;
  67939. };
  67940. }
  67941. declare module "babylonjs/Shaders/fxaa.vertex" {
  67942. /** @hidden */
  67943. export var fxaaVertexShader: {
  67944. name: string;
  67945. shader: string;
  67946. };
  67947. }
  67948. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  67949. import { Nullable } from "babylonjs/types";
  67950. import { Camera } from "babylonjs/Cameras/camera";
  67951. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67952. import { Engine } from "babylonjs/Engines/engine";
  67953. import "babylonjs/Shaders/fxaa.fragment";
  67954. import "babylonjs/Shaders/fxaa.vertex";
  67955. /**
  67956. * Fxaa post process
  67957. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  67958. */
  67959. export class FxaaPostProcess extends PostProcess {
  67960. /** @hidden */
  67961. texelWidth: number;
  67962. /** @hidden */
  67963. texelHeight: number;
  67964. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  67965. private _getDefines;
  67966. }
  67967. }
  67968. declare module "babylonjs/Shaders/grain.fragment" {
  67969. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  67970. /** @hidden */
  67971. export var grainPixelShader: {
  67972. name: string;
  67973. shader: string;
  67974. };
  67975. }
  67976. declare module "babylonjs/PostProcesses/grainPostProcess" {
  67977. import { Nullable } from "babylonjs/types";
  67978. import { Camera } from "babylonjs/Cameras/camera";
  67979. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  67980. import { Engine } from "babylonjs/Engines/engine";
  67981. import "babylonjs/Shaders/grain.fragment";
  67982. /**
  67983. * The GrainPostProcess adds noise to the image at mid luminance levels
  67984. */
  67985. export class GrainPostProcess extends PostProcess {
  67986. /**
  67987. * The intensity of the grain added (default: 30)
  67988. */
  67989. intensity: number;
  67990. /**
  67991. * If the grain should be randomized on every frame
  67992. */
  67993. animated: boolean;
  67994. /**
  67995. * Creates a new instance of @see GrainPostProcess
  67996. * @param name The name of the effect.
  67997. * @param options The required width/height ratio to downsize to before computing the render pass.
  67998. * @param camera The camera to apply the render pass to.
  67999. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68000. * @param engine The engine which the post process will be applied. (default: current engine)
  68001. * @param reusable If the post process can be reused on the same frame. (default: false)
  68002. * @param textureType Type of textures used when performing the post process. (default: 0)
  68003. * @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)
  68004. */
  68005. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  68006. }
  68007. }
  68008. declare module "babylonjs/Shaders/highlights.fragment" {
  68009. /** @hidden */
  68010. export var highlightsPixelShader: {
  68011. name: string;
  68012. shader: string;
  68013. };
  68014. }
  68015. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  68016. import { Nullable } from "babylonjs/types";
  68017. import { Camera } from "babylonjs/Cameras/camera";
  68018. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68019. import { Engine } from "babylonjs/Engines/engine";
  68020. import "babylonjs/Shaders/highlights.fragment";
  68021. /**
  68022. * Extracts highlights from the image
  68023. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  68024. */
  68025. export class HighlightsPostProcess extends PostProcess {
  68026. /**
  68027. * Extracts highlights from the image
  68028. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  68029. * @param name The name of the effect.
  68030. * @param options The required width/height ratio to downsize to before computing the render pass.
  68031. * @param camera The camera to apply the render pass to.
  68032. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68033. * @param engine The engine which the post process will be applied. (default: current engine)
  68034. * @param reusable If the post process can be reused on the same frame. (default: false)
  68035. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  68036. */
  68037. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  68038. }
  68039. }
  68040. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  68041. /** @hidden */
  68042. export var mrtFragmentDeclaration: {
  68043. name: string;
  68044. shader: string;
  68045. };
  68046. }
  68047. declare module "babylonjs/Shaders/geometry.fragment" {
  68048. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  68049. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  68050. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  68051. /** @hidden */
  68052. export var geometryPixelShader: {
  68053. name: string;
  68054. shader: string;
  68055. };
  68056. }
  68057. declare module "babylonjs/Shaders/geometry.vertex" {
  68058. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  68059. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  68060. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  68061. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  68062. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  68063. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  68064. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  68065. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  68066. /** @hidden */
  68067. export var geometryVertexShader: {
  68068. name: string;
  68069. shader: string;
  68070. };
  68071. }
  68072. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  68073. import { Matrix } from "babylonjs/Maths/math.vector";
  68074. import { SubMesh } from "babylonjs/Meshes/subMesh";
  68075. import { Mesh } from "babylonjs/Meshes/mesh";
  68076. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  68077. import { Effect } from "babylonjs/Materials/effect";
  68078. import { Scene } from "babylonjs/scene";
  68079. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  68080. import "babylonjs/Shaders/geometry.fragment";
  68081. import "babylonjs/Shaders/geometry.vertex";
  68082. /** @hidden */
  68083. interface ISavedTransformationMatrix {
  68084. world: Matrix;
  68085. viewProjection: Matrix;
  68086. }
  68087. /**
  68088. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  68089. */
  68090. export class GeometryBufferRenderer {
  68091. /**
  68092. * Constant used to retrieve the position texture index in the G-Buffer textures array
  68093. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  68094. */
  68095. static readonly POSITION_TEXTURE_TYPE: number;
  68096. /**
  68097. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  68098. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  68099. */
  68100. static readonly VELOCITY_TEXTURE_TYPE: number;
  68101. /**
  68102. * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array
  68103. * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)
  68104. */
  68105. static readonly REFLECTIVITY_TEXTURE_TYPE: number;
  68106. /**
  68107. * Dictionary used to store the previous transformation matrices of each rendered mesh
  68108. * in order to compute objects velocities when enableVelocity is set to "true"
  68109. * @hidden
  68110. */
  68111. _previousTransformationMatrices: {
  68112. [index: number]: ISavedTransformationMatrix;
  68113. };
  68114. /**
  68115. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  68116. * in order to compute objects velocities when enableVelocity is set to "true"
  68117. * @hidden
  68118. */
  68119. _previousBonesTransformationMatrices: {
  68120. [index: number]: Float32Array;
  68121. };
  68122. /**
  68123. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  68124. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  68125. */
  68126. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  68127. /** Gets or sets a boolean indicating if transparent meshes should be rendered */
  68128. renderTransparentMeshes: boolean;
  68129. private _scene;
  68130. private _multiRenderTarget;
  68131. private _ratio;
  68132. private _enablePosition;
  68133. private _enableVelocity;
  68134. private _enableReflectivity;
  68135. private _positionIndex;
  68136. private _velocityIndex;
  68137. private _reflectivityIndex;
  68138. protected _effect: Effect;
  68139. protected _cachedDefines: string;
  68140. /**
  68141. * Set the render list (meshes to be rendered) used in the G buffer.
  68142. */
  68143. set renderList(meshes: Mesh[]);
  68144. /**
  68145. * Gets wether or not G buffer are supported by the running hardware.
  68146. * This requires draw buffer supports
  68147. */
  68148. get isSupported(): boolean;
  68149. /**
  68150. * Returns the index of the given texture type in the G-Buffer textures array
  68151. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  68152. * @returns the index of the given texture type in the G-Buffer textures array
  68153. */
  68154. getTextureIndex(textureType: number): number;
  68155. /**
  68156. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  68157. */
  68158. get enablePosition(): boolean;
  68159. /**
  68160. * Sets whether or not objects positions are enabled for the G buffer.
  68161. */
  68162. set enablePosition(enable: boolean);
  68163. /**
  68164. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  68165. */
  68166. get enableVelocity(): boolean;
  68167. /**
  68168. * Sets wether or not objects velocities are enabled for the G buffer.
  68169. */
  68170. set enableVelocity(enable: boolean);
  68171. /**
  68172. * Gets a boolean indicating if objects roughness are enabled in the G buffer.
  68173. */
  68174. get enableReflectivity(): boolean;
  68175. /**
  68176. * Sets wether or not objects roughness are enabled for the G buffer.
  68177. */
  68178. set enableReflectivity(enable: boolean);
  68179. /**
  68180. * Gets the scene associated with the buffer.
  68181. */
  68182. get scene(): Scene;
  68183. /**
  68184. * Gets the ratio used by the buffer during its creation.
  68185. * How big is the buffer related to the main canvas.
  68186. */
  68187. get ratio(): number;
  68188. /** @hidden */
  68189. static _SceneComponentInitialization: (scene: Scene) => void;
  68190. /**
  68191. * Creates a new G Buffer for the scene
  68192. * @param scene The scene the buffer belongs to
  68193. * @param ratio How big is the buffer related to the main canvas.
  68194. */
  68195. constructor(scene: Scene, ratio?: number);
  68196. /**
  68197. * Checks wether everything is ready to render a submesh to the G buffer.
  68198. * @param subMesh the submesh to check readiness for
  68199. * @param useInstances is the mesh drawn using instance or not
  68200. * @returns true if ready otherwise false
  68201. */
  68202. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  68203. /**
  68204. * Gets the current underlying G Buffer.
  68205. * @returns the buffer
  68206. */
  68207. getGBuffer(): MultiRenderTarget;
  68208. /**
  68209. * Gets the number of samples used to render the buffer (anti aliasing).
  68210. */
  68211. get samples(): number;
  68212. /**
  68213. * Sets the number of samples used to render the buffer (anti aliasing).
  68214. */
  68215. set samples(value: number);
  68216. /**
  68217. * Disposes the renderer and frees up associated resources.
  68218. */
  68219. dispose(): void;
  68220. protected _createRenderTargets(): void;
  68221. private _copyBonesTransformationMatrices;
  68222. }
  68223. }
  68224. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  68225. import { Nullable } from "babylonjs/types";
  68226. import { Scene } from "babylonjs/scene";
  68227. import { ISceneComponent } from "babylonjs/sceneComponent";
  68228. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  68229. module "babylonjs/scene" {
  68230. interface Scene {
  68231. /** @hidden (Backing field) */
  68232. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  68233. /**
  68234. * Gets or Sets the current geometry buffer associated to the scene.
  68235. */
  68236. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  68237. /**
  68238. * Enables a GeometryBufferRender and associates it with the scene
  68239. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  68240. * @returns the GeometryBufferRenderer
  68241. */
  68242. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  68243. /**
  68244. * Disables the GeometryBufferRender associated with the scene
  68245. */
  68246. disableGeometryBufferRenderer(): void;
  68247. }
  68248. }
  68249. /**
  68250. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  68251. * in several rendering techniques.
  68252. */
  68253. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  68254. /**
  68255. * The component name helpful to identify the component in the list of scene components.
  68256. */
  68257. readonly name: string;
  68258. /**
  68259. * The scene the component belongs to.
  68260. */
  68261. scene: Scene;
  68262. /**
  68263. * Creates a new instance of the component for the given scene
  68264. * @param scene Defines the scene to register the component in
  68265. */
  68266. constructor(scene: Scene);
  68267. /**
  68268. * Registers the component in a given scene
  68269. */
  68270. register(): void;
  68271. /**
  68272. * Rebuilds the elements related to this component in case of
  68273. * context lost for instance.
  68274. */
  68275. rebuild(): void;
  68276. /**
  68277. * Disposes the component and the associated ressources
  68278. */
  68279. dispose(): void;
  68280. private _gatherRenderTargets;
  68281. }
  68282. }
  68283. declare module "babylonjs/Shaders/motionBlur.fragment" {
  68284. /** @hidden */
  68285. export var motionBlurPixelShader: {
  68286. name: string;
  68287. shader: string;
  68288. };
  68289. }
  68290. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  68291. import { Nullable } from "babylonjs/types";
  68292. import { Camera } from "babylonjs/Cameras/camera";
  68293. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68294. import { Scene } from "babylonjs/scene";
  68295. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  68296. import "babylonjs/Animations/animatable";
  68297. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  68298. import "babylonjs/Shaders/motionBlur.fragment";
  68299. import { Engine } from "babylonjs/Engines/engine";
  68300. /**
  68301. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  68302. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  68303. * As an example, all you have to do is to create the post-process:
  68304. * var mb = new BABYLON.MotionBlurPostProcess(
  68305. * 'mb', // The name of the effect.
  68306. * scene, // The scene containing the objects to blur according to their velocity.
  68307. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  68308. * camera // The camera to apply the render pass to.
  68309. * );
  68310. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  68311. */
  68312. export class MotionBlurPostProcess extends PostProcess {
  68313. /**
  68314. * Defines how much the image is blurred by the movement. Default value is equal to 1
  68315. */
  68316. motionStrength: number;
  68317. /**
  68318. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  68319. */
  68320. get motionBlurSamples(): number;
  68321. /**
  68322. * Sets the number of iterations to be used for motion blur quality
  68323. */
  68324. set motionBlurSamples(samples: number);
  68325. private _motionBlurSamples;
  68326. private _geometryBufferRenderer;
  68327. /**
  68328. * Creates a new instance MotionBlurPostProcess
  68329. * @param name The name of the effect.
  68330. * @param scene The scene containing the objects to blur according to their velocity.
  68331. * @param options The required width/height ratio to downsize to before computing the render pass.
  68332. * @param camera The camera to apply the render pass to.
  68333. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68334. * @param engine The engine which the post process will be applied. (default: current engine)
  68335. * @param reusable If the post process can be reused on the same frame. (default: false)
  68336. * @param textureType Type of textures used when performing the post process. (default: 0)
  68337. * @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)
  68338. */
  68339. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  68340. /**
  68341. * Excludes the given skinned mesh from computing bones velocities.
  68342. * 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.
  68343. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  68344. */
  68345. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  68346. /**
  68347. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  68348. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  68349. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  68350. */
  68351. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  68352. /**
  68353. * Disposes the post process.
  68354. * @param camera The camera to dispose the post process on.
  68355. */
  68356. dispose(camera?: Camera): void;
  68357. }
  68358. }
  68359. declare module "babylonjs/Shaders/refraction.fragment" {
  68360. /** @hidden */
  68361. export var refractionPixelShader: {
  68362. name: string;
  68363. shader: string;
  68364. };
  68365. }
  68366. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  68367. import { Color3 } from "babylonjs/Maths/math.color";
  68368. import { Camera } from "babylonjs/Cameras/camera";
  68369. import { Texture } from "babylonjs/Materials/Textures/texture";
  68370. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68371. import { Engine } from "babylonjs/Engines/engine";
  68372. import "babylonjs/Shaders/refraction.fragment";
  68373. /**
  68374. * Post process which applies a refractin texture
  68375. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  68376. */
  68377. export class RefractionPostProcess extends PostProcess {
  68378. /** the base color of the refraction (used to taint the rendering) */
  68379. color: Color3;
  68380. /** simulated refraction depth */
  68381. depth: number;
  68382. /** the coefficient of the base color (0 to remove base color tainting) */
  68383. colorLevel: number;
  68384. private _refTexture;
  68385. private _ownRefractionTexture;
  68386. /**
  68387. * Gets or sets the refraction texture
  68388. * Please note that you are responsible for disposing the texture if you set it manually
  68389. */
  68390. get refractionTexture(): Texture;
  68391. set refractionTexture(value: Texture);
  68392. /**
  68393. * Initializes the RefractionPostProcess
  68394. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  68395. * @param name The name of the effect.
  68396. * @param refractionTextureUrl Url of the refraction texture to use
  68397. * @param color the base color of the refraction (used to taint the rendering)
  68398. * @param depth simulated refraction depth
  68399. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  68400. * @param camera The camera to apply the render pass to.
  68401. * @param options The required width/height ratio to downsize to before computing the render pass.
  68402. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68403. * @param engine The engine which the post process will be applied. (default: current engine)
  68404. * @param reusable If the post process can be reused on the same frame. (default: false)
  68405. */
  68406. constructor(name: string, refractionTextureUrl: string,
  68407. /** the base color of the refraction (used to taint the rendering) */
  68408. color: Color3,
  68409. /** simulated refraction depth */
  68410. depth: number,
  68411. /** the coefficient of the base color (0 to remove base color tainting) */
  68412. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  68413. /**
  68414. * Disposes of the post process
  68415. * @param camera Camera to dispose post process on
  68416. */
  68417. dispose(camera: Camera): void;
  68418. }
  68419. }
  68420. declare module "babylonjs/Shaders/sharpen.fragment" {
  68421. /** @hidden */
  68422. export var sharpenPixelShader: {
  68423. name: string;
  68424. shader: string;
  68425. };
  68426. }
  68427. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  68428. import { Nullable } from "babylonjs/types";
  68429. import { Camera } from "babylonjs/Cameras/camera";
  68430. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  68431. import "babylonjs/Shaders/sharpen.fragment";
  68432. import { Engine } from "babylonjs/Engines/engine";
  68433. /**
  68434. * The SharpenPostProcess applies a sharpen kernel to every pixel
  68435. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  68436. */
  68437. export class SharpenPostProcess extends PostProcess {
  68438. /**
  68439. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  68440. */
  68441. colorAmount: number;
  68442. /**
  68443. * How much sharpness should be applied (default: 0.3)
  68444. */
  68445. edgeAmount: number;
  68446. /**
  68447. * Creates a new instance ConvolutionPostProcess
  68448. * @param name The name of the effect.
  68449. * @param options The required width/height ratio to downsize to before computing the render pass.
  68450. * @param camera The camera to apply the render pass to.
  68451. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  68452. * @param engine The engine which the post process will be applied. (default: current engine)
  68453. * @param reusable If the post process can be reused on the same frame. (default: false)
  68454. * @param textureType Type of textures used when performing the post process. (default: 0)
  68455. * @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)
  68456. */
  68457. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  68458. }
  68459. }
  68460. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  68461. import { Nullable } from "babylonjs/types";
  68462. import { Camera } from "babylonjs/Cameras/camera";
  68463. import { Engine } from "babylonjs/Engines/engine";
  68464. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  68465. import { IInspectable } from "babylonjs/Misc/iInspectable";
  68466. /**
  68467. * PostProcessRenderPipeline
  68468. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  68469. */
  68470. export class PostProcessRenderPipeline {
  68471. private engine;
  68472. private _renderEffects;
  68473. private _renderEffectsForIsolatedPass;
  68474. /**
  68475. * List of inspectable custom properties (used by the Inspector)
  68476. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  68477. */
  68478. inspectableCustomProperties: IInspectable[];
  68479. /**
  68480. * @hidden
  68481. */
  68482. protected _cameras: Camera[];
  68483. /** @hidden */
  68484. _name: string;
  68485. /**
  68486. * Gets pipeline name
  68487. */
  68488. get name(): string;
  68489. /** Gets the list of attached cameras */
  68490. get cameras(): Camera[];
  68491. /**
  68492. * Initializes a PostProcessRenderPipeline
  68493. * @param engine engine to add the pipeline to
  68494. * @param name name of the pipeline
  68495. */
  68496. constructor(engine: Engine, name: string);
  68497. /**
  68498. * Gets the class name
  68499. * @returns "PostProcessRenderPipeline"
  68500. */
  68501. getClassName(): string;
  68502. /**
  68503. * If all the render effects in the pipeline are supported
  68504. */
  68505. get isSupported(): boolean;
  68506. /**
  68507. * Adds an effect to the pipeline
  68508. * @param renderEffect the effect to add
  68509. */
  68510. addEffect(renderEffect: PostProcessRenderEffect): void;
  68511. /** @hidden */
  68512. _rebuild(): void;
  68513. /** @hidden */
  68514. _enableEffect(renderEffectName: string, cameras: Camera): void;
  68515. /** @hidden */
  68516. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  68517. /** @hidden */
  68518. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  68519. /** @hidden */
  68520. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  68521. /** @hidden */
  68522. _attachCameras(cameras: Camera, unique: boolean): void;
  68523. /** @hidden */
  68524. _attachCameras(cameras: Camera[], unique: boolean): void;
  68525. /** @hidden */
  68526. _detachCameras(cameras: Camera): void;
  68527. /** @hidden */
  68528. _detachCameras(cameras: Nullable<Camera[]>): void;
  68529. /** @hidden */
  68530. _update(): void;
  68531. /** @hidden */
  68532. _reset(): void;
  68533. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  68534. /**
  68535. * Disposes of the pipeline
  68536. */
  68537. dispose(): void;
  68538. }
  68539. }
  68540. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  68541. import { Camera } from "babylonjs/Cameras/camera";
  68542. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  68543. /**
  68544. * PostProcessRenderPipelineManager class
  68545. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  68546. */
  68547. export class PostProcessRenderPipelineManager {
  68548. private _renderPipelines;
  68549. /**
  68550. * Initializes a PostProcessRenderPipelineManager
  68551. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  68552. */
  68553. constructor();
  68554. /**
  68555. * Gets the list of supported render pipelines
  68556. */
  68557. get supportedPipelines(): PostProcessRenderPipeline[];
  68558. /**
  68559. * Adds a pipeline to the manager
  68560. * @param renderPipeline The pipeline to add
  68561. */
  68562. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  68563. /**
  68564. * Attaches a camera to the pipeline
  68565. * @param renderPipelineName The name of the pipeline to attach to
  68566. * @param cameras the camera to attach
  68567. * @param unique if the camera can be attached multiple times to the pipeline
  68568. */
  68569. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  68570. /**
  68571. * Detaches a camera from the pipeline
  68572. * @param renderPipelineName The name of the pipeline to detach from
  68573. * @param cameras the camera to detach
  68574. */
  68575. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  68576. /**
  68577. * Enables an effect by name on a pipeline
  68578. * @param renderPipelineName the name of the pipeline to enable the effect in
  68579. * @param renderEffectName the name of the effect to enable
  68580. * @param cameras the cameras that the effect should be enabled on
  68581. */
  68582. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  68583. /**
  68584. * Disables an effect by name on a pipeline
  68585. * @param renderPipelineName the name of the pipeline to disable the effect in
  68586. * @param renderEffectName the name of the effect to disable
  68587. * @param cameras the cameras that the effect should be disabled on
  68588. */
  68589. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  68590. /**
  68591. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  68592. */
  68593. update(): void;
  68594. /** @hidden */
  68595. _rebuild(): void;
  68596. /**
  68597. * Disposes of the manager and pipelines
  68598. */
  68599. dispose(): void;
  68600. }
  68601. }
  68602. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  68603. import { ISceneComponent } from "babylonjs/sceneComponent";
  68604. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  68605. import { Scene } from "babylonjs/scene";
  68606. module "babylonjs/scene" {
  68607. interface Scene {
  68608. /** @hidden (Backing field) */
  68609. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  68610. /**
  68611. * Gets the postprocess render pipeline manager
  68612. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  68613. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  68614. */
  68615. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  68616. }
  68617. }
  68618. /**
  68619. * Defines the Render Pipeline scene component responsible to rendering pipelines
  68620. */
  68621. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  68622. /**
  68623. * The component name helpfull to identify the component in the list of scene components.
  68624. */
  68625. readonly name: string;
  68626. /**
  68627. * The scene the component belongs to.
  68628. */
  68629. scene: Scene;
  68630. /**
  68631. * Creates a new instance of the component for the given scene
  68632. * @param scene Defines the scene to register the component in
  68633. */
  68634. constructor(scene: Scene);
  68635. /**
  68636. * Registers the component in a given scene
  68637. */
  68638. register(): void;
  68639. /**
  68640. * Rebuilds the elements related to this component in case of
  68641. * context lost for instance.
  68642. */
  68643. rebuild(): void;
  68644. /**
  68645. * Disposes the component and the associated ressources
  68646. */
  68647. dispose(): void;
  68648. private _gatherRenderTargets;
  68649. }
  68650. }
  68651. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  68652. import { Nullable } from "babylonjs/types";
  68653. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  68654. import { Camera } from "babylonjs/Cameras/camera";
  68655. import { IDisposable } from "babylonjs/scene";
  68656. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  68657. import { Scene } from "babylonjs/scene";
  68658. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  68659. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  68660. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  68661. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  68662. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  68663. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  68664. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  68665. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  68666. import { Animation } from "babylonjs/Animations/animation";
  68667. /**
  68668. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  68669. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  68670. */
  68671. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  68672. private _scene;
  68673. private _camerasToBeAttached;
  68674. /**
  68675. * ID of the sharpen post process,
  68676. */
  68677. private readonly SharpenPostProcessId;
  68678. /**
  68679. * @ignore
  68680. * ID of the image processing post process;
  68681. */
  68682. readonly ImageProcessingPostProcessId: string;
  68683. /**
  68684. * @ignore
  68685. * ID of the Fast Approximate Anti-Aliasing post process;
  68686. */
  68687. readonly FxaaPostProcessId: string;
  68688. /**
  68689. * ID of the chromatic aberration post process,
  68690. */
  68691. private readonly ChromaticAberrationPostProcessId;
  68692. /**
  68693. * ID of the grain post process
  68694. */
  68695. private readonly GrainPostProcessId;
  68696. /**
  68697. * Sharpen post process which will apply a sharpen convolution to enhance edges
  68698. */
  68699. sharpen: SharpenPostProcess;
  68700. private _sharpenEffect;
  68701. private bloom;
  68702. /**
  68703. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  68704. */
  68705. depthOfField: DepthOfFieldEffect;
  68706. /**
  68707. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  68708. */
  68709. fxaa: FxaaPostProcess;
  68710. /**
  68711. * Image post processing pass used to perform operations such as tone mapping or color grading.
  68712. */
  68713. imageProcessing: ImageProcessingPostProcess;
  68714. /**
  68715. * Chromatic aberration post process which will shift rgb colors in the image
  68716. */
  68717. chromaticAberration: ChromaticAberrationPostProcess;
  68718. private _chromaticAberrationEffect;
  68719. /**
  68720. * Grain post process which add noise to the image
  68721. */
  68722. grain: GrainPostProcess;
  68723. private _grainEffect;
  68724. /**
  68725. * Glow post process which adds a glow to emissive areas of the image
  68726. */
  68727. private _glowLayer;
  68728. /**
  68729. * Animations which can be used to tweak settings over a period of time
  68730. */
  68731. animations: Animation[];
  68732. private _imageProcessingConfigurationObserver;
  68733. private _sharpenEnabled;
  68734. private _bloomEnabled;
  68735. private _depthOfFieldEnabled;
  68736. private _depthOfFieldBlurLevel;
  68737. private _fxaaEnabled;
  68738. private _imageProcessingEnabled;
  68739. private _defaultPipelineTextureType;
  68740. private _bloomScale;
  68741. private _chromaticAberrationEnabled;
  68742. private _grainEnabled;
  68743. private _buildAllowed;
  68744. /**
  68745. * Gets active scene
  68746. */
  68747. get scene(): Scene;
  68748. /**
  68749. * Enable or disable the sharpen process from the pipeline
  68750. */
  68751. set sharpenEnabled(enabled: boolean);
  68752. get sharpenEnabled(): boolean;
  68753. private _resizeObserver;
  68754. private _hardwareScaleLevel;
  68755. private _bloomKernel;
  68756. /**
  68757. * Specifies the size of the bloom blur kernel, relative to the final output size
  68758. */
  68759. get bloomKernel(): number;
  68760. set bloomKernel(value: number);
  68761. /**
  68762. * Specifies the weight of the bloom in the final rendering
  68763. */
  68764. private _bloomWeight;
  68765. /**
  68766. * Specifies the luma threshold for the area that will be blurred by the bloom
  68767. */
  68768. private _bloomThreshold;
  68769. private _hdr;
  68770. /**
  68771. * The strength of the bloom.
  68772. */
  68773. set bloomWeight(value: number);
  68774. get bloomWeight(): number;
  68775. /**
  68776. * The strength of the bloom.
  68777. */
  68778. set bloomThreshold(value: number);
  68779. get bloomThreshold(): number;
  68780. /**
  68781. * The scale of the bloom, lower value will provide better performance.
  68782. */
  68783. set bloomScale(value: number);
  68784. get bloomScale(): number;
  68785. /**
  68786. * Enable or disable the bloom from the pipeline
  68787. */
  68788. set bloomEnabled(enabled: boolean);
  68789. get bloomEnabled(): boolean;
  68790. private _rebuildBloom;
  68791. /**
  68792. * If the depth of field is enabled.
  68793. */
  68794. get depthOfFieldEnabled(): boolean;
  68795. set depthOfFieldEnabled(enabled: boolean);
  68796. /**
  68797. * Blur level of the depth of field effect. (Higher blur will effect performance)
  68798. */
  68799. get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel;
  68800. set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel);
  68801. /**
  68802. * If the anti aliasing is enabled.
  68803. */
  68804. set fxaaEnabled(enabled: boolean);
  68805. get fxaaEnabled(): boolean;
  68806. private _samples;
  68807. /**
  68808. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  68809. */
  68810. set samples(sampleCount: number);
  68811. get samples(): number;
  68812. /**
  68813. * If image processing is enabled.
  68814. */
  68815. set imageProcessingEnabled(enabled: boolean);
  68816. get imageProcessingEnabled(): boolean;
  68817. /**
  68818. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  68819. */
  68820. set glowLayerEnabled(enabled: boolean);
  68821. get glowLayerEnabled(): boolean;
  68822. /**
  68823. * Gets the glow layer (or null if not defined)
  68824. */
  68825. get glowLayer(): Nullable<GlowLayer>;
  68826. /**
  68827. * Enable or disable the chromaticAberration process from the pipeline
  68828. */
  68829. set chromaticAberrationEnabled(enabled: boolean);
  68830. get chromaticAberrationEnabled(): boolean;
  68831. /**
  68832. * Enable or disable the grain process from the pipeline
  68833. */
  68834. set grainEnabled(enabled: boolean);
  68835. get grainEnabled(): boolean;
  68836. /**
  68837. * @constructor
  68838. * @param name - The rendering pipeline name (default: "")
  68839. * @param hdr - If high dynamic range textures should be used (default: true)
  68840. * @param scene - The scene linked to this pipeline (default: the last created scene)
  68841. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  68842. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  68843. */
  68844. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  68845. /**
  68846. * Get the class name
  68847. * @returns "DefaultRenderingPipeline"
  68848. */
  68849. getClassName(): string;
  68850. /**
  68851. * Force the compilation of the entire pipeline.
  68852. */
  68853. prepare(): void;
  68854. private _hasCleared;
  68855. private _prevPostProcess;
  68856. private _prevPrevPostProcess;
  68857. private _setAutoClearAndTextureSharing;
  68858. private _depthOfFieldSceneObserver;
  68859. private _buildPipeline;
  68860. private _disposePostProcesses;
  68861. /**
  68862. * Adds a camera to the pipeline
  68863. * @param camera the camera to be added
  68864. */
  68865. addCamera(camera: Camera): void;
  68866. /**
  68867. * Removes a camera from the pipeline
  68868. * @param camera the camera to remove
  68869. */
  68870. removeCamera(camera: Camera): void;
  68871. /**
  68872. * Dispose of the pipeline and stop all post processes
  68873. */
  68874. dispose(): void;
  68875. /**
  68876. * Serialize the rendering pipeline (Used when exporting)
  68877. * @returns the serialized object
  68878. */
  68879. serialize(): any;
  68880. /**
  68881. * Parse the serialized pipeline
  68882. * @param source Source pipeline.
  68883. * @param scene The scene to load the pipeline to.
  68884. * @param rootUrl The URL of the serialized pipeline.
  68885. * @returns An instantiated pipeline from the serialized object.
  68886. */
  68887. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  68888. }
  68889. }
  68890. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  68891. /** @hidden */
  68892. export var lensHighlightsPixelShader: {
  68893. name: string;
  68894. shader: string;
  68895. };
  68896. }
  68897. declare module "babylonjs/Shaders/depthOfField.fragment" {
  68898. /** @hidden */
  68899. export var depthOfFieldPixelShader: {
  68900. name: string;
  68901. shader: string;
  68902. };
  68903. }
  68904. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  68905. import { Camera } from "babylonjs/Cameras/camera";
  68906. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  68907. import { Scene } from "babylonjs/scene";
  68908. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  68909. import "babylonjs/Shaders/chromaticAberration.fragment";
  68910. import "babylonjs/Shaders/lensHighlights.fragment";
  68911. import "babylonjs/Shaders/depthOfField.fragment";
  68912. /**
  68913. * BABYLON.JS Chromatic Aberration GLSL Shader
  68914. * Author: Olivier Guyot
  68915. * Separates very slightly R, G and B colors on the edges of the screen
  68916. * Inspired by Francois Tarlier & Martins Upitis
  68917. */
  68918. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  68919. /**
  68920. * @ignore
  68921. * The chromatic aberration PostProcess id in the pipeline
  68922. */
  68923. LensChromaticAberrationEffect: string;
  68924. /**
  68925. * @ignore
  68926. * The highlights enhancing PostProcess id in the pipeline
  68927. */
  68928. HighlightsEnhancingEffect: string;
  68929. /**
  68930. * @ignore
  68931. * The depth-of-field PostProcess id in the pipeline
  68932. */
  68933. LensDepthOfFieldEffect: string;
  68934. private _scene;
  68935. private _depthTexture;
  68936. private _grainTexture;
  68937. private _chromaticAberrationPostProcess;
  68938. private _highlightsPostProcess;
  68939. private _depthOfFieldPostProcess;
  68940. private _edgeBlur;
  68941. private _grainAmount;
  68942. private _chromaticAberration;
  68943. private _distortion;
  68944. private _highlightsGain;
  68945. private _highlightsThreshold;
  68946. private _dofDistance;
  68947. private _dofAperture;
  68948. private _dofDarken;
  68949. private _dofPentagon;
  68950. private _blurNoise;
  68951. /**
  68952. * @constructor
  68953. *
  68954. * Effect parameters are as follow:
  68955. * {
  68956. * chromatic_aberration: number; // from 0 to x (1 for realism)
  68957. * edge_blur: number; // from 0 to x (1 for realism)
  68958. * distortion: number; // from 0 to x (1 for realism)
  68959. * grain_amount: number; // from 0 to 1
  68960. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  68961. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  68962. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  68963. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  68964. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  68965. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  68966. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  68967. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  68968. * }
  68969. * Note: if an effect parameter is unset, effect is disabled
  68970. *
  68971. * @param name The rendering pipeline name
  68972. * @param parameters - An object containing all parameters (see above)
  68973. * @param scene The scene linked to this pipeline
  68974. * @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)
  68975. * @param cameras The array of cameras that the rendering pipeline will be attached to
  68976. */
  68977. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  68978. /**
  68979. * Get the class name
  68980. * @returns "LensRenderingPipeline"
  68981. */
  68982. getClassName(): string;
  68983. /**
  68984. * Gets associated scene
  68985. */
  68986. get scene(): Scene;
  68987. /**
  68988. * Gets or sets the edge blur
  68989. */
  68990. get edgeBlur(): number;
  68991. set edgeBlur(value: number);
  68992. /**
  68993. * Gets or sets the grain amount
  68994. */
  68995. get grainAmount(): number;
  68996. set grainAmount(value: number);
  68997. /**
  68998. * Gets or sets the chromatic aberration amount
  68999. */
  69000. get chromaticAberration(): number;
  69001. set chromaticAberration(value: number);
  69002. /**
  69003. * Gets or sets the depth of field aperture
  69004. */
  69005. get dofAperture(): number;
  69006. set dofAperture(value: number);
  69007. /**
  69008. * Gets or sets the edge distortion
  69009. */
  69010. get edgeDistortion(): number;
  69011. set edgeDistortion(value: number);
  69012. /**
  69013. * Gets or sets the depth of field distortion
  69014. */
  69015. get dofDistortion(): number;
  69016. set dofDistortion(value: number);
  69017. /**
  69018. * Gets or sets the darken out of focus amount
  69019. */
  69020. get darkenOutOfFocus(): number;
  69021. set darkenOutOfFocus(value: number);
  69022. /**
  69023. * Gets or sets a boolean indicating if blur noise is enabled
  69024. */
  69025. get blurNoise(): boolean;
  69026. set blurNoise(value: boolean);
  69027. /**
  69028. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  69029. */
  69030. get pentagonBokeh(): boolean;
  69031. set pentagonBokeh(value: boolean);
  69032. /**
  69033. * Gets or sets the highlight grain amount
  69034. */
  69035. get highlightsGain(): number;
  69036. set highlightsGain(value: number);
  69037. /**
  69038. * Gets or sets the highlight threshold
  69039. */
  69040. get highlightsThreshold(): number;
  69041. set highlightsThreshold(value: number);
  69042. /**
  69043. * Sets the amount of blur at the edges
  69044. * @param amount blur amount
  69045. */
  69046. setEdgeBlur(amount: number): void;
  69047. /**
  69048. * Sets edge blur to 0
  69049. */
  69050. disableEdgeBlur(): void;
  69051. /**
  69052. * Sets the amout of grain
  69053. * @param amount Amount of grain
  69054. */
  69055. setGrainAmount(amount: number): void;
  69056. /**
  69057. * Set grain amount to 0
  69058. */
  69059. disableGrain(): void;
  69060. /**
  69061. * Sets the chromatic aberration amount
  69062. * @param amount amount of chromatic aberration
  69063. */
  69064. setChromaticAberration(amount: number): void;
  69065. /**
  69066. * Sets chromatic aberration amount to 0
  69067. */
  69068. disableChromaticAberration(): void;
  69069. /**
  69070. * Sets the EdgeDistortion amount
  69071. * @param amount amount of EdgeDistortion
  69072. */
  69073. setEdgeDistortion(amount: number): void;
  69074. /**
  69075. * Sets edge distortion to 0
  69076. */
  69077. disableEdgeDistortion(): void;
  69078. /**
  69079. * Sets the FocusDistance amount
  69080. * @param amount amount of FocusDistance
  69081. */
  69082. setFocusDistance(amount: number): void;
  69083. /**
  69084. * Disables depth of field
  69085. */
  69086. disableDepthOfField(): void;
  69087. /**
  69088. * Sets the Aperture amount
  69089. * @param amount amount of Aperture
  69090. */
  69091. setAperture(amount: number): void;
  69092. /**
  69093. * Sets the DarkenOutOfFocus amount
  69094. * @param amount amount of DarkenOutOfFocus
  69095. */
  69096. setDarkenOutOfFocus(amount: number): void;
  69097. private _pentagonBokehIsEnabled;
  69098. /**
  69099. * Creates a pentagon bokeh effect
  69100. */
  69101. enablePentagonBokeh(): void;
  69102. /**
  69103. * Disables the pentagon bokeh effect
  69104. */
  69105. disablePentagonBokeh(): void;
  69106. /**
  69107. * Enables noise blur
  69108. */
  69109. enableNoiseBlur(): void;
  69110. /**
  69111. * Disables noise blur
  69112. */
  69113. disableNoiseBlur(): void;
  69114. /**
  69115. * Sets the HighlightsGain amount
  69116. * @param amount amount of HighlightsGain
  69117. */
  69118. setHighlightsGain(amount: number): void;
  69119. /**
  69120. * Sets the HighlightsThreshold amount
  69121. * @param amount amount of HighlightsThreshold
  69122. */
  69123. setHighlightsThreshold(amount: number): void;
  69124. /**
  69125. * Disables highlights
  69126. */
  69127. disableHighlights(): void;
  69128. /**
  69129. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  69130. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  69131. */
  69132. dispose(disableDepthRender?: boolean): void;
  69133. private _createChromaticAberrationPostProcess;
  69134. private _createHighlightsPostProcess;
  69135. private _createDepthOfFieldPostProcess;
  69136. private _createGrainTexture;
  69137. }
  69138. }
  69139. declare module "babylonjs/Shaders/ssao2.fragment" {
  69140. /** @hidden */
  69141. export var ssao2PixelShader: {
  69142. name: string;
  69143. shader: string;
  69144. };
  69145. }
  69146. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  69147. /** @hidden */
  69148. export var ssaoCombinePixelShader: {
  69149. name: string;
  69150. shader: string;
  69151. };
  69152. }
  69153. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  69154. import { Camera } from "babylonjs/Cameras/camera";
  69155. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  69156. import { Scene } from "babylonjs/scene";
  69157. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  69158. import "babylonjs/Shaders/ssao2.fragment";
  69159. import "babylonjs/Shaders/ssaoCombine.fragment";
  69160. /**
  69161. * Render pipeline to produce ssao effect
  69162. */
  69163. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  69164. /**
  69165. * @ignore
  69166. * The PassPostProcess id in the pipeline that contains the original scene color
  69167. */
  69168. SSAOOriginalSceneColorEffect: string;
  69169. /**
  69170. * @ignore
  69171. * The SSAO PostProcess id in the pipeline
  69172. */
  69173. SSAORenderEffect: string;
  69174. /**
  69175. * @ignore
  69176. * The horizontal blur PostProcess id in the pipeline
  69177. */
  69178. SSAOBlurHRenderEffect: string;
  69179. /**
  69180. * @ignore
  69181. * The vertical blur PostProcess id in the pipeline
  69182. */
  69183. SSAOBlurVRenderEffect: string;
  69184. /**
  69185. * @ignore
  69186. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  69187. */
  69188. SSAOCombineRenderEffect: string;
  69189. /**
  69190. * The output strength of the SSAO post-process. Default value is 1.0.
  69191. */
  69192. totalStrength: number;
  69193. /**
  69194. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  69195. */
  69196. maxZ: number;
  69197. /**
  69198. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  69199. */
  69200. minZAspect: number;
  69201. private _samples;
  69202. /**
  69203. * Number of samples used for the SSAO calculations. Default value is 8
  69204. */
  69205. set samples(n: number);
  69206. get samples(): number;
  69207. private _textureSamples;
  69208. /**
  69209. * Number of samples to use for antialiasing
  69210. */
  69211. set textureSamples(n: number);
  69212. get textureSamples(): number;
  69213. /**
  69214. * Ratio object used for SSAO ratio and blur ratio
  69215. */
  69216. private _ratio;
  69217. /**
  69218. * Dynamically generated sphere sampler.
  69219. */
  69220. private _sampleSphere;
  69221. /**
  69222. * Blur filter offsets
  69223. */
  69224. private _samplerOffsets;
  69225. private _expensiveBlur;
  69226. /**
  69227. * If bilateral blur should be used
  69228. */
  69229. set expensiveBlur(b: boolean);
  69230. get expensiveBlur(): boolean;
  69231. /**
  69232. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  69233. */
  69234. radius: number;
  69235. /**
  69236. * The base color of the SSAO post-process
  69237. * The final result is "base + ssao" between [0, 1]
  69238. */
  69239. base: number;
  69240. /**
  69241. * Support test.
  69242. */
  69243. static get IsSupported(): boolean;
  69244. private _scene;
  69245. private _depthTexture;
  69246. private _normalTexture;
  69247. private _randomTexture;
  69248. private _originalColorPostProcess;
  69249. private _ssaoPostProcess;
  69250. private _blurHPostProcess;
  69251. private _blurVPostProcess;
  69252. private _ssaoCombinePostProcess;
  69253. /**
  69254. * Gets active scene
  69255. */
  69256. get scene(): Scene;
  69257. /**
  69258. * @constructor
  69259. * @param name The rendering pipeline name
  69260. * @param scene The scene linked to this pipeline
  69261. * @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 }
  69262. * @param cameras The array of cameras that the rendering pipeline will be attached to
  69263. */
  69264. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  69265. /**
  69266. * Get the class name
  69267. * @returns "SSAO2RenderingPipeline"
  69268. */
  69269. getClassName(): string;
  69270. /**
  69271. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  69272. */
  69273. dispose(disableGeometryBufferRenderer?: boolean): void;
  69274. private _createBlurPostProcess;
  69275. /** @hidden */
  69276. _rebuild(): void;
  69277. private _bits;
  69278. private _radicalInverse_VdC;
  69279. private _hammersley;
  69280. private _hemisphereSample_uniform;
  69281. private _generateHemisphere;
  69282. private _createSSAOPostProcess;
  69283. private _createSSAOCombinePostProcess;
  69284. private _createRandomTexture;
  69285. /**
  69286. * Serialize the rendering pipeline (Used when exporting)
  69287. * @returns the serialized object
  69288. */
  69289. serialize(): any;
  69290. /**
  69291. * Parse the serialized pipeline
  69292. * @param source Source pipeline.
  69293. * @param scene The scene to load the pipeline to.
  69294. * @param rootUrl The URL of the serialized pipeline.
  69295. * @returns An instantiated pipeline from the serialized object.
  69296. */
  69297. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  69298. }
  69299. }
  69300. declare module "babylonjs/Shaders/ssao.fragment" {
  69301. /** @hidden */
  69302. export var ssaoPixelShader: {
  69303. name: string;
  69304. shader: string;
  69305. };
  69306. }
  69307. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  69308. import { Camera } from "babylonjs/Cameras/camera";
  69309. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  69310. import { Scene } from "babylonjs/scene";
  69311. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  69312. import "babylonjs/Shaders/ssao.fragment";
  69313. import "babylonjs/Shaders/ssaoCombine.fragment";
  69314. /**
  69315. * Render pipeline to produce ssao effect
  69316. */
  69317. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  69318. /**
  69319. * @ignore
  69320. * The PassPostProcess id in the pipeline that contains the original scene color
  69321. */
  69322. SSAOOriginalSceneColorEffect: string;
  69323. /**
  69324. * @ignore
  69325. * The SSAO PostProcess id in the pipeline
  69326. */
  69327. SSAORenderEffect: string;
  69328. /**
  69329. * @ignore
  69330. * The horizontal blur PostProcess id in the pipeline
  69331. */
  69332. SSAOBlurHRenderEffect: string;
  69333. /**
  69334. * @ignore
  69335. * The vertical blur PostProcess id in the pipeline
  69336. */
  69337. SSAOBlurVRenderEffect: string;
  69338. /**
  69339. * @ignore
  69340. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  69341. */
  69342. SSAOCombineRenderEffect: string;
  69343. /**
  69344. * The output strength of the SSAO post-process. Default value is 1.0.
  69345. */
  69346. totalStrength: number;
  69347. /**
  69348. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  69349. */
  69350. radius: number;
  69351. /**
  69352. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  69353. * Must not be equal to fallOff and superior to fallOff.
  69354. * Default value is 0.0075
  69355. */
  69356. area: number;
  69357. /**
  69358. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  69359. * Must not be equal to area and inferior to area.
  69360. * Default value is 0.000001
  69361. */
  69362. fallOff: number;
  69363. /**
  69364. * The base color of the SSAO post-process
  69365. * The final result is "base + ssao" between [0, 1]
  69366. */
  69367. base: number;
  69368. private _scene;
  69369. private _depthTexture;
  69370. private _randomTexture;
  69371. private _originalColorPostProcess;
  69372. private _ssaoPostProcess;
  69373. private _blurHPostProcess;
  69374. private _blurVPostProcess;
  69375. private _ssaoCombinePostProcess;
  69376. private _firstUpdate;
  69377. /**
  69378. * Gets active scene
  69379. */
  69380. get scene(): Scene;
  69381. /**
  69382. * @constructor
  69383. * @param name - The rendering pipeline name
  69384. * @param scene - The scene linked to this pipeline
  69385. * @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 }
  69386. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  69387. */
  69388. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  69389. /**
  69390. * Get the class name
  69391. * @returns "SSAORenderingPipeline"
  69392. */
  69393. getClassName(): string;
  69394. /**
  69395. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  69396. */
  69397. dispose(disableDepthRender?: boolean): void;
  69398. private _createBlurPostProcess;
  69399. /** @hidden */
  69400. _rebuild(): void;
  69401. private _createSSAOPostProcess;
  69402. private _createSSAOCombinePostProcess;
  69403. private _createRandomTexture;
  69404. }
  69405. }
  69406. declare module "babylonjs/Shaders/screenSpaceReflection.fragment" {
  69407. /** @hidden */
  69408. export var screenSpaceReflectionPixelShader: {
  69409. name: string;
  69410. shader: string;
  69411. };
  69412. }
  69413. declare module "babylonjs/PostProcesses/screenSpaceReflectionPostProcess" {
  69414. import { Nullable } from "babylonjs/types";
  69415. import { Camera } from "babylonjs/Cameras/camera";
  69416. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  69417. import { Scene } from "babylonjs/scene";
  69418. import "babylonjs/Shaders/screenSpaceReflection.fragment";
  69419. import { Engine } from "babylonjs/Engines/engine";
  69420. /**
  69421. * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals).
  69422. * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity.
  69423. */
  69424. export class ScreenSpaceReflectionPostProcess extends PostProcess {
  69425. /**
  69426. * Gets or sets a reflection threshold mainly used to adjust the reflection's height.
  69427. */
  69428. threshold: number;
  69429. /**
  69430. * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results.
  69431. */
  69432. strength: number;
  69433. /**
  69434. * Gets or sets the falloff exponent used while computing fresnel. More the exponent is high, more the reflections will be discrete.
  69435. */
  69436. reflectionSpecularFalloffExponent: number;
  69437. /**
  69438. * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Typically in interval [0.1, 1.0]
  69439. */
  69440. step: number;
  69441. /**
  69442. * Gets or sets the factor applied when computing roughness. Default value is 0.2.
  69443. */
  69444. roughnessFactor: number;
  69445. private _geometryBufferRenderer;
  69446. private _enableSmoothReflections;
  69447. private _reflectionSamples;
  69448. private _smoothSteps;
  69449. /**
  69450. * Creates a new instance of ScreenSpaceReflectionPostProcess.
  69451. * @param name The name of the effect.
  69452. * @param scene The scene containing the objects to calculate reflections.
  69453. * @param options The required width/height ratio to downsize to before computing the render pass.
  69454. * @param camera The camera to apply the render pass to.
  69455. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  69456. * @param engine The engine which the post process will be applied. (default: current engine)
  69457. * @param reusable If the post process can be reused on the same frame. (default: false)
  69458. * @param textureType Type of textures used when performing the post process. (default: 0)
  69459. * @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)
  69460. */
  69461. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  69462. /**
  69463. * Gets wether or not smoothing reflections is enabled.
  69464. * Enabling smoothing will require more GPU power and can generate a drop in FPS.
  69465. */
  69466. get enableSmoothReflections(): boolean;
  69467. /**
  69468. * Sets wether or not smoothing reflections is enabled.
  69469. * Enabling smoothing will require more GPU power and can generate a drop in FPS.
  69470. */
  69471. set enableSmoothReflections(enabled: boolean);
  69472. /**
  69473. * Gets the number of samples taken while computing reflections. More samples count is high,
  69474. * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].
  69475. */
  69476. get reflectionSamples(): number;
  69477. /**
  69478. * Sets the number of samples taken while computing reflections. More samples count is high,
  69479. * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].
  69480. */
  69481. set reflectionSamples(samples: number);
  69482. /**
  69483. * Gets the number of samples taken while smoothing reflections. More samples count is high,
  69484. * more the post-process will require GPU power and can generate a drop in FPS.
  69485. * Default value (5.0) work pretty well in all cases but can be adjusted.
  69486. */
  69487. get smoothSteps(): number;
  69488. set smoothSteps(steps: number);
  69489. private _updateEffectDefines;
  69490. }
  69491. }
  69492. declare module "babylonjs/Shaders/standard.fragment" {
  69493. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  69494. /** @hidden */
  69495. export var standardPixelShader: {
  69496. name: string;
  69497. shader: string;
  69498. };
  69499. }
  69500. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  69501. import { Nullable } from "babylonjs/types";
  69502. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  69503. import { Camera } from "babylonjs/Cameras/camera";
  69504. import { Texture } from "babylonjs/Materials/Textures/texture";
  69505. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  69506. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  69507. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  69508. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  69509. import { IDisposable } from "babylonjs/scene";
  69510. import { SpotLight } from "babylonjs/Lights/spotLight";
  69511. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  69512. import { Scene } from "babylonjs/scene";
  69513. import { ScreenSpaceReflectionPostProcess } from "babylonjs/PostProcesses/screenSpaceReflectionPostProcess";
  69514. import { Animation } from "babylonjs/Animations/animation";
  69515. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  69516. import "babylonjs/Shaders/standard.fragment";
  69517. /**
  69518. * Standard rendering pipeline
  69519. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  69520. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  69521. */
  69522. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  69523. /**
  69524. * Public members
  69525. */
  69526. /**
  69527. * Post-process which contains the original scene color before the pipeline applies all the effects
  69528. */
  69529. originalPostProcess: Nullable<PostProcess>;
  69530. /**
  69531. * Post-process used to down scale an image x4
  69532. */
  69533. downSampleX4PostProcess: Nullable<PostProcess>;
  69534. /**
  69535. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  69536. */
  69537. brightPassPostProcess: Nullable<PostProcess>;
  69538. /**
  69539. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  69540. */
  69541. blurHPostProcesses: PostProcess[];
  69542. /**
  69543. * Post-process array storing all the vertical blur post-processes used by the pipeline
  69544. */
  69545. blurVPostProcesses: PostProcess[];
  69546. /**
  69547. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  69548. */
  69549. textureAdderPostProcess: Nullable<PostProcess>;
  69550. /**
  69551. * Post-process used to create volumetric lighting effect
  69552. */
  69553. volumetricLightPostProcess: Nullable<PostProcess>;
  69554. /**
  69555. * Post-process used to smooth the previous volumetric light post-process on the X axis
  69556. */
  69557. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  69558. /**
  69559. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  69560. */
  69561. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  69562. /**
  69563. * Post-process used to merge the volumetric light effect and the real scene color
  69564. */
  69565. volumetricLightMergePostProces: Nullable<PostProcess>;
  69566. /**
  69567. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  69568. */
  69569. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  69570. /**
  69571. * Base post-process used to calculate the average luminance of the final image for HDR
  69572. */
  69573. luminancePostProcess: Nullable<PostProcess>;
  69574. /**
  69575. * Post-processes used to create down sample post-processes in order to get
  69576. * the average luminance of the final image for HDR
  69577. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  69578. */
  69579. luminanceDownSamplePostProcesses: PostProcess[];
  69580. /**
  69581. * Post-process used to create a HDR effect (light adaptation)
  69582. */
  69583. hdrPostProcess: Nullable<PostProcess>;
  69584. /**
  69585. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  69586. */
  69587. textureAdderFinalPostProcess: Nullable<PostProcess>;
  69588. /**
  69589. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  69590. */
  69591. lensFlareFinalPostProcess: Nullable<PostProcess>;
  69592. /**
  69593. * Post-process used to merge the final HDR post-process and the real scene color
  69594. */
  69595. hdrFinalPostProcess: Nullable<PostProcess>;
  69596. /**
  69597. * Post-process used to create a lens flare effect
  69598. */
  69599. lensFlarePostProcess: Nullable<PostProcess>;
  69600. /**
  69601. * Post-process that merges the result of the lens flare post-process and the real scene color
  69602. */
  69603. lensFlareComposePostProcess: Nullable<PostProcess>;
  69604. /**
  69605. * Post-process used to create a motion blur effect
  69606. */
  69607. motionBlurPostProcess: Nullable<PostProcess>;
  69608. /**
  69609. * Post-process used to create a depth of field effect
  69610. */
  69611. depthOfFieldPostProcess: Nullable<PostProcess>;
  69612. /**
  69613. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  69614. */
  69615. fxaaPostProcess: Nullable<FxaaPostProcess>;
  69616. /**
  69617. * Post-process used to simulate realtime reflections using the screen space and geometry renderer.
  69618. */
  69619. screenSpaceReflectionPostProcess: Nullable<ScreenSpaceReflectionPostProcess>;
  69620. /**
  69621. * Represents the brightness threshold in order to configure the illuminated surfaces
  69622. */
  69623. brightThreshold: number;
  69624. /**
  69625. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  69626. */
  69627. blurWidth: number;
  69628. /**
  69629. * Sets if the blur for highlighted surfaces must be only horizontal
  69630. */
  69631. horizontalBlur: boolean;
  69632. /**
  69633. * Gets the overall exposure used by the pipeline
  69634. */
  69635. get exposure(): number;
  69636. /**
  69637. * Sets the overall exposure used by the pipeline
  69638. */
  69639. set exposure(value: number);
  69640. /**
  69641. * Texture used typically to simulate "dirty" on camera lens
  69642. */
  69643. lensTexture: Nullable<Texture>;
  69644. /**
  69645. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  69646. */
  69647. volumetricLightCoefficient: number;
  69648. /**
  69649. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  69650. */
  69651. volumetricLightPower: number;
  69652. /**
  69653. * Used the set the blur intensity to smooth the volumetric lights
  69654. */
  69655. volumetricLightBlurScale: number;
  69656. /**
  69657. * Light (spot or directional) used to generate the volumetric lights rays
  69658. * The source light must have a shadow generate so the pipeline can get its
  69659. * depth map
  69660. */
  69661. sourceLight: Nullable<SpotLight | DirectionalLight>;
  69662. /**
  69663. * For eye adaptation, represents the minimum luminance the eye can see
  69664. */
  69665. hdrMinimumLuminance: number;
  69666. /**
  69667. * For eye adaptation, represents the decrease luminance speed
  69668. */
  69669. hdrDecreaseRate: number;
  69670. /**
  69671. * For eye adaptation, represents the increase luminance speed
  69672. */
  69673. hdrIncreaseRate: number;
  69674. /**
  69675. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  69676. */
  69677. get hdrAutoExposure(): boolean;
  69678. /**
  69679. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  69680. */
  69681. set hdrAutoExposure(value: boolean);
  69682. /**
  69683. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  69684. */
  69685. lensColorTexture: Nullable<Texture>;
  69686. /**
  69687. * The overall strengh for the lens flare effect
  69688. */
  69689. lensFlareStrength: number;
  69690. /**
  69691. * Dispersion coefficient for lens flare ghosts
  69692. */
  69693. lensFlareGhostDispersal: number;
  69694. /**
  69695. * Main lens flare halo width
  69696. */
  69697. lensFlareHaloWidth: number;
  69698. /**
  69699. * Based on the lens distortion effect, defines how much the lens flare result
  69700. * is distorted
  69701. */
  69702. lensFlareDistortionStrength: number;
  69703. /**
  69704. * Configures the blur intensity used for for lens flare (halo)
  69705. */
  69706. lensFlareBlurWidth: number;
  69707. /**
  69708. * Lens star texture must be used to simulate rays on the flares and is available
  69709. * in the documentation
  69710. */
  69711. lensStarTexture: Nullable<Texture>;
  69712. /**
  69713. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  69714. * flare effect by taking account of the dirt texture
  69715. */
  69716. lensFlareDirtTexture: Nullable<Texture>;
  69717. /**
  69718. * Represents the focal length for the depth of field effect
  69719. */
  69720. depthOfFieldDistance: number;
  69721. /**
  69722. * Represents the blur intensity for the blurred part of the depth of field effect
  69723. */
  69724. depthOfFieldBlurWidth: number;
  69725. /**
  69726. * Gets how much the image is blurred by the movement while using the motion blur post-process
  69727. */
  69728. get motionStrength(): number;
  69729. /**
  69730. * Sets how much the image is blurred by the movement while using the motion blur post-process
  69731. */
  69732. set motionStrength(strength: number);
  69733. /**
  69734. * Gets wether or not the motion blur post-process is object based or screen based.
  69735. */
  69736. get objectBasedMotionBlur(): boolean;
  69737. /**
  69738. * Sets wether or not the motion blur post-process should be object based or screen based
  69739. */
  69740. set objectBasedMotionBlur(value: boolean);
  69741. /**
  69742. * List of animations for the pipeline (IAnimatable implementation)
  69743. */
  69744. animations: Animation[];
  69745. /**
  69746. * Private members
  69747. */
  69748. private _scene;
  69749. private _currentDepthOfFieldSource;
  69750. private _basePostProcess;
  69751. private _fixedExposure;
  69752. private _currentExposure;
  69753. private _hdrAutoExposure;
  69754. private _hdrCurrentLuminance;
  69755. private _motionStrength;
  69756. private _isObjectBasedMotionBlur;
  69757. private _floatTextureType;
  69758. private _camerasToBeAttached;
  69759. private _ratio;
  69760. private _bloomEnabled;
  69761. private _depthOfFieldEnabled;
  69762. private _vlsEnabled;
  69763. private _lensFlareEnabled;
  69764. private _hdrEnabled;
  69765. private _motionBlurEnabled;
  69766. private _fxaaEnabled;
  69767. private _screenSpaceReflectionsEnabled;
  69768. private _motionBlurSamples;
  69769. private _volumetricLightStepsCount;
  69770. private _samples;
  69771. /**
  69772. * @ignore
  69773. * Specifies if the bloom pipeline is enabled
  69774. */
  69775. get BloomEnabled(): boolean;
  69776. set BloomEnabled(enabled: boolean);
  69777. /**
  69778. * @ignore
  69779. * Specifies if the depth of field pipeline is enabed
  69780. */
  69781. get DepthOfFieldEnabled(): boolean;
  69782. set DepthOfFieldEnabled(enabled: boolean);
  69783. /**
  69784. * @ignore
  69785. * Specifies if the lens flare pipeline is enabed
  69786. */
  69787. get LensFlareEnabled(): boolean;
  69788. set LensFlareEnabled(enabled: boolean);
  69789. /**
  69790. * @ignore
  69791. * Specifies if the HDR pipeline is enabled
  69792. */
  69793. get HDREnabled(): boolean;
  69794. set HDREnabled(enabled: boolean);
  69795. /**
  69796. * @ignore
  69797. * Specifies if the volumetric lights scattering effect is enabled
  69798. */
  69799. get VLSEnabled(): boolean;
  69800. set VLSEnabled(enabled: boolean);
  69801. /**
  69802. * @ignore
  69803. * Specifies if the motion blur effect is enabled
  69804. */
  69805. get MotionBlurEnabled(): boolean;
  69806. set MotionBlurEnabled(enabled: boolean);
  69807. /**
  69808. * Specifies if anti-aliasing is enabled
  69809. */
  69810. get fxaaEnabled(): boolean;
  69811. set fxaaEnabled(enabled: boolean);
  69812. /**
  69813. * Specifies if screen space reflections are enabled.
  69814. */
  69815. get screenSpaceReflectionsEnabled(): boolean;
  69816. set screenSpaceReflectionsEnabled(enabled: boolean);
  69817. /**
  69818. * Specifies the number of steps used to calculate the volumetric lights
  69819. * Typically in interval [50, 200]
  69820. */
  69821. get volumetricLightStepsCount(): number;
  69822. set volumetricLightStepsCount(count: number);
  69823. /**
  69824. * Specifies the number of samples used for the motion blur effect
  69825. * Typically in interval [16, 64]
  69826. */
  69827. get motionBlurSamples(): number;
  69828. set motionBlurSamples(samples: number);
  69829. /**
  69830. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  69831. */
  69832. get samples(): number;
  69833. set samples(sampleCount: number);
  69834. /**
  69835. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  69836. * @constructor
  69837. * @param name The rendering pipeline name
  69838. * @param scene The scene linked to this pipeline
  69839. * @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)
  69840. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  69841. * @param cameras The array of cameras that the rendering pipeline will be attached to
  69842. */
  69843. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  69844. private _buildPipeline;
  69845. private _createDownSampleX4PostProcess;
  69846. private _createBrightPassPostProcess;
  69847. private _createBlurPostProcesses;
  69848. private _createTextureAdderPostProcess;
  69849. private _createVolumetricLightPostProcess;
  69850. private _createLuminancePostProcesses;
  69851. private _createHdrPostProcess;
  69852. private _createLensFlarePostProcess;
  69853. private _createDepthOfFieldPostProcess;
  69854. private _createMotionBlurPostProcess;
  69855. private _getDepthTexture;
  69856. private _disposePostProcesses;
  69857. /**
  69858. * Dispose of the pipeline and stop all post processes
  69859. */
  69860. dispose(): void;
  69861. /**
  69862. * Serialize the rendering pipeline (Used when exporting)
  69863. * @returns the serialized object
  69864. */
  69865. serialize(): any;
  69866. /**
  69867. * Parse the serialized pipeline
  69868. * @param source Source pipeline.
  69869. * @param scene The scene to load the pipeline to.
  69870. * @param rootUrl The URL of the serialized pipeline.
  69871. * @returns An instantiated pipeline from the serialized object.
  69872. */
  69873. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  69874. /**
  69875. * Luminance steps
  69876. */
  69877. static LuminanceSteps: number;
  69878. }
  69879. }
  69880. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  69881. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  69882. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  69883. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  69884. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  69885. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  69886. }
  69887. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  69888. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  69889. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  69890. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  69891. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  69892. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  69893. }
  69894. declare module "babylonjs/Shaders/tonemap.fragment" {
  69895. /** @hidden */
  69896. export var tonemapPixelShader: {
  69897. name: string;
  69898. shader: string;
  69899. };
  69900. }
  69901. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  69902. import { Camera } from "babylonjs/Cameras/camera";
  69903. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  69904. import "babylonjs/Shaders/tonemap.fragment";
  69905. import { Engine } from "babylonjs/Engines/engine";
  69906. /** Defines operator used for tonemapping */
  69907. export enum TonemappingOperator {
  69908. /** Hable */
  69909. Hable = 0,
  69910. /** Reinhard */
  69911. Reinhard = 1,
  69912. /** HejiDawson */
  69913. HejiDawson = 2,
  69914. /** Photographic */
  69915. Photographic = 3
  69916. }
  69917. /**
  69918. * Defines a post process to apply tone mapping
  69919. */
  69920. export class TonemapPostProcess extends PostProcess {
  69921. private _operator;
  69922. /** Defines the required exposure adjustement */
  69923. exposureAdjustment: number;
  69924. /**
  69925. * Creates a new TonemapPostProcess
  69926. * @param name defines the name of the postprocess
  69927. * @param _operator defines the operator to use
  69928. * @param exposureAdjustment defines the required exposure adjustement
  69929. * @param camera defines the camera to use (can be null)
  69930. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  69931. * @param engine defines the hosting engine (can be ignore if camera is set)
  69932. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  69933. */
  69934. constructor(name: string, _operator: TonemappingOperator,
  69935. /** Defines the required exposure adjustement */
  69936. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  69937. }
  69938. }
  69939. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  69940. /** @hidden */
  69941. export var volumetricLightScatteringPixelShader: {
  69942. name: string;
  69943. shader: string;
  69944. };
  69945. }
  69946. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  69947. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  69948. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  69949. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  69950. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  69951. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  69952. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  69953. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  69954. /** @hidden */
  69955. export var volumetricLightScatteringPassVertexShader: {
  69956. name: string;
  69957. shader: string;
  69958. };
  69959. }
  69960. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  69961. /** @hidden */
  69962. export var volumetricLightScatteringPassPixelShader: {
  69963. name: string;
  69964. shader: string;
  69965. };
  69966. }
  69967. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  69968. import { Vector3 } from "babylonjs/Maths/math.vector";
  69969. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  69970. import { Mesh } from "babylonjs/Meshes/mesh";
  69971. import { Camera } from "babylonjs/Cameras/camera";
  69972. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  69973. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  69974. import { Scene } from "babylonjs/scene";
  69975. import "babylonjs/Meshes/Builders/planeBuilder";
  69976. import "babylonjs/Shaders/depth.vertex";
  69977. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  69978. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  69979. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  69980. import { Engine } from "babylonjs/Engines/engine";
  69981. /**
  69982. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  69983. */
  69984. export class VolumetricLightScatteringPostProcess extends PostProcess {
  69985. private _volumetricLightScatteringPass;
  69986. private _volumetricLightScatteringRTT;
  69987. private _viewPort;
  69988. private _screenCoordinates;
  69989. private _cachedDefines;
  69990. /**
  69991. * If not undefined, the mesh position is computed from the attached node position
  69992. */
  69993. attachedNode: {
  69994. position: Vector3;
  69995. };
  69996. /**
  69997. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  69998. */
  69999. customMeshPosition: Vector3;
  70000. /**
  70001. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  70002. */
  70003. useCustomMeshPosition: boolean;
  70004. /**
  70005. * If the post-process should inverse the light scattering direction
  70006. */
  70007. invert: boolean;
  70008. /**
  70009. * The internal mesh used by the post-process
  70010. */
  70011. mesh: Mesh;
  70012. /**
  70013. * @hidden
  70014. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  70015. */
  70016. get useDiffuseColor(): boolean;
  70017. set useDiffuseColor(useDiffuseColor: boolean);
  70018. /**
  70019. * Array containing the excluded meshes not rendered in the internal pass
  70020. */
  70021. excludedMeshes: AbstractMesh[];
  70022. /**
  70023. * Controls the overall intensity of the post-process
  70024. */
  70025. exposure: number;
  70026. /**
  70027. * Dissipates each sample's contribution in range [0, 1]
  70028. */
  70029. decay: number;
  70030. /**
  70031. * Controls the overall intensity of each sample
  70032. */
  70033. weight: number;
  70034. /**
  70035. * Controls the density of each sample
  70036. */
  70037. density: number;
  70038. /**
  70039. * @constructor
  70040. * @param name The post-process name
  70041. * @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)
  70042. * @param camera The camera that the post-process will be attached to
  70043. * @param mesh The mesh used to create the light scattering
  70044. * @param samples The post-process quality, default 100
  70045. * @param samplingModeThe post-process filtering mode
  70046. * @param engine The babylon engine
  70047. * @param reusable If the post-process is reusable
  70048. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  70049. */
  70050. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  70051. /**
  70052. * Returns the string "VolumetricLightScatteringPostProcess"
  70053. * @returns "VolumetricLightScatteringPostProcess"
  70054. */
  70055. getClassName(): string;
  70056. private _isReady;
  70057. /**
  70058. * Sets the new light position for light scattering effect
  70059. * @param position The new custom light position
  70060. */
  70061. setCustomMeshPosition(position: Vector3): void;
  70062. /**
  70063. * Returns the light position for light scattering effect
  70064. * @return Vector3 The custom light position
  70065. */
  70066. getCustomMeshPosition(): Vector3;
  70067. /**
  70068. * Disposes the internal assets and detaches the post-process from the camera
  70069. */
  70070. dispose(camera: Camera): void;
  70071. /**
  70072. * Returns the render target texture used by the post-process
  70073. * @return the render target texture used by the post-process
  70074. */
  70075. getPass(): RenderTargetTexture;
  70076. private _meshExcluded;
  70077. private _createPass;
  70078. private _updateMeshScreenCoordinates;
  70079. /**
  70080. * Creates a default mesh for the Volumeric Light Scattering post-process
  70081. * @param name The mesh name
  70082. * @param scene The scene where to create the mesh
  70083. * @return the default mesh
  70084. */
  70085. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  70086. }
  70087. }
  70088. declare module "babylonjs/PostProcesses/index" {
  70089. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  70090. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  70091. export * from "babylonjs/PostProcesses/bloomEffect";
  70092. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  70093. export * from "babylonjs/PostProcesses/blurPostProcess";
  70094. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  70095. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  70096. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  70097. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  70098. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  70099. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  70100. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  70101. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  70102. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  70103. export * from "babylonjs/PostProcesses/filterPostProcess";
  70104. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  70105. export * from "babylonjs/PostProcesses/grainPostProcess";
  70106. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  70107. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  70108. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  70109. export * from "babylonjs/PostProcesses/passPostProcess";
  70110. export * from "babylonjs/PostProcesses/postProcess";
  70111. export * from "babylonjs/PostProcesses/postProcessManager";
  70112. export * from "babylonjs/PostProcesses/refractionPostProcess";
  70113. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  70114. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  70115. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  70116. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  70117. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  70118. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  70119. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  70120. export * from "babylonjs/PostProcesses/screenSpaceReflectionPostProcess";
  70121. }
  70122. declare module "babylonjs/Probes/index" {
  70123. export * from "babylonjs/Probes/reflectionProbe";
  70124. }
  70125. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  70126. import { Scene } from "babylonjs/scene";
  70127. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  70128. import { SmartArray } from "babylonjs/Misc/smartArray";
  70129. import { ISceneComponent } from "babylonjs/sceneComponent";
  70130. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  70131. import "babylonjs/Meshes/Builders/boxBuilder";
  70132. import "babylonjs/Shaders/color.fragment";
  70133. import "babylonjs/Shaders/color.vertex";
  70134. import { Color3 } from "babylonjs/Maths/math.color";
  70135. module "babylonjs/scene" {
  70136. interface Scene {
  70137. /** @hidden (Backing field) */
  70138. _boundingBoxRenderer: BoundingBoxRenderer;
  70139. /** @hidden (Backing field) */
  70140. _forceShowBoundingBoxes: boolean;
  70141. /**
  70142. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  70143. */
  70144. forceShowBoundingBoxes: boolean;
  70145. /**
  70146. * Gets the bounding box renderer associated with the scene
  70147. * @returns a BoundingBoxRenderer
  70148. */
  70149. getBoundingBoxRenderer(): BoundingBoxRenderer;
  70150. }
  70151. }
  70152. module "babylonjs/Meshes/abstractMesh" {
  70153. interface AbstractMesh {
  70154. /** @hidden (Backing field) */
  70155. _showBoundingBox: boolean;
  70156. /**
  70157. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  70158. */
  70159. showBoundingBox: boolean;
  70160. }
  70161. }
  70162. /**
  70163. * Component responsible of rendering the bounding box of the meshes in a scene.
  70164. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  70165. */
  70166. export class BoundingBoxRenderer implements ISceneComponent {
  70167. /**
  70168. * The component name helpfull to identify the component in the list of scene components.
  70169. */
  70170. readonly name: string;
  70171. /**
  70172. * The scene the component belongs to.
  70173. */
  70174. scene: Scene;
  70175. /**
  70176. * Color of the bounding box lines placed in front of an object
  70177. */
  70178. frontColor: Color3;
  70179. /**
  70180. * Color of the bounding box lines placed behind an object
  70181. */
  70182. backColor: Color3;
  70183. /**
  70184. * Defines if the renderer should show the back lines or not
  70185. */
  70186. showBackLines: boolean;
  70187. /**
  70188. * @hidden
  70189. */
  70190. renderList: SmartArray<BoundingBox>;
  70191. private _colorShader;
  70192. private _vertexBuffers;
  70193. private _indexBuffer;
  70194. private _fillIndexBuffer;
  70195. private _fillIndexData;
  70196. /**
  70197. * Instantiates a new bounding box renderer in a scene.
  70198. * @param scene the scene the renderer renders in
  70199. */
  70200. constructor(scene: Scene);
  70201. /**
  70202. * Registers the component in a given scene
  70203. */
  70204. register(): void;
  70205. private _evaluateSubMesh;
  70206. private _activeMesh;
  70207. private _prepareRessources;
  70208. private _createIndexBuffer;
  70209. /**
  70210. * Rebuilds the elements related to this component in case of
  70211. * context lost for instance.
  70212. */
  70213. rebuild(): void;
  70214. /**
  70215. * @hidden
  70216. */
  70217. reset(): void;
  70218. /**
  70219. * Render the bounding boxes of a specific rendering group
  70220. * @param renderingGroupId defines the rendering group to render
  70221. */
  70222. render(renderingGroupId: number): void;
  70223. /**
  70224. * In case of occlusion queries, we can render the occlusion bounding box through this method
  70225. * @param mesh Define the mesh to render the occlusion bounding box for
  70226. */
  70227. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  70228. /**
  70229. * Dispose and release the resources attached to this renderer.
  70230. */
  70231. dispose(): void;
  70232. }
  70233. }
  70234. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  70235. import { Nullable } from "babylonjs/types";
  70236. import { Scene } from "babylonjs/scene";
  70237. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  70238. import { Camera } from "babylonjs/Cameras/camera";
  70239. import { ISceneComponent } from "babylonjs/sceneComponent";
  70240. module "babylonjs/scene" {
  70241. interface Scene {
  70242. /** @hidden (Backing field) */
  70243. _depthRenderer: {
  70244. [id: string]: DepthRenderer;
  70245. };
  70246. /**
  70247. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  70248. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  70249. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  70250. * @returns the created depth renderer
  70251. */
  70252. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  70253. /**
  70254. * Disables a depth renderer for a given camera
  70255. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  70256. */
  70257. disableDepthRenderer(camera?: Nullable<Camera>): void;
  70258. }
  70259. }
  70260. /**
  70261. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  70262. * in several rendering techniques.
  70263. */
  70264. export class DepthRendererSceneComponent implements ISceneComponent {
  70265. /**
  70266. * The component name helpfull to identify the component in the list of scene components.
  70267. */
  70268. readonly name: string;
  70269. /**
  70270. * The scene the component belongs to.
  70271. */
  70272. scene: Scene;
  70273. /**
  70274. * Creates a new instance of the component for the given scene
  70275. * @param scene Defines the scene to register the component in
  70276. */
  70277. constructor(scene: Scene);
  70278. /**
  70279. * Registers the component in a given scene
  70280. */
  70281. register(): void;
  70282. /**
  70283. * Rebuilds the elements related to this component in case of
  70284. * context lost for instance.
  70285. */
  70286. rebuild(): void;
  70287. /**
  70288. * Disposes the component and the associated ressources
  70289. */
  70290. dispose(): void;
  70291. private _gatherRenderTargets;
  70292. private _gatherActiveCameraRenderTargets;
  70293. }
  70294. }
  70295. declare module "babylonjs/Shaders/outline.fragment" {
  70296. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  70297. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  70298. /** @hidden */
  70299. export var outlinePixelShader: {
  70300. name: string;
  70301. shader: string;
  70302. };
  70303. }
  70304. declare module "babylonjs/Shaders/outline.vertex" {
  70305. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  70306. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  70307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  70308. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  70309. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  70310. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  70311. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  70312. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  70313. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  70314. /** @hidden */
  70315. export var outlineVertexShader: {
  70316. name: string;
  70317. shader: string;
  70318. };
  70319. }
  70320. declare module "babylonjs/Rendering/outlineRenderer" {
  70321. import { SubMesh } from "babylonjs/Meshes/subMesh";
  70322. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  70323. import { Scene } from "babylonjs/scene";
  70324. import { ISceneComponent } from "babylonjs/sceneComponent";
  70325. import "babylonjs/Shaders/outline.fragment";
  70326. import "babylonjs/Shaders/outline.vertex";
  70327. module "babylonjs/scene" {
  70328. interface Scene {
  70329. /** @hidden */
  70330. _outlineRenderer: OutlineRenderer;
  70331. /**
  70332. * Gets the outline renderer associated with the scene
  70333. * @returns a OutlineRenderer
  70334. */
  70335. getOutlineRenderer(): OutlineRenderer;
  70336. }
  70337. }
  70338. module "babylonjs/Meshes/abstractMesh" {
  70339. interface AbstractMesh {
  70340. /** @hidden (Backing field) */
  70341. _renderOutline: boolean;
  70342. /**
  70343. * Gets or sets a boolean indicating if the outline must be rendered as well
  70344. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  70345. */
  70346. renderOutline: boolean;
  70347. /** @hidden (Backing field) */
  70348. _renderOverlay: boolean;
  70349. /**
  70350. * Gets or sets a boolean indicating if the overlay must be rendered as well
  70351. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  70352. */
  70353. renderOverlay: boolean;
  70354. }
  70355. }
  70356. /**
  70357. * This class is responsible to draw bothe outline/overlay of meshes.
  70358. * It should not be used directly but through the available method on mesh.
  70359. */
  70360. export class OutlineRenderer implements ISceneComponent {
  70361. /**
  70362. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  70363. */
  70364. private static _StencilReference;
  70365. /**
  70366. * The name of the component. Each component must have a unique name.
  70367. */
  70368. name: string;
  70369. /**
  70370. * The scene the component belongs to.
  70371. */
  70372. scene: Scene;
  70373. /**
  70374. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  70375. */
  70376. zOffset: number;
  70377. private _engine;
  70378. private _effect;
  70379. private _cachedDefines;
  70380. private _savedDepthWrite;
  70381. /**
  70382. * Instantiates a new outline renderer. (There could be only one per scene).
  70383. * @param scene Defines the scene it belongs to
  70384. */
  70385. constructor(scene: Scene);
  70386. /**
  70387. * Register the component to one instance of a scene.
  70388. */
  70389. register(): void;
  70390. /**
  70391. * Rebuilds the elements related to this component in case of
  70392. * context lost for instance.
  70393. */
  70394. rebuild(): void;
  70395. /**
  70396. * Disposes the component and the associated ressources.
  70397. */
  70398. dispose(): void;
  70399. /**
  70400. * Renders the outline in the canvas.
  70401. * @param subMesh Defines the sumesh to render
  70402. * @param batch Defines the batch of meshes in case of instances
  70403. * @param useOverlay Defines if the rendering is for the overlay or the outline
  70404. */
  70405. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  70406. /**
  70407. * Returns whether or not the outline renderer is ready for a given submesh.
  70408. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  70409. * @param subMesh Defines the submesh to check readyness for
  70410. * @param useInstances Defines wheter wee are trying to render instances or not
  70411. * @returns true if ready otherwise false
  70412. */
  70413. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  70414. private _beforeRenderingMesh;
  70415. private _afterRenderingMesh;
  70416. }
  70417. }
  70418. declare module "babylonjs/Rendering/index" {
  70419. export * from "babylonjs/Rendering/boundingBoxRenderer";
  70420. export * from "babylonjs/Rendering/depthRenderer";
  70421. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  70422. export * from "babylonjs/Rendering/edgesRenderer";
  70423. export * from "babylonjs/Rendering/geometryBufferRenderer";
  70424. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  70425. export * from "babylonjs/Rendering/outlineRenderer";
  70426. export * from "babylonjs/Rendering/renderingGroup";
  70427. export * from "babylonjs/Rendering/renderingManager";
  70428. export * from "babylonjs/Rendering/utilityLayerRenderer";
  70429. }
  70430. declare module "babylonjs/Sprites/ISprites" {
  70431. /**
  70432. * Defines the basic options interface of a Sprite Frame Source Size.
  70433. */
  70434. export interface ISpriteJSONSpriteSourceSize {
  70435. /**
  70436. * number of the original width of the Frame
  70437. */
  70438. w: number;
  70439. /**
  70440. * number of the original height of the Frame
  70441. */
  70442. h: number;
  70443. }
  70444. /**
  70445. * Defines the basic options interface of a Sprite Frame Data.
  70446. */
  70447. export interface ISpriteJSONSpriteFrameData {
  70448. /**
  70449. * number of the x offset of the Frame
  70450. */
  70451. x: number;
  70452. /**
  70453. * number of the y offset of the Frame
  70454. */
  70455. y: number;
  70456. /**
  70457. * number of the width of the Frame
  70458. */
  70459. w: number;
  70460. /**
  70461. * number of the height of the Frame
  70462. */
  70463. h: number;
  70464. }
  70465. /**
  70466. * Defines the basic options interface of a JSON Sprite.
  70467. */
  70468. export interface ISpriteJSONSprite {
  70469. /**
  70470. * string name of the Frame
  70471. */
  70472. filename: string;
  70473. /**
  70474. * ISpriteJSONSpriteFrame basic object of the frame data
  70475. */
  70476. frame: ISpriteJSONSpriteFrameData;
  70477. /**
  70478. * boolean to flag is the frame was rotated.
  70479. */
  70480. rotated: boolean;
  70481. /**
  70482. * boolean to flag is the frame was trimmed.
  70483. */
  70484. trimmed: boolean;
  70485. /**
  70486. * ISpriteJSONSpriteFrame basic object of the source data
  70487. */
  70488. spriteSourceSize: ISpriteJSONSpriteFrameData;
  70489. /**
  70490. * ISpriteJSONSpriteFrame basic object of the source data
  70491. */
  70492. sourceSize: ISpriteJSONSpriteSourceSize;
  70493. }
  70494. /**
  70495. * Defines the basic options interface of a JSON atlas.
  70496. */
  70497. export interface ISpriteJSONAtlas {
  70498. /**
  70499. * Array of objects that contain the frame data.
  70500. */
  70501. frames: Array<ISpriteJSONSprite>;
  70502. /**
  70503. * object basic object containing the sprite meta data.
  70504. */
  70505. meta?: object;
  70506. }
  70507. }
  70508. declare module "babylonjs/Shaders/spriteMap.fragment" {
  70509. /** @hidden */
  70510. export var spriteMapPixelShader: {
  70511. name: string;
  70512. shader: string;
  70513. };
  70514. }
  70515. declare module "babylonjs/Shaders/spriteMap.vertex" {
  70516. /** @hidden */
  70517. export var spriteMapVertexShader: {
  70518. name: string;
  70519. shader: string;
  70520. };
  70521. }
  70522. declare module "babylonjs/Sprites/spriteMap" {
  70523. import { IDisposable, Scene } from "babylonjs/scene";
  70524. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  70525. import { Texture } from "babylonjs/Materials/Textures/texture";
  70526. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  70527. import { ISpriteJSONSprite, ISpriteJSONAtlas } from "babylonjs/Sprites/ISprites";
  70528. import "babylonjs/Meshes/Builders/planeBuilder";
  70529. import "babylonjs/Shaders/spriteMap.fragment";
  70530. import "babylonjs/Shaders/spriteMap.vertex";
  70531. /**
  70532. * Defines the basic options interface of a SpriteMap
  70533. */
  70534. export interface ISpriteMapOptions {
  70535. /**
  70536. * Vector2 of the number of cells in the grid.
  70537. */
  70538. stageSize?: Vector2;
  70539. /**
  70540. * Vector2 of the size of the output plane in World Units.
  70541. */
  70542. outputSize?: Vector2;
  70543. /**
  70544. * Vector3 of the position of the output plane in World Units.
  70545. */
  70546. outputPosition?: Vector3;
  70547. /**
  70548. * Vector3 of the rotation of the output plane.
  70549. */
  70550. outputRotation?: Vector3;
  70551. /**
  70552. * number of layers that the system will reserve in resources.
  70553. */
  70554. layerCount?: number;
  70555. /**
  70556. * number of max animation frames a single cell will reserve in resources.
  70557. */
  70558. maxAnimationFrames?: number;
  70559. /**
  70560. * number cell index of the base tile when the system compiles.
  70561. */
  70562. baseTile?: number;
  70563. /**
  70564. * boolean flip the sprite after its been repositioned by the framing data.
  70565. */
  70566. flipU?: boolean;
  70567. /**
  70568. * Vector3 scalar of the global RGB values of the SpriteMap.
  70569. */
  70570. colorMultiply?: Vector3;
  70571. }
  70572. /**
  70573. * Defines the IDisposable interface in order to be cleanable from resources.
  70574. */
  70575. export interface ISpriteMap extends IDisposable {
  70576. /**
  70577. * String name of the SpriteMap.
  70578. */
  70579. name: string;
  70580. /**
  70581. * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.
  70582. */
  70583. atlasJSON: ISpriteJSONAtlas;
  70584. /**
  70585. * Texture of the SpriteMap.
  70586. */
  70587. spriteSheet: Texture;
  70588. /**
  70589. * The parameters to initialize the SpriteMap with.
  70590. */
  70591. options: ISpriteMapOptions;
  70592. }
  70593. /**
  70594. * Class used to manage a grid restricted sprite deployment on an Output plane.
  70595. */
  70596. export class SpriteMap implements ISpriteMap {
  70597. /** The Name of the spriteMap */
  70598. name: string;
  70599. /** The JSON file with the frame and meta data */
  70600. atlasJSON: ISpriteJSONAtlas;
  70601. /** The systems Sprite Sheet Texture */
  70602. spriteSheet: Texture;
  70603. /** Arguments passed with the Constructor */
  70604. options: ISpriteMapOptions;
  70605. /** Public Sprite Storage array, parsed from atlasJSON */
  70606. sprites: Array<ISpriteJSONSprite>;
  70607. /** Returns the Number of Sprites in the System */
  70608. get spriteCount(): number;
  70609. /** Returns the Position of Output Plane*/
  70610. get position(): Vector3;
  70611. /** Returns the Position of Output Plane*/
  70612. set position(v: Vector3);
  70613. /** Returns the Rotation of Output Plane*/
  70614. get rotation(): Vector3;
  70615. /** Returns the Rotation of Output Plane*/
  70616. set rotation(v: Vector3);
  70617. /** Sets the AnimationMap*/
  70618. get animationMap(): RawTexture;
  70619. /** Sets the AnimationMap*/
  70620. set animationMap(v: RawTexture);
  70621. /** Scene that the SpriteMap was created in */
  70622. private _scene;
  70623. /** Texture Buffer of Float32 that holds tile frame data*/
  70624. private _frameMap;
  70625. /** Texture Buffers of Float32 that holds tileMap data*/
  70626. private _tileMaps;
  70627. /** Texture Buffer of Float32 that holds Animation Data*/
  70628. private _animationMap;
  70629. /** Custom ShaderMaterial Central to the System*/
  70630. private _material;
  70631. /** Custom ShaderMaterial Central to the System*/
  70632. private _output;
  70633. /** Systems Time Ticker*/
  70634. private _time;
  70635. /**
  70636. * Creates a new SpriteMap
  70637. * @param name defines the SpriteMaps Name
  70638. * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta
  70639. * @param spriteSheet is the Texture that the Sprites are on.
  70640. * @param options a basic deployment configuration
  70641. * @param scene The Scene that the map is deployed on
  70642. */
  70643. constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene);
  70644. /**
  70645. * Returns tileID location
  70646. * @returns Vector2 the cell position ID
  70647. */
  70648. getTileID(): Vector2;
  70649. /**
  70650. * Gets the UV location of the mouse over the SpriteMap.
  70651. * @returns Vector2 the UV position of the mouse interaction
  70652. */
  70653. getMousePosition(): Vector2;
  70654. /**
  70655. * Creates the "frame" texture Buffer
  70656. * -------------------------------------
  70657. * Structure of frames
  70658. * "filename": "Falling-Water-2.png",
  70659. * "frame": {"x":69,"y":103,"w":24,"h":32},
  70660. * "rotated": true,
  70661. * "trimmed": true,
  70662. * "spriteSourceSize": {"x":4,"y":0,"w":24,"h":32},
  70663. * "sourceSize": {"w":32,"h":32}
  70664. * @returns RawTexture of the frameMap
  70665. */
  70666. private _createFrameBuffer;
  70667. /**
  70668. * Creates the tileMap texture Buffer
  70669. * @param buffer normally and array of numbers, or a false to generate from scratch
  70670. * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this
  70671. * @returns RawTexture of the tileMap
  70672. */
  70673. private _createTileBuffer;
  70674. /**
  70675. * Modifies the data of the tileMaps
  70676. * @param _layer is the ID of the layer you want to edit on the SpriteMap
  70677. * @param pos is the iVector2 Coordinates of the Tile
  70678. * @param tile The SpriteIndex of the new Tile
  70679. */
  70680. changeTiles(_layer: number | undefined, pos: Vector2 | Vector2[], tile?: number): void;
  70681. /**
  70682. * Creates the animationMap texture Buffer
  70683. * @param buffer normally and array of numbers, or a false to generate from scratch
  70684. * @returns RawTexture of the animationMap
  70685. */
  70686. private _createTileAnimationBuffer;
  70687. /**
  70688. * Modifies the data of the animationMap
  70689. * @param cellID is the Index of the Sprite
  70690. * @param _frame is the target Animation frame
  70691. * @param toCell is the Target Index of the next frame of the animation
  70692. * @param time is a value between 0-1 that is the trigger for when the frame should change tiles
  70693. * @param speed is a global scalar of the time variable on the map.
  70694. */
  70695. addAnimationToTile(cellID?: number, _frame?: number, toCell?: number, time?: number, speed?: number): void;
  70696. /**
  70697. * Exports the .tilemaps file
  70698. */
  70699. saveTileMaps(): void;
  70700. /**
  70701. * Imports the .tilemaps file
  70702. * @param url of the .tilemaps file
  70703. */
  70704. loadTileMaps(url: string): void;
  70705. /**
  70706. * Release associated resources
  70707. */
  70708. dispose(): void;
  70709. }
  70710. }
  70711. declare module "babylonjs/Sprites/spritePackedManager" {
  70712. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  70713. import { Scene } from "babylonjs/scene";
  70714. /**
  70715. * Class used to manage multiple sprites of different sizes on the same spritesheet
  70716. * @see http://doc.babylonjs.com/babylon101/sprites
  70717. */
  70718. export class SpritePackedManager extends SpriteManager {
  70719. /** defines the packed manager's name */
  70720. name: string;
  70721. /**
  70722. * Creates a new sprite manager from a packed sprite sheet
  70723. * @param name defines the manager's name
  70724. * @param imgUrl defines the sprite sheet url
  70725. * @param capacity defines the maximum allowed number of sprites
  70726. * @param scene defines the hosting scene
  70727. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  70728. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  70729. * @param samplingMode defines the smapling mode to use with spritesheet
  70730. * @param fromPacked set to true; do not alter
  70731. */
  70732. constructor(
  70733. /** defines the packed manager's name */
  70734. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  70735. }
  70736. }
  70737. declare module "babylonjs/Sprites/index" {
  70738. export * from "babylonjs/Sprites/sprite";
  70739. export * from "babylonjs/Sprites/ISprites";
  70740. export * from "babylonjs/Sprites/spriteManager";
  70741. export * from "babylonjs/Sprites/spriteMap";
  70742. export * from "babylonjs/Sprites/spritePackedManager";
  70743. export * from "babylonjs/Sprites/spriteSceneComponent";
  70744. }
  70745. declare module "babylonjs/States/index" {
  70746. export * from "babylonjs/States/alphaCullingState";
  70747. export * from "babylonjs/States/depthCullingState";
  70748. export * from "babylonjs/States/stencilState";
  70749. }
  70750. declare module "babylonjs/Misc/assetsManager" {
  70751. import { Scene } from "babylonjs/scene";
  70752. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  70753. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  70754. import { Skeleton } from "babylonjs/Bones/skeleton";
  70755. import { Observable } from "babylonjs/Misc/observable";
  70756. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  70757. import { Texture } from "babylonjs/Materials/Textures/texture";
  70758. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  70759. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  70760. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  70761. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  70762. /**
  70763. * Defines the list of states available for a task inside a AssetsManager
  70764. */
  70765. export enum AssetTaskState {
  70766. /**
  70767. * Initialization
  70768. */
  70769. INIT = 0,
  70770. /**
  70771. * Running
  70772. */
  70773. RUNNING = 1,
  70774. /**
  70775. * Done
  70776. */
  70777. DONE = 2,
  70778. /**
  70779. * Error
  70780. */
  70781. ERROR = 3
  70782. }
  70783. /**
  70784. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  70785. */
  70786. export abstract class AbstractAssetTask {
  70787. /**
  70788. * Task name
  70789. */ name: string;
  70790. /**
  70791. * Callback called when the task is successful
  70792. */
  70793. onSuccess: (task: any) => void;
  70794. /**
  70795. * Callback called when the task is not successful
  70796. */
  70797. onError: (task: any, message?: string, exception?: any) => void;
  70798. /**
  70799. * Creates a new AssetsManager
  70800. * @param name defines the name of the task
  70801. */
  70802. constructor(
  70803. /**
  70804. * Task name
  70805. */ name: string);
  70806. private _isCompleted;
  70807. private _taskState;
  70808. private _errorObject;
  70809. /**
  70810. * Get if the task is completed
  70811. */
  70812. get isCompleted(): boolean;
  70813. /**
  70814. * Gets the current state of the task
  70815. */
  70816. get taskState(): AssetTaskState;
  70817. /**
  70818. * Gets the current error object (if task is in error)
  70819. */
  70820. get errorObject(): {
  70821. message?: string;
  70822. exception?: any;
  70823. };
  70824. /**
  70825. * Internal only
  70826. * @hidden
  70827. */
  70828. _setErrorObject(message?: string, exception?: any): void;
  70829. /**
  70830. * Execute the current task
  70831. * @param scene defines the scene where you want your assets to be loaded
  70832. * @param onSuccess is a callback called when the task is successfully executed
  70833. * @param onError is a callback called if an error occurs
  70834. */
  70835. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  70836. /**
  70837. * Execute the current task
  70838. * @param scene defines the scene where you want your assets to be loaded
  70839. * @param onSuccess is a callback called when the task is successfully executed
  70840. * @param onError is a callback called if an error occurs
  70841. */
  70842. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  70843. /**
  70844. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  70845. * This can be used with failed tasks that have the reason for failure fixed.
  70846. */
  70847. reset(): void;
  70848. private onErrorCallback;
  70849. private onDoneCallback;
  70850. }
  70851. /**
  70852. * Define the interface used by progress events raised during assets loading
  70853. */
  70854. export interface IAssetsProgressEvent {
  70855. /**
  70856. * Defines the number of remaining tasks to process
  70857. */
  70858. remainingCount: number;
  70859. /**
  70860. * Defines the total number of tasks
  70861. */
  70862. totalCount: number;
  70863. /**
  70864. * Defines the task that was just processed
  70865. */
  70866. task: AbstractAssetTask;
  70867. }
  70868. /**
  70869. * Class used to share progress information about assets loading
  70870. */
  70871. export class AssetsProgressEvent implements IAssetsProgressEvent {
  70872. /**
  70873. * Defines the number of remaining tasks to process
  70874. */
  70875. remainingCount: number;
  70876. /**
  70877. * Defines the total number of tasks
  70878. */
  70879. totalCount: number;
  70880. /**
  70881. * Defines the task that was just processed
  70882. */
  70883. task: AbstractAssetTask;
  70884. /**
  70885. * Creates a AssetsProgressEvent
  70886. * @param remainingCount defines the number of remaining tasks to process
  70887. * @param totalCount defines the total number of tasks
  70888. * @param task defines the task that was just processed
  70889. */
  70890. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  70891. }
  70892. /**
  70893. * Define a task used by AssetsManager to load meshes
  70894. */
  70895. export class MeshAssetTask extends AbstractAssetTask {
  70896. /**
  70897. * Defines the name of the task
  70898. */
  70899. name: string;
  70900. /**
  70901. * Defines the list of mesh's names you want to load
  70902. */
  70903. meshesNames: any;
  70904. /**
  70905. * Defines the root url to use as a base to load your meshes and associated resources
  70906. */
  70907. rootUrl: string;
  70908. /**
  70909. * Defines the filename of the scene to load from
  70910. */
  70911. sceneFilename: string;
  70912. /**
  70913. * Gets the list of loaded meshes
  70914. */
  70915. loadedMeshes: Array<AbstractMesh>;
  70916. /**
  70917. * Gets the list of loaded particle systems
  70918. */
  70919. loadedParticleSystems: Array<IParticleSystem>;
  70920. /**
  70921. * Gets the list of loaded skeletons
  70922. */
  70923. loadedSkeletons: Array<Skeleton>;
  70924. /**
  70925. * Gets the list of loaded animation groups
  70926. */
  70927. loadedAnimationGroups: Array<AnimationGroup>;
  70928. /**
  70929. * Callback called when the task is successful
  70930. */
  70931. onSuccess: (task: MeshAssetTask) => void;
  70932. /**
  70933. * Callback called when the task is successful
  70934. */
  70935. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  70936. /**
  70937. * Creates a new MeshAssetTask
  70938. * @param name defines the name of the task
  70939. * @param meshesNames defines the list of mesh's names you want to load
  70940. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  70941. * @param sceneFilename defines the filename of the scene to load from
  70942. */
  70943. constructor(
  70944. /**
  70945. * Defines the name of the task
  70946. */
  70947. name: string,
  70948. /**
  70949. * Defines the list of mesh's names you want to load
  70950. */
  70951. meshesNames: any,
  70952. /**
  70953. * Defines the root url to use as a base to load your meshes and associated resources
  70954. */
  70955. rootUrl: string,
  70956. /**
  70957. * Defines the filename of the scene to load from
  70958. */
  70959. sceneFilename: string);
  70960. /**
  70961. * Execute the current task
  70962. * @param scene defines the scene where you want your assets to be loaded
  70963. * @param onSuccess is a callback called when the task is successfully executed
  70964. * @param onError is a callback called if an error occurs
  70965. */
  70966. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  70967. }
  70968. /**
  70969. * Define a task used by AssetsManager to load text content
  70970. */
  70971. export class TextFileAssetTask extends AbstractAssetTask {
  70972. /**
  70973. * Defines the name of the task
  70974. */
  70975. name: string;
  70976. /**
  70977. * Defines the location of the file to load
  70978. */
  70979. url: string;
  70980. /**
  70981. * Gets the loaded text string
  70982. */
  70983. text: string;
  70984. /**
  70985. * Callback called when the task is successful
  70986. */
  70987. onSuccess: (task: TextFileAssetTask) => void;
  70988. /**
  70989. * Callback called when the task is successful
  70990. */
  70991. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  70992. /**
  70993. * Creates a new TextFileAssetTask object
  70994. * @param name defines the name of the task
  70995. * @param url defines the location of the file to load
  70996. */
  70997. constructor(
  70998. /**
  70999. * Defines the name of the task
  71000. */
  71001. name: string,
  71002. /**
  71003. * Defines the location of the file to load
  71004. */
  71005. url: string);
  71006. /**
  71007. * Execute the current task
  71008. * @param scene defines the scene where you want your assets to be loaded
  71009. * @param onSuccess is a callback called when the task is successfully executed
  71010. * @param onError is a callback called if an error occurs
  71011. */
  71012. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71013. }
  71014. /**
  71015. * Define a task used by AssetsManager to load binary data
  71016. */
  71017. export class BinaryFileAssetTask extends AbstractAssetTask {
  71018. /**
  71019. * Defines the name of the task
  71020. */
  71021. name: string;
  71022. /**
  71023. * Defines the location of the file to load
  71024. */
  71025. url: string;
  71026. /**
  71027. * Gets the lodaded data (as an array buffer)
  71028. */
  71029. data: ArrayBuffer;
  71030. /**
  71031. * Callback called when the task is successful
  71032. */
  71033. onSuccess: (task: BinaryFileAssetTask) => void;
  71034. /**
  71035. * Callback called when the task is successful
  71036. */
  71037. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  71038. /**
  71039. * Creates a new BinaryFileAssetTask object
  71040. * @param name defines the name of the new task
  71041. * @param url defines the location of the file to load
  71042. */
  71043. constructor(
  71044. /**
  71045. * Defines the name of the task
  71046. */
  71047. name: string,
  71048. /**
  71049. * Defines the location of the file to load
  71050. */
  71051. url: string);
  71052. /**
  71053. * Execute the current task
  71054. * @param scene defines the scene where you want your assets to be loaded
  71055. * @param onSuccess is a callback called when the task is successfully executed
  71056. * @param onError is a callback called if an error occurs
  71057. */
  71058. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71059. }
  71060. /**
  71061. * Define a task used by AssetsManager to load images
  71062. */
  71063. export class ImageAssetTask extends AbstractAssetTask {
  71064. /**
  71065. * Defines the name of the task
  71066. */
  71067. name: string;
  71068. /**
  71069. * Defines the location of the image to load
  71070. */
  71071. url: string;
  71072. /**
  71073. * Gets the loaded images
  71074. */
  71075. image: HTMLImageElement;
  71076. /**
  71077. * Callback called when the task is successful
  71078. */
  71079. onSuccess: (task: ImageAssetTask) => void;
  71080. /**
  71081. * Callback called when the task is successful
  71082. */
  71083. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  71084. /**
  71085. * Creates a new ImageAssetTask
  71086. * @param name defines the name of the task
  71087. * @param url defines the location of the image to load
  71088. */
  71089. constructor(
  71090. /**
  71091. * Defines the name of the task
  71092. */
  71093. name: string,
  71094. /**
  71095. * Defines the location of the image to load
  71096. */
  71097. url: string);
  71098. /**
  71099. * Execute the current task
  71100. * @param scene defines the scene where you want your assets to be loaded
  71101. * @param onSuccess is a callback called when the task is successfully executed
  71102. * @param onError is a callback called if an error occurs
  71103. */
  71104. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71105. }
  71106. /**
  71107. * Defines the interface used by texture loading tasks
  71108. */
  71109. export interface ITextureAssetTask<TEX extends BaseTexture> {
  71110. /**
  71111. * Gets the loaded texture
  71112. */
  71113. texture: TEX;
  71114. }
  71115. /**
  71116. * Define a task used by AssetsManager to load 2D textures
  71117. */
  71118. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  71119. /**
  71120. * Defines the name of the task
  71121. */
  71122. name: string;
  71123. /**
  71124. * Defines the location of the file to load
  71125. */
  71126. url: string;
  71127. /**
  71128. * Defines if mipmap should not be generated (default is false)
  71129. */
  71130. noMipmap?: boolean | undefined;
  71131. /**
  71132. * Defines if texture must be inverted on Y axis (default is false)
  71133. */
  71134. invertY?: boolean | undefined;
  71135. /**
  71136. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  71137. */
  71138. samplingMode: number;
  71139. /**
  71140. * Gets the loaded texture
  71141. */
  71142. texture: Texture;
  71143. /**
  71144. * Callback called when the task is successful
  71145. */
  71146. onSuccess: (task: TextureAssetTask) => void;
  71147. /**
  71148. * Callback called when the task is successful
  71149. */
  71150. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  71151. /**
  71152. * Creates a new TextureAssetTask object
  71153. * @param name defines the name of the task
  71154. * @param url defines the location of the file to load
  71155. * @param noMipmap defines if mipmap should not be generated (default is false)
  71156. * @param invertY defines if texture must be inverted on Y axis (default is false)
  71157. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  71158. */
  71159. constructor(
  71160. /**
  71161. * Defines the name of the task
  71162. */
  71163. name: string,
  71164. /**
  71165. * Defines the location of the file to load
  71166. */
  71167. url: string,
  71168. /**
  71169. * Defines if mipmap should not be generated (default is false)
  71170. */
  71171. noMipmap?: boolean | undefined,
  71172. /**
  71173. * Defines if texture must be inverted on Y axis (default is false)
  71174. */
  71175. invertY?: boolean | undefined,
  71176. /**
  71177. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  71178. */
  71179. samplingMode?: number);
  71180. /**
  71181. * Execute the current task
  71182. * @param scene defines the scene where you want your assets to be loaded
  71183. * @param onSuccess is a callback called when the task is successfully executed
  71184. * @param onError is a callback called if an error occurs
  71185. */
  71186. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71187. }
  71188. /**
  71189. * Define a task used by AssetsManager to load cube textures
  71190. */
  71191. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  71192. /**
  71193. * Defines the name of the task
  71194. */
  71195. name: string;
  71196. /**
  71197. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  71198. */
  71199. url: string;
  71200. /**
  71201. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  71202. */
  71203. extensions?: string[] | undefined;
  71204. /**
  71205. * Defines if mipmaps should not be generated (default is false)
  71206. */
  71207. noMipmap?: boolean | undefined;
  71208. /**
  71209. * Defines the explicit list of files (undefined by default)
  71210. */
  71211. files?: string[] | undefined;
  71212. /**
  71213. * Gets the loaded texture
  71214. */
  71215. texture: CubeTexture;
  71216. /**
  71217. * Callback called when the task is successful
  71218. */
  71219. onSuccess: (task: CubeTextureAssetTask) => void;
  71220. /**
  71221. * Callback called when the task is successful
  71222. */
  71223. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  71224. /**
  71225. * Creates a new CubeTextureAssetTask
  71226. * @param name defines the name of the task
  71227. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  71228. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  71229. * @param noMipmap defines if mipmaps should not be generated (default is false)
  71230. * @param files defines the explicit list of files (undefined by default)
  71231. */
  71232. constructor(
  71233. /**
  71234. * Defines the name of the task
  71235. */
  71236. name: string,
  71237. /**
  71238. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  71239. */
  71240. url: string,
  71241. /**
  71242. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  71243. */
  71244. extensions?: string[] | undefined,
  71245. /**
  71246. * Defines if mipmaps should not be generated (default is false)
  71247. */
  71248. noMipmap?: boolean | undefined,
  71249. /**
  71250. * Defines the explicit list of files (undefined by default)
  71251. */
  71252. files?: string[] | undefined);
  71253. /**
  71254. * Execute the current task
  71255. * @param scene defines the scene where you want your assets to be loaded
  71256. * @param onSuccess is a callback called when the task is successfully executed
  71257. * @param onError is a callback called if an error occurs
  71258. */
  71259. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71260. }
  71261. /**
  71262. * Define a task used by AssetsManager to load HDR cube textures
  71263. */
  71264. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  71265. /**
  71266. * Defines the name of the task
  71267. */
  71268. name: string;
  71269. /**
  71270. * Defines the location of the file to load
  71271. */
  71272. url: string;
  71273. /**
  71274. * Defines the desired size (the more it increases the longer the generation will be)
  71275. */
  71276. size: number;
  71277. /**
  71278. * Defines if mipmaps should not be generated (default is false)
  71279. */
  71280. noMipmap: boolean;
  71281. /**
  71282. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  71283. */
  71284. generateHarmonics: boolean;
  71285. /**
  71286. * 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)
  71287. */
  71288. gammaSpace: boolean;
  71289. /**
  71290. * Internal Use Only
  71291. */
  71292. reserved: boolean;
  71293. /**
  71294. * Gets the loaded texture
  71295. */
  71296. texture: HDRCubeTexture;
  71297. /**
  71298. * Callback called when the task is successful
  71299. */
  71300. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  71301. /**
  71302. * Callback called when the task is successful
  71303. */
  71304. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  71305. /**
  71306. * Creates a new HDRCubeTextureAssetTask object
  71307. * @param name defines the name of the task
  71308. * @param url defines the location of the file to load
  71309. * @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.
  71310. * @param noMipmap defines if mipmaps should not be generated (default is false)
  71311. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  71312. * @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)
  71313. * @param reserved Internal use only
  71314. */
  71315. constructor(
  71316. /**
  71317. * Defines the name of the task
  71318. */
  71319. name: string,
  71320. /**
  71321. * Defines the location of the file to load
  71322. */
  71323. url: string,
  71324. /**
  71325. * Defines the desired size (the more it increases the longer the generation will be)
  71326. */
  71327. size: number,
  71328. /**
  71329. * Defines if mipmaps should not be generated (default is false)
  71330. */
  71331. noMipmap?: boolean,
  71332. /**
  71333. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  71334. */
  71335. generateHarmonics?: boolean,
  71336. /**
  71337. * 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)
  71338. */
  71339. gammaSpace?: boolean,
  71340. /**
  71341. * Internal Use Only
  71342. */
  71343. reserved?: boolean);
  71344. /**
  71345. * Execute the current task
  71346. * @param scene defines the scene where you want your assets to be loaded
  71347. * @param onSuccess is a callback called when the task is successfully executed
  71348. * @param onError is a callback called if an error occurs
  71349. */
  71350. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71351. }
  71352. /**
  71353. * Define a task used by AssetsManager to load Equirectangular cube textures
  71354. */
  71355. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  71356. /**
  71357. * Defines the name of the task
  71358. */
  71359. name: string;
  71360. /**
  71361. * Defines the location of the file to load
  71362. */
  71363. url: string;
  71364. /**
  71365. * Defines the desired size (the more it increases the longer the generation will be)
  71366. */
  71367. size: number;
  71368. /**
  71369. * Defines if mipmaps should not be generated (default is false)
  71370. */
  71371. noMipmap: boolean;
  71372. /**
  71373. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  71374. * but the standard material would require them in Gamma space) (default is true)
  71375. */
  71376. gammaSpace: boolean;
  71377. /**
  71378. * Gets the loaded texture
  71379. */
  71380. texture: EquiRectangularCubeTexture;
  71381. /**
  71382. * Callback called when the task is successful
  71383. */
  71384. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  71385. /**
  71386. * Callback called when the task is successful
  71387. */
  71388. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  71389. /**
  71390. * Creates a new EquiRectangularCubeTextureAssetTask object
  71391. * @param name defines the name of the task
  71392. * @param url defines the location of the file to load
  71393. * @param size defines the desired size (the more it increases the longer the generation will be)
  71394. * If the size is omitted this implies you are using a preprocessed cubemap.
  71395. * @param noMipmap defines if mipmaps should not be generated (default is false)
  71396. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  71397. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  71398. * (default is true)
  71399. */
  71400. constructor(
  71401. /**
  71402. * Defines the name of the task
  71403. */
  71404. name: string,
  71405. /**
  71406. * Defines the location of the file to load
  71407. */
  71408. url: string,
  71409. /**
  71410. * Defines the desired size (the more it increases the longer the generation will be)
  71411. */
  71412. size: number,
  71413. /**
  71414. * Defines if mipmaps should not be generated (default is false)
  71415. */
  71416. noMipmap?: boolean,
  71417. /**
  71418. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  71419. * but the standard material would require them in Gamma space) (default is true)
  71420. */
  71421. gammaSpace?: boolean);
  71422. /**
  71423. * Execute the current task
  71424. * @param scene defines the scene where you want your assets to be loaded
  71425. * @param onSuccess is a callback called when the task is successfully executed
  71426. * @param onError is a callback called if an error occurs
  71427. */
  71428. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  71429. }
  71430. /**
  71431. * This class can be used to easily import assets into a scene
  71432. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  71433. */
  71434. export class AssetsManager {
  71435. private _scene;
  71436. private _isLoading;
  71437. protected _tasks: AbstractAssetTask[];
  71438. protected _waitingTasksCount: number;
  71439. protected _totalTasksCount: number;
  71440. /**
  71441. * Callback called when all tasks are processed
  71442. */
  71443. onFinish: (tasks: AbstractAssetTask[]) => void;
  71444. /**
  71445. * Callback called when a task is successful
  71446. */
  71447. onTaskSuccess: (task: AbstractAssetTask) => void;
  71448. /**
  71449. * Callback called when a task had an error
  71450. */
  71451. onTaskError: (task: AbstractAssetTask) => void;
  71452. /**
  71453. * Callback called when a task is done (whatever the result is)
  71454. */
  71455. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  71456. /**
  71457. * Observable called when all tasks are processed
  71458. */
  71459. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  71460. /**
  71461. * Observable called when a task had an error
  71462. */
  71463. onTaskErrorObservable: Observable<AbstractAssetTask>;
  71464. /**
  71465. * Observable called when all tasks were executed
  71466. */
  71467. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  71468. /**
  71469. * Observable called when a task is done (whatever the result is)
  71470. */
  71471. onProgressObservable: Observable<IAssetsProgressEvent>;
  71472. /**
  71473. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  71474. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  71475. */
  71476. useDefaultLoadingScreen: boolean;
  71477. /**
  71478. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  71479. * when all assets have been downloaded.
  71480. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  71481. */
  71482. autoHideLoadingUI: boolean;
  71483. /**
  71484. * Creates a new AssetsManager
  71485. * @param scene defines the scene to work on
  71486. */
  71487. constructor(scene: Scene);
  71488. /**
  71489. * Add a MeshAssetTask to the list of active tasks
  71490. * @param taskName defines the name of the new task
  71491. * @param meshesNames defines the name of meshes to load
  71492. * @param rootUrl defines the root url to use to locate files
  71493. * @param sceneFilename defines the filename of the scene file
  71494. * @returns a new MeshAssetTask object
  71495. */
  71496. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  71497. /**
  71498. * Add a TextFileAssetTask to the list of active tasks
  71499. * @param taskName defines the name of the new task
  71500. * @param url defines the url of the file to load
  71501. * @returns a new TextFileAssetTask object
  71502. */
  71503. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  71504. /**
  71505. * Add a BinaryFileAssetTask to the list of active tasks
  71506. * @param taskName defines the name of the new task
  71507. * @param url defines the url of the file to load
  71508. * @returns a new BinaryFileAssetTask object
  71509. */
  71510. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  71511. /**
  71512. * Add a ImageAssetTask to the list of active tasks
  71513. * @param taskName defines the name of the new task
  71514. * @param url defines the url of the file to load
  71515. * @returns a new ImageAssetTask object
  71516. */
  71517. addImageTask(taskName: string, url: string): ImageAssetTask;
  71518. /**
  71519. * Add a TextureAssetTask to the list of active tasks
  71520. * @param taskName defines the name of the new task
  71521. * @param url defines the url of the file to load
  71522. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  71523. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  71524. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  71525. * @returns a new TextureAssetTask object
  71526. */
  71527. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  71528. /**
  71529. * Add a CubeTextureAssetTask to the list of active tasks
  71530. * @param taskName defines the name of the new task
  71531. * @param url defines the url of the file to load
  71532. * @param extensions defines the extension to use to load the cube map (can be null)
  71533. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  71534. * @param files defines the list of files to load (can be null)
  71535. * @returns a new CubeTextureAssetTask object
  71536. */
  71537. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  71538. /**
  71539. *
  71540. * Add a HDRCubeTextureAssetTask to the list of active tasks
  71541. * @param taskName defines the name of the new task
  71542. * @param url defines the url of the file to load
  71543. * @param size defines the size you want for the cubemap (can be null)
  71544. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  71545. * @param generateHarmonics defines if you want to automatically generate (true by default)
  71546. * @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)
  71547. * @param reserved Internal use only
  71548. * @returns a new HDRCubeTextureAssetTask object
  71549. */
  71550. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  71551. /**
  71552. *
  71553. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  71554. * @param taskName defines the name of the new task
  71555. * @param url defines the url of the file to load
  71556. * @param size defines the size you want for the cubemap (can be null)
  71557. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  71558. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  71559. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  71560. * @returns a new EquiRectangularCubeTextureAssetTask object
  71561. */
  71562. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  71563. /**
  71564. * Remove a task from the assets manager.
  71565. * @param task the task to remove
  71566. */
  71567. removeTask(task: AbstractAssetTask): void;
  71568. private _decreaseWaitingTasksCount;
  71569. private _runTask;
  71570. /**
  71571. * Reset the AssetsManager and remove all tasks
  71572. * @return the current instance of the AssetsManager
  71573. */
  71574. reset(): AssetsManager;
  71575. /**
  71576. * Start the loading process
  71577. * @return the current instance of the AssetsManager
  71578. */
  71579. load(): AssetsManager;
  71580. /**
  71581. * Start the loading process as an async operation
  71582. * @return a promise returning the list of failed tasks
  71583. */
  71584. loadAsync(): Promise<void>;
  71585. }
  71586. }
  71587. declare module "babylonjs/Misc/deferred" {
  71588. /**
  71589. * Wrapper class for promise with external resolve and reject.
  71590. */
  71591. export class Deferred<T> {
  71592. /**
  71593. * The promise associated with this deferred object.
  71594. */
  71595. readonly promise: Promise<T>;
  71596. private _resolve;
  71597. private _reject;
  71598. /**
  71599. * The resolve method of the promise associated with this deferred object.
  71600. */
  71601. get resolve(): (value?: T | PromiseLike<T> | undefined) => void;
  71602. /**
  71603. * The reject method of the promise associated with this deferred object.
  71604. */
  71605. get reject(): (reason?: any) => void;
  71606. /**
  71607. * Constructor for this deferred object.
  71608. */
  71609. constructor();
  71610. }
  71611. }
  71612. declare module "babylonjs/Misc/meshExploder" {
  71613. import { Mesh } from "babylonjs/Meshes/mesh";
  71614. /**
  71615. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  71616. */
  71617. export class MeshExploder {
  71618. private _centerMesh;
  71619. private _meshes;
  71620. private _meshesOrigins;
  71621. private _toCenterVectors;
  71622. private _scaledDirection;
  71623. private _newPosition;
  71624. private _centerPosition;
  71625. /**
  71626. * Explodes meshes from a center mesh.
  71627. * @param meshes The meshes to explode.
  71628. * @param centerMesh The mesh to be center of explosion.
  71629. */
  71630. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  71631. private _setCenterMesh;
  71632. /**
  71633. * Get class name
  71634. * @returns "MeshExploder"
  71635. */
  71636. getClassName(): string;
  71637. /**
  71638. * "Exploded meshes"
  71639. * @returns Array of meshes with the centerMesh at index 0.
  71640. */
  71641. getMeshes(): Array<Mesh>;
  71642. /**
  71643. * Explodes meshes giving a specific direction
  71644. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  71645. */
  71646. explode(direction?: number): void;
  71647. }
  71648. }
  71649. declare module "babylonjs/Misc/filesInput" {
  71650. import { Engine } from "babylonjs/Engines/engine";
  71651. import { Scene } from "babylonjs/scene";
  71652. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  71653. /**
  71654. * Class used to help managing file picking and drag'n'drop
  71655. */
  71656. export class FilesInput {
  71657. /**
  71658. * List of files ready to be loaded
  71659. */
  71660. static get FilesToLoad(): {
  71661. [key: string]: File;
  71662. };
  71663. /**
  71664. * Callback called when a file is processed
  71665. */
  71666. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  71667. private _engine;
  71668. private _currentScene;
  71669. private _sceneLoadedCallback;
  71670. private _progressCallback;
  71671. private _additionalRenderLoopLogicCallback;
  71672. private _textureLoadingCallback;
  71673. private _startingProcessingFilesCallback;
  71674. private _onReloadCallback;
  71675. private _errorCallback;
  71676. private _elementToMonitor;
  71677. private _sceneFileToLoad;
  71678. private _filesToLoad;
  71679. /**
  71680. * Creates a new FilesInput
  71681. * @param engine defines the rendering engine
  71682. * @param scene defines the hosting scene
  71683. * @param sceneLoadedCallback callback called when scene is loaded
  71684. * @param progressCallback callback called to track progress
  71685. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  71686. * @param textureLoadingCallback callback called when a texture is loading
  71687. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  71688. * @param onReloadCallback callback called when a reload is requested
  71689. * @param errorCallback callback call if an error occurs
  71690. */
  71691. 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);
  71692. private _dragEnterHandler;
  71693. private _dragOverHandler;
  71694. private _dropHandler;
  71695. /**
  71696. * Calls this function to listen to drag'n'drop events on a specific DOM element
  71697. * @param elementToMonitor defines the DOM element to track
  71698. */
  71699. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  71700. /**
  71701. * Release all associated resources
  71702. */
  71703. dispose(): void;
  71704. private renderFunction;
  71705. private drag;
  71706. private drop;
  71707. private _traverseFolder;
  71708. private _processFiles;
  71709. /**
  71710. * Load files from a drop event
  71711. * @param event defines the drop event to use as source
  71712. */
  71713. loadFiles(event: any): void;
  71714. private _processReload;
  71715. /**
  71716. * Reload the current scene from the loaded files
  71717. */
  71718. reload(): void;
  71719. }
  71720. }
  71721. declare module "babylonjs/Misc/HighDynamicRange/index" {
  71722. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  71723. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  71724. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  71725. }
  71726. declare module "babylonjs/Misc/sceneOptimizer" {
  71727. import { Scene, IDisposable } from "babylonjs/scene";
  71728. import { Observable } from "babylonjs/Misc/observable";
  71729. /**
  71730. * Defines the root class used to create scene optimization to use with SceneOptimizer
  71731. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71732. */
  71733. export class SceneOptimization {
  71734. /**
  71735. * Defines the priority of this optimization (0 by default which means first in the list)
  71736. */
  71737. priority: number;
  71738. /**
  71739. * Gets a string describing the action executed by the current optimization
  71740. * @returns description string
  71741. */
  71742. getDescription(): string;
  71743. /**
  71744. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71745. * @param scene defines the current scene where to apply this optimization
  71746. * @param optimizer defines the current optimizer
  71747. * @returns true if everything that can be done was applied
  71748. */
  71749. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71750. /**
  71751. * Creates the SceneOptimization object
  71752. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  71753. * @param desc defines the description associated with the optimization
  71754. */
  71755. constructor(
  71756. /**
  71757. * Defines the priority of this optimization (0 by default which means first in the list)
  71758. */
  71759. priority?: number);
  71760. }
  71761. /**
  71762. * Defines an optimization used to reduce the size of render target textures
  71763. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71764. */
  71765. export class TextureOptimization extends SceneOptimization {
  71766. /**
  71767. * Defines the priority of this optimization (0 by default which means first in the list)
  71768. */
  71769. priority: number;
  71770. /**
  71771. * 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
  71772. */
  71773. maximumSize: number;
  71774. /**
  71775. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  71776. */
  71777. step: number;
  71778. /**
  71779. * Gets a string describing the action executed by the current optimization
  71780. * @returns description string
  71781. */
  71782. getDescription(): string;
  71783. /**
  71784. * Creates the TextureOptimization object
  71785. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  71786. * @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
  71787. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  71788. */
  71789. constructor(
  71790. /**
  71791. * Defines the priority of this optimization (0 by default which means first in the list)
  71792. */
  71793. priority?: number,
  71794. /**
  71795. * 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
  71796. */
  71797. maximumSize?: number,
  71798. /**
  71799. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  71800. */
  71801. step?: number);
  71802. /**
  71803. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71804. * @param scene defines the current scene where to apply this optimization
  71805. * @param optimizer defines the current optimizer
  71806. * @returns true if everything that can be done was applied
  71807. */
  71808. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71809. }
  71810. /**
  71811. * Defines an optimization used to increase or decrease the rendering resolution
  71812. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71813. */
  71814. export class HardwareScalingOptimization extends SceneOptimization {
  71815. /**
  71816. * Defines the priority of this optimization (0 by default which means first in the list)
  71817. */
  71818. priority: number;
  71819. /**
  71820. * Defines the maximum scale to use (2 by default)
  71821. */
  71822. maximumScale: number;
  71823. /**
  71824. * Defines the step to use between two passes (0.5 by default)
  71825. */
  71826. step: number;
  71827. private _currentScale;
  71828. private _directionOffset;
  71829. /**
  71830. * Gets a string describing the action executed by the current optimization
  71831. * @return description string
  71832. */
  71833. getDescription(): string;
  71834. /**
  71835. * Creates the HardwareScalingOptimization object
  71836. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  71837. * @param maximumScale defines the maximum scale to use (2 by default)
  71838. * @param step defines the step to use between two passes (0.5 by default)
  71839. */
  71840. constructor(
  71841. /**
  71842. * Defines the priority of this optimization (0 by default which means first in the list)
  71843. */
  71844. priority?: number,
  71845. /**
  71846. * Defines the maximum scale to use (2 by default)
  71847. */
  71848. maximumScale?: number,
  71849. /**
  71850. * Defines the step to use between two passes (0.5 by default)
  71851. */
  71852. step?: number);
  71853. /**
  71854. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71855. * @param scene defines the current scene where to apply this optimization
  71856. * @param optimizer defines the current optimizer
  71857. * @returns true if everything that can be done was applied
  71858. */
  71859. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71860. }
  71861. /**
  71862. * Defines an optimization used to remove shadows
  71863. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71864. */
  71865. export class ShadowsOptimization extends SceneOptimization {
  71866. /**
  71867. * Gets a string describing the action executed by the current optimization
  71868. * @return description string
  71869. */
  71870. getDescription(): string;
  71871. /**
  71872. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71873. * @param scene defines the current scene where to apply this optimization
  71874. * @param optimizer defines the current optimizer
  71875. * @returns true if everything that can be done was applied
  71876. */
  71877. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71878. }
  71879. /**
  71880. * Defines an optimization used to turn post-processes off
  71881. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71882. */
  71883. export class PostProcessesOptimization extends SceneOptimization {
  71884. /**
  71885. * Gets a string describing the action executed by the current optimization
  71886. * @return description string
  71887. */
  71888. getDescription(): string;
  71889. /**
  71890. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71891. * @param scene defines the current scene where to apply this optimization
  71892. * @param optimizer defines the current optimizer
  71893. * @returns true if everything that can be done was applied
  71894. */
  71895. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71896. }
  71897. /**
  71898. * Defines an optimization used to turn lens flares off
  71899. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71900. */
  71901. export class LensFlaresOptimization extends SceneOptimization {
  71902. /**
  71903. * Gets a string describing the action executed by the current optimization
  71904. * @return description string
  71905. */
  71906. getDescription(): string;
  71907. /**
  71908. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71909. * @param scene defines the current scene where to apply this optimization
  71910. * @param optimizer defines the current optimizer
  71911. * @returns true if everything that can be done was applied
  71912. */
  71913. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71914. }
  71915. /**
  71916. * Defines an optimization based on user defined callback.
  71917. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71918. */
  71919. export class CustomOptimization extends SceneOptimization {
  71920. /**
  71921. * Callback called to apply the custom optimization.
  71922. */
  71923. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  71924. /**
  71925. * Callback called to get custom description
  71926. */
  71927. onGetDescription: () => string;
  71928. /**
  71929. * Gets a string describing the action executed by the current optimization
  71930. * @returns description string
  71931. */
  71932. getDescription(): string;
  71933. /**
  71934. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71935. * @param scene defines the current scene where to apply this optimization
  71936. * @param optimizer defines the current optimizer
  71937. * @returns true if everything that can be done was applied
  71938. */
  71939. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71940. }
  71941. /**
  71942. * Defines an optimization used to turn particles off
  71943. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71944. */
  71945. export class ParticlesOptimization extends SceneOptimization {
  71946. /**
  71947. * Gets a string describing the action executed by the current optimization
  71948. * @return description string
  71949. */
  71950. getDescription(): string;
  71951. /**
  71952. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71953. * @param scene defines the current scene where to apply this optimization
  71954. * @param optimizer defines the current optimizer
  71955. * @returns true if everything that can be done was applied
  71956. */
  71957. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71958. }
  71959. /**
  71960. * Defines an optimization used to turn render targets off
  71961. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71962. */
  71963. export class RenderTargetsOptimization extends SceneOptimization {
  71964. /**
  71965. * Gets a string describing the action executed by the current optimization
  71966. * @return description string
  71967. */
  71968. getDescription(): string;
  71969. /**
  71970. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71971. * @param scene defines the current scene where to apply this optimization
  71972. * @param optimizer defines the current optimizer
  71973. * @returns true if everything that can be done was applied
  71974. */
  71975. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  71976. }
  71977. /**
  71978. * Defines an optimization used to merge meshes with compatible materials
  71979. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  71980. */
  71981. export class MergeMeshesOptimization extends SceneOptimization {
  71982. private static _UpdateSelectionTree;
  71983. /**
  71984. * Gets or sets a boolean which defines if optimization octree has to be updated
  71985. */
  71986. static get UpdateSelectionTree(): boolean;
  71987. /**
  71988. * Gets or sets a boolean which defines if optimization octree has to be updated
  71989. */
  71990. static set UpdateSelectionTree(value: boolean);
  71991. /**
  71992. * Gets a string describing the action executed by the current optimization
  71993. * @return description string
  71994. */
  71995. getDescription(): string;
  71996. private _canBeMerged;
  71997. /**
  71998. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  71999. * @param scene defines the current scene where to apply this optimization
  72000. * @param optimizer defines the current optimizer
  72001. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  72002. * @returns true if everything that can be done was applied
  72003. */
  72004. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  72005. }
  72006. /**
  72007. * Defines a list of options used by SceneOptimizer
  72008. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  72009. */
  72010. export class SceneOptimizerOptions {
  72011. /**
  72012. * Defines the target frame rate to reach (60 by default)
  72013. */
  72014. targetFrameRate: number;
  72015. /**
  72016. * Defines the interval between two checkes (2000ms by default)
  72017. */
  72018. trackerDuration: number;
  72019. /**
  72020. * Gets the list of optimizations to apply
  72021. */
  72022. optimizations: SceneOptimization[];
  72023. /**
  72024. * Creates a new list of options used by SceneOptimizer
  72025. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  72026. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  72027. */
  72028. constructor(
  72029. /**
  72030. * Defines the target frame rate to reach (60 by default)
  72031. */
  72032. targetFrameRate?: number,
  72033. /**
  72034. * Defines the interval between two checkes (2000ms by default)
  72035. */
  72036. trackerDuration?: number);
  72037. /**
  72038. * Add a new optimization
  72039. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  72040. * @returns the current SceneOptimizerOptions
  72041. */
  72042. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  72043. /**
  72044. * Add a new custom optimization
  72045. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  72046. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  72047. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  72048. * @returns the current SceneOptimizerOptions
  72049. */
  72050. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  72051. /**
  72052. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  72053. * @param targetFrameRate defines the target frame rate (60 by default)
  72054. * @returns a SceneOptimizerOptions object
  72055. */
  72056. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  72057. /**
  72058. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  72059. * @param targetFrameRate defines the target frame rate (60 by default)
  72060. * @returns a SceneOptimizerOptions object
  72061. */
  72062. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  72063. /**
  72064. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  72065. * @param targetFrameRate defines the target frame rate (60 by default)
  72066. * @returns a SceneOptimizerOptions object
  72067. */
  72068. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  72069. }
  72070. /**
  72071. * Class used to run optimizations in order to reach a target frame rate
  72072. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  72073. */
  72074. export class SceneOptimizer implements IDisposable {
  72075. private _isRunning;
  72076. private _options;
  72077. private _scene;
  72078. private _currentPriorityLevel;
  72079. private _targetFrameRate;
  72080. private _trackerDuration;
  72081. private _currentFrameRate;
  72082. private _sceneDisposeObserver;
  72083. private _improvementMode;
  72084. /**
  72085. * Defines an observable called when the optimizer reaches the target frame rate
  72086. */
  72087. onSuccessObservable: Observable<SceneOptimizer>;
  72088. /**
  72089. * Defines an observable called when the optimizer enables an optimization
  72090. */
  72091. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  72092. /**
  72093. * Defines an observable called when the optimizer is not able to reach the target frame rate
  72094. */
  72095. onFailureObservable: Observable<SceneOptimizer>;
  72096. /**
  72097. * Gets a boolean indicating if the optimizer is in improvement mode
  72098. */
  72099. get isInImprovementMode(): boolean;
  72100. /**
  72101. * Gets the current priority level (0 at start)
  72102. */
  72103. get currentPriorityLevel(): number;
  72104. /**
  72105. * Gets the current frame rate checked by the SceneOptimizer
  72106. */
  72107. get currentFrameRate(): number;
  72108. /**
  72109. * Gets or sets the current target frame rate (60 by default)
  72110. */
  72111. get targetFrameRate(): number;
  72112. /**
  72113. * Gets or sets the current target frame rate (60 by default)
  72114. */
  72115. set targetFrameRate(value: number);
  72116. /**
  72117. * Gets or sets the current interval between two checks (every 2000ms by default)
  72118. */
  72119. get trackerDuration(): number;
  72120. /**
  72121. * Gets or sets the current interval between two checks (every 2000ms by default)
  72122. */
  72123. set trackerDuration(value: number);
  72124. /**
  72125. * Gets the list of active optimizations
  72126. */
  72127. get optimizations(): SceneOptimization[];
  72128. /**
  72129. * Creates a new SceneOptimizer
  72130. * @param scene defines the scene to work on
  72131. * @param options defines the options to use with the SceneOptimizer
  72132. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  72133. * @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)
  72134. */
  72135. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  72136. /**
  72137. * Stops the current optimizer
  72138. */
  72139. stop(): void;
  72140. /**
  72141. * Reset the optimizer to initial step (current priority level = 0)
  72142. */
  72143. reset(): void;
  72144. /**
  72145. * Start the optimizer. By default it will try to reach a specific framerate
  72146. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  72147. */
  72148. start(): void;
  72149. private _checkCurrentState;
  72150. /**
  72151. * Release all resources
  72152. */
  72153. dispose(): void;
  72154. /**
  72155. * Helper function to create a SceneOptimizer with one single line of code
  72156. * @param scene defines the scene to work on
  72157. * @param options defines the options to use with the SceneOptimizer
  72158. * @param onSuccess defines a callback to call on success
  72159. * @param onFailure defines a callback to call on failure
  72160. * @returns the new SceneOptimizer object
  72161. */
  72162. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  72163. }
  72164. }
  72165. declare module "babylonjs/Misc/sceneSerializer" {
  72166. import { Scene } from "babylonjs/scene";
  72167. /**
  72168. * Class used to serialize a scene into a string
  72169. */
  72170. export class SceneSerializer {
  72171. /**
  72172. * Clear cache used by a previous serialization
  72173. */
  72174. static ClearCache(): void;
  72175. /**
  72176. * Serialize a scene into a JSON compatible object
  72177. * @param scene defines the scene to serialize
  72178. * @returns a JSON compatible object
  72179. */
  72180. static Serialize(scene: Scene): any;
  72181. /**
  72182. * Serialize a mesh into a JSON compatible object
  72183. * @param toSerialize defines the mesh to serialize
  72184. * @param withParents defines if parents must be serialized as well
  72185. * @param withChildren defines if children must be serialized as well
  72186. * @returns a JSON compatible object
  72187. */
  72188. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  72189. }
  72190. }
  72191. declare module "babylonjs/Misc/textureTools" {
  72192. import { Texture } from "babylonjs/Materials/Textures/texture";
  72193. /**
  72194. * Class used to host texture specific utilities
  72195. */
  72196. export class TextureTools {
  72197. /**
  72198. * Uses the GPU to create a copy texture rescaled at a given size
  72199. * @param texture Texture to copy from
  72200. * @param width defines the desired width
  72201. * @param height defines the desired height
  72202. * @param useBilinearMode defines if bilinear mode has to be used
  72203. * @return the generated texture
  72204. */
  72205. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  72206. }
  72207. }
  72208. declare module "babylonjs/Misc/videoRecorder" {
  72209. import { Nullable } from "babylonjs/types";
  72210. import { Engine } from "babylonjs/Engines/engine";
  72211. /**
  72212. * This represents the different options available for the video capture.
  72213. */
  72214. export interface VideoRecorderOptions {
  72215. /** Defines the mime type of the video. */
  72216. mimeType: string;
  72217. /** Defines the FPS the video should be recorded at. */
  72218. fps: number;
  72219. /** Defines the chunk size for the recording data. */
  72220. recordChunckSize: number;
  72221. /** The audio tracks to attach to the recording. */
  72222. audioTracks?: MediaStreamTrack[];
  72223. }
  72224. /**
  72225. * This can help with recording videos from BabylonJS.
  72226. * This is based on the available WebRTC functionalities of the browser.
  72227. *
  72228. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  72229. */
  72230. export class VideoRecorder {
  72231. private static readonly _defaultOptions;
  72232. /**
  72233. * Returns whether or not the VideoRecorder is available in your browser.
  72234. * @param engine Defines the Babylon Engine.
  72235. * @returns true if supported otherwise false.
  72236. */
  72237. static IsSupported(engine: Engine): boolean;
  72238. private readonly _options;
  72239. private _canvas;
  72240. private _mediaRecorder;
  72241. private _recordedChunks;
  72242. private _fileName;
  72243. private _resolve;
  72244. private _reject;
  72245. /**
  72246. * True when a recording is already in progress.
  72247. */
  72248. get isRecording(): boolean;
  72249. /**
  72250. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  72251. * @param engine Defines the BabylonJS Engine you wish to record.
  72252. * @param options Defines options that can be used to customize the capture.
  72253. */
  72254. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  72255. /**
  72256. * Stops the current recording before the default capture timeout passed in the startRecording function.
  72257. */
  72258. stopRecording(): void;
  72259. /**
  72260. * Starts recording the canvas for a max duration specified in parameters.
  72261. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  72262. * If null no automatic download will start and you can rely on the promise to get the data back.
  72263. * @param maxDuration Defines the maximum recording time in seconds.
  72264. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  72265. * @return A promise callback at the end of the recording with the video data in Blob.
  72266. */
  72267. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  72268. /**
  72269. * Releases internal resources used during the recording.
  72270. */
  72271. dispose(): void;
  72272. private _handleDataAvailable;
  72273. private _handleError;
  72274. private _handleStop;
  72275. }
  72276. }
  72277. declare module "babylonjs/Misc/screenshotTools" {
  72278. import { Camera } from "babylonjs/Cameras/camera";
  72279. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  72280. import { Engine } from "babylonjs/Engines/engine";
  72281. /**
  72282. * Class containing a set of static utilities functions for screenshots
  72283. */
  72284. export class ScreenshotTools {
  72285. /**
  72286. * Captures a screenshot of the current rendering
  72287. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  72288. * @param engine defines the rendering engine
  72289. * @param camera defines the source camera
  72290. * @param size This parameter can be set to a single number or to an object with the
  72291. * following (optional) properties: precision, width, height. If a single number is passed,
  72292. * it will be used for both width and height. If an object is passed, the screenshot size
  72293. * will be derived from the parameters. The precision property is a multiplier allowing
  72294. * rendering at a higher or lower resolution
  72295. * @param successCallback defines the callback receives a single parameter which contains the
  72296. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  72297. * src parameter of an <img> to display it
  72298. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  72299. * Check your browser for supported MIME types
  72300. */
  72301. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  72302. /**
  72303. * Captures a screenshot of the current rendering
  72304. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  72305. * @param engine defines the rendering engine
  72306. * @param camera defines the source camera
  72307. * @param size This parameter can be set to a single number or to an object with the
  72308. * following (optional) properties: precision, width, height. If a single number is passed,
  72309. * it will be used for both width and height. If an object is passed, the screenshot size
  72310. * will be derived from the parameters. The precision property is a multiplier allowing
  72311. * rendering at a higher or lower resolution
  72312. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  72313. * Check your browser for supported MIME types
  72314. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  72315. * to the src parameter of an <img> to display it
  72316. */
  72317. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  72318. /**
  72319. * Generates an image screenshot from the specified camera.
  72320. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  72321. * @param engine The engine to use for rendering
  72322. * @param camera The camera to use for rendering
  72323. * @param size This parameter can be set to a single number or to an object with the
  72324. * following (optional) properties: precision, width, height. If a single number is passed,
  72325. * it will be used for both width and height. If an object is passed, the screenshot size
  72326. * will be derived from the parameters. The precision property is a multiplier allowing
  72327. * rendering at a higher or lower resolution
  72328. * @param successCallback The callback receives a single parameter which contains the
  72329. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  72330. * src parameter of an <img> to display it
  72331. * @param mimeType The MIME type of the screenshot image (default: image/png).
  72332. * Check your browser for supported MIME types
  72333. * @param samples Texture samples (default: 1)
  72334. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  72335. * @param fileName A name for for the downloaded file.
  72336. */
  72337. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  72338. /**
  72339. * Generates an image screenshot from the specified camera.
  72340. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  72341. * @param engine The engine to use for rendering
  72342. * @param camera The camera to use for rendering
  72343. * @param size This parameter can be set to a single number or to an object with the
  72344. * following (optional) properties: precision, width, height. If a single number is passed,
  72345. * it will be used for both width and height. If an object is passed, the screenshot size
  72346. * will be derived from the parameters. The precision property is a multiplier allowing
  72347. * rendering at a higher or lower resolution
  72348. * @param mimeType The MIME type of the screenshot image (default: image/png).
  72349. * Check your browser for supported MIME types
  72350. * @param samples Texture samples (default: 1)
  72351. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  72352. * @param fileName A name for for the downloaded file.
  72353. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  72354. * to the src parameter of an <img> to display it
  72355. */
  72356. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  72357. /**
  72358. * Gets height and width for screenshot size
  72359. * @private
  72360. */
  72361. private static _getScreenshotSize;
  72362. }
  72363. }
  72364. declare module "babylonjs/Misc/dataReader" {
  72365. /**
  72366. * Interface for a data buffer
  72367. */
  72368. export interface IDataBuffer {
  72369. /**
  72370. * Reads bytes from the data buffer.
  72371. * @param byteOffset The byte offset to read
  72372. * @param byteLength The byte length to read
  72373. * @returns A promise that resolves when the bytes are read
  72374. */
  72375. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  72376. /**
  72377. * The byte length of the buffer.
  72378. */
  72379. readonly byteLength: number;
  72380. }
  72381. /**
  72382. * Utility class for reading from a data buffer
  72383. */
  72384. export class DataReader {
  72385. /**
  72386. * The data buffer associated with this data reader.
  72387. */
  72388. readonly buffer: IDataBuffer;
  72389. /**
  72390. * The current byte offset from the beginning of the data buffer.
  72391. */
  72392. byteOffset: number;
  72393. private _dataView;
  72394. private _dataByteOffset;
  72395. /**
  72396. * Constructor
  72397. * @param buffer The buffer to read
  72398. */
  72399. constructor(buffer: IDataBuffer);
  72400. /**
  72401. * Loads the given byte length.
  72402. * @param byteLength The byte length to load
  72403. * @returns A promise that resolves when the load is complete
  72404. */
  72405. loadAsync(byteLength: number): Promise<void>;
  72406. /**
  72407. * Read a unsigned 32-bit integer from the currently loaded data range.
  72408. * @returns The 32-bit integer read
  72409. */
  72410. readUint32(): number;
  72411. /**
  72412. * Read a byte array from the currently loaded data range.
  72413. * @param byteLength The byte length to read
  72414. * @returns The byte array read
  72415. */
  72416. readUint8Array(byteLength: number): Uint8Array;
  72417. /**
  72418. * Read a string from the currently loaded data range.
  72419. * @param byteLength The byte length to read
  72420. * @returns The string read
  72421. */
  72422. readString(byteLength: number): string;
  72423. /**
  72424. * Skips the given byte length the currently loaded data range.
  72425. * @param byteLength The byte length to skip
  72426. */
  72427. skipBytes(byteLength: number): void;
  72428. }
  72429. }
  72430. declare module "babylonjs/Misc/index" {
  72431. export * from "babylonjs/Misc/andOrNotEvaluator";
  72432. export * from "babylonjs/Misc/assetsManager";
  72433. export * from "babylonjs/Misc/basis";
  72434. export * from "babylonjs/Misc/dds";
  72435. export * from "babylonjs/Misc/decorators";
  72436. export * from "babylonjs/Misc/deferred";
  72437. export * from "babylonjs/Misc/environmentTextureTools";
  72438. export * from "babylonjs/Misc/meshExploder";
  72439. export * from "babylonjs/Misc/filesInput";
  72440. export * from "babylonjs/Misc/HighDynamicRange/index";
  72441. export * from "babylonjs/Misc/khronosTextureContainer";
  72442. export * from "babylonjs/Misc/observable";
  72443. export * from "babylonjs/Misc/performanceMonitor";
  72444. export * from "babylonjs/Misc/promise";
  72445. export * from "babylonjs/Misc/sceneOptimizer";
  72446. export * from "babylonjs/Misc/sceneSerializer";
  72447. export * from "babylonjs/Misc/smartArray";
  72448. export * from "babylonjs/Misc/stringDictionary";
  72449. export * from "babylonjs/Misc/tags";
  72450. export * from "babylonjs/Misc/textureTools";
  72451. export * from "babylonjs/Misc/tga";
  72452. export * from "babylonjs/Misc/tools";
  72453. export * from "babylonjs/Misc/videoRecorder";
  72454. export * from "babylonjs/Misc/virtualJoystick";
  72455. export * from "babylonjs/Misc/workerPool";
  72456. export * from "babylonjs/Misc/logger";
  72457. export * from "babylonjs/Misc/typeStore";
  72458. export * from "babylonjs/Misc/filesInputStore";
  72459. export * from "babylonjs/Misc/deepCopier";
  72460. export * from "babylonjs/Misc/pivotTools";
  72461. export * from "babylonjs/Misc/precisionDate";
  72462. export * from "babylonjs/Misc/screenshotTools";
  72463. export * from "babylonjs/Misc/typeStore";
  72464. export * from "babylonjs/Misc/webRequest";
  72465. export * from "babylonjs/Misc/iInspectable";
  72466. export * from "babylonjs/Misc/brdfTextureTools";
  72467. export * from "babylonjs/Misc/rgbdTextureTools";
  72468. export * from "babylonjs/Misc/gradients";
  72469. export * from "babylonjs/Misc/perfCounter";
  72470. export * from "babylonjs/Misc/fileRequest";
  72471. export * from "babylonjs/Misc/customAnimationFrameRequester";
  72472. export * from "babylonjs/Misc/retryStrategy";
  72473. export * from "babylonjs/Misc/interfaces/screenshotSize";
  72474. export * from "babylonjs/Misc/canvasGenerator";
  72475. export * from "babylonjs/Misc/fileTools";
  72476. export * from "babylonjs/Misc/stringTools";
  72477. export * from "babylonjs/Misc/dataReader";
  72478. export * from "babylonjs/Misc/minMaxReducer";
  72479. export * from "babylonjs/Misc/depthReducer";
  72480. }
  72481. declare module "babylonjs/index" {
  72482. export * from "babylonjs/abstractScene";
  72483. export * from "babylonjs/Actions/index";
  72484. export * from "babylonjs/Animations/index";
  72485. export * from "babylonjs/assetContainer";
  72486. export * from "babylonjs/Audio/index";
  72487. export * from "babylonjs/Behaviors/index";
  72488. export * from "babylonjs/Bones/index";
  72489. export * from "babylonjs/Cameras/index";
  72490. export * from "babylonjs/Collisions/index";
  72491. export * from "babylonjs/Culling/index";
  72492. export * from "babylonjs/Debug/index";
  72493. export * from "babylonjs/Engines/index";
  72494. export * from "babylonjs/Events/index";
  72495. export * from "babylonjs/Gamepads/index";
  72496. export * from "babylonjs/Gizmos/index";
  72497. export * from "babylonjs/Helpers/index";
  72498. export * from "babylonjs/Instrumentation/index";
  72499. export * from "babylonjs/Layers/index";
  72500. export * from "babylonjs/LensFlares/index";
  72501. export * from "babylonjs/Lights/index";
  72502. export * from "babylonjs/Loading/index";
  72503. export * from "babylonjs/Materials/index";
  72504. export * from "babylonjs/Maths/index";
  72505. export * from "babylonjs/Meshes/index";
  72506. export * from "babylonjs/Morph/index";
  72507. export * from "babylonjs/Navigation/index";
  72508. export * from "babylonjs/node";
  72509. export * from "babylonjs/Offline/index";
  72510. export * from "babylonjs/Particles/index";
  72511. export * from "babylonjs/Physics/index";
  72512. export * from "babylonjs/PostProcesses/index";
  72513. export * from "babylonjs/Probes/index";
  72514. export * from "babylonjs/Rendering/index";
  72515. export * from "babylonjs/scene";
  72516. export * from "babylonjs/sceneComponent";
  72517. export * from "babylonjs/Sprites/index";
  72518. export * from "babylonjs/States/index";
  72519. export * from "babylonjs/Misc/index";
  72520. export * from "babylonjs/types";
  72521. }
  72522. declare module "babylonjs/Animations/pathCursor" {
  72523. import { Vector3 } from "babylonjs/Maths/math.vector";
  72524. import { Path2 } from "babylonjs/Maths/math.path";
  72525. /**
  72526. * A cursor which tracks a point on a path
  72527. */
  72528. export class PathCursor {
  72529. private path;
  72530. /**
  72531. * Stores path cursor callbacks for when an onchange event is triggered
  72532. */
  72533. private _onchange;
  72534. /**
  72535. * The value of the path cursor
  72536. */
  72537. value: number;
  72538. /**
  72539. * The animation array of the path cursor
  72540. */
  72541. animations: Animation[];
  72542. /**
  72543. * Initializes the path cursor
  72544. * @param path The path to track
  72545. */
  72546. constructor(path: Path2);
  72547. /**
  72548. * Gets the cursor point on the path
  72549. * @returns A point on the path cursor at the cursor location
  72550. */
  72551. getPoint(): Vector3;
  72552. /**
  72553. * Moves the cursor ahead by the step amount
  72554. * @param step The amount to move the cursor forward
  72555. * @returns This path cursor
  72556. */
  72557. moveAhead(step?: number): PathCursor;
  72558. /**
  72559. * Moves the cursor behind by the step amount
  72560. * @param step The amount to move the cursor back
  72561. * @returns This path cursor
  72562. */
  72563. moveBack(step?: number): PathCursor;
  72564. /**
  72565. * Moves the cursor by the step amount
  72566. * If the step amount is greater than one, an exception is thrown
  72567. * @param step The amount to move the cursor
  72568. * @returns This path cursor
  72569. */
  72570. move(step: number): PathCursor;
  72571. /**
  72572. * Ensures that the value is limited between zero and one
  72573. * @returns This path cursor
  72574. */
  72575. private ensureLimits;
  72576. /**
  72577. * Runs onchange callbacks on change (used by the animation engine)
  72578. * @returns This path cursor
  72579. */
  72580. private raiseOnChange;
  72581. /**
  72582. * Executes a function on change
  72583. * @param f A path cursor onchange callback
  72584. * @returns This path cursor
  72585. */
  72586. onchange(f: (cursor: PathCursor) => void): PathCursor;
  72587. }
  72588. }
  72589. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  72590. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  72591. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  72592. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  72593. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  72594. }
  72595. declare module "babylonjs/Engines/Processors/Expressions/index" {
  72596. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  72597. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  72598. }
  72599. declare module "babylonjs/Engines/Processors/index" {
  72600. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  72601. export * from "babylonjs/Engines/Processors/Expressions/index";
  72602. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  72603. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  72604. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  72605. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  72606. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  72607. export * from "babylonjs/Engines/Processors/shaderProcessor";
  72608. }
  72609. declare module "babylonjs/Legacy/legacy" {
  72610. import * as Babylon from "babylonjs/index";
  72611. export * from "babylonjs/index";
  72612. }
  72613. declare module "babylonjs/Shaders/blur.fragment" {
  72614. /** @hidden */
  72615. export var blurPixelShader: {
  72616. name: string;
  72617. shader: string;
  72618. };
  72619. }
  72620. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  72621. /** @hidden */
  72622. export var pointCloudVertexDeclaration: {
  72623. name: string;
  72624. shader: string;
  72625. };
  72626. }
  72627. declare module "babylonjs" {
  72628. export * from "babylonjs/Legacy/legacy";
  72629. }
  72630. declare module BABYLON {
  72631. /** Alias type for value that can be null */
  72632. export type Nullable<T> = T | null;
  72633. /**
  72634. * Alias type for number that are floats
  72635. * @ignorenaming
  72636. */
  72637. export type float = number;
  72638. /**
  72639. * Alias type for number that are doubles.
  72640. * @ignorenaming
  72641. */
  72642. export type double = number;
  72643. /**
  72644. * Alias type for number that are integer
  72645. * @ignorenaming
  72646. */
  72647. export type int = number;
  72648. /** Alias type for number array or Float32Array */
  72649. export type FloatArray = number[] | Float32Array;
  72650. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  72651. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  72652. /**
  72653. * Alias for types that can be used by a Buffer or VertexBuffer.
  72654. */
  72655. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  72656. /**
  72657. * Alias type for primitive types
  72658. * @ignorenaming
  72659. */
  72660. type Primitive = undefined | null | boolean | string | number | Function;
  72661. /**
  72662. * Type modifier to make all the properties of an object Readonly
  72663. */
  72664. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  72665. /**
  72666. * Type modifier to make all the properties of an object Readonly recursively
  72667. */
  72668. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  72669. /**
  72670. * Type modifier to make object properties readonly.
  72671. */
  72672. export type DeepImmutableObject<T> = {
  72673. readonly [K in keyof T]: DeepImmutable<T[K]>;
  72674. };
  72675. /** @hidden */
  72676. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  72677. }
  72678. }
  72679. declare module BABYLON {
  72680. /**
  72681. * A class serves as a medium between the observable and its observers
  72682. */
  72683. export class EventState {
  72684. /**
  72685. * Create a new EventState
  72686. * @param mask defines the mask associated with this state
  72687. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  72688. * @param target defines the original target of the state
  72689. * @param currentTarget defines the current target of the state
  72690. */
  72691. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  72692. /**
  72693. * Initialize the current event state
  72694. * @param mask defines the mask associated with this state
  72695. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  72696. * @param target defines the original target of the state
  72697. * @param currentTarget defines the current target of the state
  72698. * @returns the current event state
  72699. */
  72700. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  72701. /**
  72702. * An Observer can set this property to true to prevent subsequent observers of being notified
  72703. */
  72704. skipNextObservers: boolean;
  72705. /**
  72706. * Get the mask value that were used to trigger the event corresponding to this EventState object
  72707. */
  72708. mask: number;
  72709. /**
  72710. * The object that originally notified the event
  72711. */
  72712. target?: any;
  72713. /**
  72714. * The current object in the bubbling phase
  72715. */
  72716. currentTarget?: any;
  72717. /**
  72718. * This will be populated with the return value of the last function that was executed.
  72719. * If it is the first function in the callback chain it will be the event data.
  72720. */
  72721. lastReturnValue?: any;
  72722. }
  72723. /**
  72724. * Represent an Observer registered to a given Observable object.
  72725. */
  72726. export class Observer<T> {
  72727. /**
  72728. * Defines the callback to call when the observer is notified
  72729. */
  72730. callback: (eventData: T, eventState: EventState) => void;
  72731. /**
  72732. * Defines the mask of the observer (used to filter notifications)
  72733. */
  72734. mask: number;
  72735. /**
  72736. * Defines the current scope used to restore the JS context
  72737. */
  72738. scope: any;
  72739. /** @hidden */
  72740. _willBeUnregistered: boolean;
  72741. /**
  72742. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  72743. */
  72744. unregisterOnNextCall: boolean;
  72745. /**
  72746. * Creates a new observer
  72747. * @param callback defines the callback to call when the observer is notified
  72748. * @param mask defines the mask of the observer (used to filter notifications)
  72749. * @param scope defines the current scope used to restore the JS context
  72750. */
  72751. constructor(
  72752. /**
  72753. * Defines the callback to call when the observer is notified
  72754. */
  72755. callback: (eventData: T, eventState: EventState) => void,
  72756. /**
  72757. * Defines the mask of the observer (used to filter notifications)
  72758. */
  72759. mask: number,
  72760. /**
  72761. * Defines the current scope used to restore the JS context
  72762. */
  72763. scope?: any);
  72764. }
  72765. /**
  72766. * Represent a list of observers registered to multiple Observables object.
  72767. */
  72768. export class MultiObserver<T> {
  72769. private _observers;
  72770. private _observables;
  72771. /**
  72772. * Release associated resources
  72773. */
  72774. dispose(): void;
  72775. /**
  72776. * Raise a callback when one of the observable will notify
  72777. * @param observables defines a list of observables to watch
  72778. * @param callback defines the callback to call on notification
  72779. * @param mask defines the mask used to filter notifications
  72780. * @param scope defines the current scope used to restore the JS context
  72781. * @returns the new MultiObserver
  72782. */
  72783. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  72784. }
  72785. /**
  72786. * The Observable class is a simple implementation of the Observable pattern.
  72787. *
  72788. * 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.
  72789. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  72790. * 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).
  72791. * 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.
  72792. */
  72793. export class Observable<T> {
  72794. private _observers;
  72795. private _eventState;
  72796. private _onObserverAdded;
  72797. /**
  72798. * Gets the list of observers
  72799. */
  72800. get observers(): Array<Observer<T>>;
  72801. /**
  72802. * Creates a new observable
  72803. * @param onObserverAdded defines a callback to call when a new observer is added
  72804. */
  72805. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  72806. /**
  72807. * Create a new Observer with the specified callback
  72808. * @param callback the callback that will be executed for that Observer
  72809. * @param mask the mask used to filter observers
  72810. * @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.
  72811. * @param scope optional scope for the callback to be called from
  72812. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  72813. * @returns the new observer created for the callback
  72814. */
  72815. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  72816. /**
  72817. * Create a new Observer with the specified callback and unregisters after the next notification
  72818. * @param callback the callback that will be executed for that Observer
  72819. * @returns the new observer created for the callback
  72820. */
  72821. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  72822. /**
  72823. * Remove an Observer from the Observable object
  72824. * @param observer the instance of the Observer to remove
  72825. * @returns false if it doesn't belong to this Observable
  72826. */
  72827. remove(observer: Nullable<Observer<T>>): boolean;
  72828. /**
  72829. * Remove a callback from the Observable object
  72830. * @param callback the callback to remove
  72831. * @param scope optional scope. If used only the callbacks with this scope will be removed
  72832. * @returns false if it doesn't belong to this Observable
  72833. */
  72834. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  72835. private _deferUnregister;
  72836. private _remove;
  72837. /**
  72838. * Moves the observable to the top of the observer list making it get called first when notified
  72839. * @param observer the observer to move
  72840. */
  72841. makeObserverTopPriority(observer: Observer<T>): void;
  72842. /**
  72843. * Moves the observable to the bottom of the observer list making it get called last when notified
  72844. * @param observer the observer to move
  72845. */
  72846. makeObserverBottomPriority(observer: Observer<T>): void;
  72847. /**
  72848. * Notify all Observers by calling their respective callback with the given data
  72849. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  72850. * @param eventData defines the data to send to all observers
  72851. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  72852. * @param target defines the original target of the state
  72853. * @param currentTarget defines the current target of the state
  72854. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  72855. */
  72856. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  72857. /**
  72858. * Calling this will execute each callback, expecting it to be a promise or return a value.
  72859. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  72860. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  72861. * and it is crucial that all callbacks will be executed.
  72862. * The order of the callbacks is kept, callbacks are not executed parallel.
  72863. *
  72864. * @param eventData The data to be sent to each callback
  72865. * @param mask is used to filter observers defaults to -1
  72866. * @param target defines the callback target (see EventState)
  72867. * @param currentTarget defines he current object in the bubbling phase
  72868. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  72869. */
  72870. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  72871. /**
  72872. * Notify a specific observer
  72873. * @param observer defines the observer to notify
  72874. * @param eventData defines the data to be sent to each callback
  72875. * @param mask is used to filter observers defaults to -1
  72876. */
  72877. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  72878. /**
  72879. * Gets a boolean indicating if the observable has at least one observer
  72880. * @returns true is the Observable has at least one Observer registered
  72881. */
  72882. hasObservers(): boolean;
  72883. /**
  72884. * Clear the list of observers
  72885. */
  72886. clear(): void;
  72887. /**
  72888. * Clone the current observable
  72889. * @returns a new observable
  72890. */
  72891. clone(): Observable<T>;
  72892. /**
  72893. * Does this observable handles observer registered with a given mask
  72894. * @param mask defines the mask to be tested
  72895. * @return whether or not one observer registered with the given mask is handeled
  72896. **/
  72897. hasSpecificMask(mask?: number): boolean;
  72898. }
  72899. }
  72900. declare module BABYLON {
  72901. /**
  72902. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  72903. * Babylon.js
  72904. */
  72905. export class DomManagement {
  72906. /**
  72907. * Checks if the window object exists
  72908. * @returns true if the window object exists
  72909. */
  72910. static IsWindowObjectExist(): boolean;
  72911. /**
  72912. * Checks if the navigator object exists
  72913. * @returns true if the navigator object exists
  72914. */
  72915. static IsNavigatorAvailable(): boolean;
  72916. /**
  72917. * Extracts text content from a DOM element hierarchy
  72918. * @param element defines the root element
  72919. * @returns a string
  72920. */
  72921. static GetDOMTextContent(element: HTMLElement): string;
  72922. }
  72923. }
  72924. declare module BABYLON {
  72925. /**
  72926. * Logger used througouht the application to allow configuration of
  72927. * the log level required for the messages.
  72928. */
  72929. export class Logger {
  72930. /**
  72931. * No log
  72932. */
  72933. static readonly NoneLogLevel: number;
  72934. /**
  72935. * Only message logs
  72936. */
  72937. static readonly MessageLogLevel: number;
  72938. /**
  72939. * Only warning logs
  72940. */
  72941. static readonly WarningLogLevel: number;
  72942. /**
  72943. * Only error logs
  72944. */
  72945. static readonly ErrorLogLevel: number;
  72946. /**
  72947. * All logs
  72948. */
  72949. static readonly AllLogLevel: number;
  72950. private static _LogCache;
  72951. /**
  72952. * Gets a value indicating the number of loading errors
  72953. * @ignorenaming
  72954. */
  72955. static errorsCount: number;
  72956. /**
  72957. * Callback called when a new log is added
  72958. */
  72959. static OnNewCacheEntry: (entry: string) => void;
  72960. private static _AddLogEntry;
  72961. private static _FormatMessage;
  72962. private static _LogDisabled;
  72963. private static _LogEnabled;
  72964. private static _WarnDisabled;
  72965. private static _WarnEnabled;
  72966. private static _ErrorDisabled;
  72967. private static _ErrorEnabled;
  72968. /**
  72969. * Log a message to the console
  72970. */
  72971. static Log: (message: string) => void;
  72972. /**
  72973. * Write a warning message to the console
  72974. */
  72975. static Warn: (message: string) => void;
  72976. /**
  72977. * Write an error message to the console
  72978. */
  72979. static Error: (message: string) => void;
  72980. /**
  72981. * Gets current log cache (list of logs)
  72982. */
  72983. static get LogCache(): string;
  72984. /**
  72985. * Clears the log cache
  72986. */
  72987. static ClearLogCache(): void;
  72988. /**
  72989. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  72990. */
  72991. static set LogLevels(level: number);
  72992. }
  72993. }
  72994. declare module BABYLON {
  72995. /** @hidden */
  72996. export class _TypeStore {
  72997. /** @hidden */
  72998. static RegisteredTypes: {
  72999. [key: string]: Object;
  73000. };
  73001. /** @hidden */
  73002. static GetClass(fqdn: string): any;
  73003. }
  73004. }
  73005. declare module BABYLON {
  73006. /**
  73007. * Helper to manipulate strings
  73008. */
  73009. export class StringTools {
  73010. /**
  73011. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  73012. * @param str Source string
  73013. * @param suffix Suffix to search for in the source string
  73014. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  73015. */
  73016. static EndsWith(str: string, suffix: string): boolean;
  73017. /**
  73018. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  73019. * @param str Source string
  73020. * @param suffix Suffix to search for in the source string
  73021. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  73022. */
  73023. static StartsWith(str: string, suffix: string): boolean;
  73024. /**
  73025. * Decodes a buffer into a string
  73026. * @param buffer The buffer to decode
  73027. * @returns The decoded string
  73028. */
  73029. static Decode(buffer: Uint8Array | Uint16Array): string;
  73030. /**
  73031. * Encode a buffer to a base64 string
  73032. * @param buffer defines the buffer to encode
  73033. * @returns the encoded string
  73034. */
  73035. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  73036. }
  73037. }
  73038. declare module BABYLON {
  73039. /**
  73040. * Class containing a set of static utilities functions for deep copy.
  73041. */
  73042. export class DeepCopier {
  73043. /**
  73044. * Tries to copy an object by duplicating every property
  73045. * @param source defines the source object
  73046. * @param destination defines the target object
  73047. * @param doNotCopyList defines a list of properties to avoid
  73048. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  73049. */
  73050. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  73051. }
  73052. }
  73053. declare module BABYLON {
  73054. /**
  73055. * Class containing a set of static utilities functions for precision date
  73056. */
  73057. export class PrecisionDate {
  73058. /**
  73059. * Gets either window.performance.now() if supported or Date.now() else
  73060. */
  73061. static get Now(): number;
  73062. }
  73063. }
  73064. declare module BABYLON {
  73065. /** @hidden */
  73066. export class _DevTools {
  73067. static WarnImport(name: string): string;
  73068. }
  73069. }
  73070. declare module BABYLON {
  73071. /**
  73072. * Interface used to define the mechanism to get data from the network
  73073. */
  73074. export interface IWebRequest {
  73075. /**
  73076. * Returns client's response url
  73077. */
  73078. responseURL: string;
  73079. /**
  73080. * Returns client's status
  73081. */
  73082. status: number;
  73083. /**
  73084. * Returns client's status as a text
  73085. */
  73086. statusText: string;
  73087. }
  73088. }
  73089. declare module BABYLON {
  73090. /**
  73091. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  73092. */
  73093. export class WebRequest implements IWebRequest {
  73094. private _xhr;
  73095. /**
  73096. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  73097. * i.e. when loading files, where the server/service expects an Authorization header
  73098. */
  73099. static CustomRequestHeaders: {
  73100. [key: string]: string;
  73101. };
  73102. /**
  73103. * Add callback functions in this array to update all the requests before they get sent to the network
  73104. */
  73105. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  73106. private _injectCustomRequestHeaders;
  73107. /**
  73108. * Gets or sets a function to be called when loading progress changes
  73109. */
  73110. get onprogress(): ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  73111. set onprogress(value: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null);
  73112. /**
  73113. * Returns client's state
  73114. */
  73115. get readyState(): number;
  73116. /**
  73117. * Returns client's status
  73118. */
  73119. get status(): number;
  73120. /**
  73121. * Returns client's status as a text
  73122. */
  73123. get statusText(): string;
  73124. /**
  73125. * Returns client's response
  73126. */
  73127. get response(): any;
  73128. /**
  73129. * Returns client's response url
  73130. */
  73131. get responseURL(): string;
  73132. /**
  73133. * Returns client's response as text
  73134. */
  73135. get responseText(): string;
  73136. /**
  73137. * Gets or sets the expected response type
  73138. */
  73139. get responseType(): XMLHttpRequestResponseType;
  73140. set responseType(value: XMLHttpRequestResponseType);
  73141. /** @hidden */
  73142. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  73143. /** @hidden */
  73144. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  73145. /**
  73146. * Cancels any network activity
  73147. */
  73148. abort(): void;
  73149. /**
  73150. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  73151. * @param body defines an optional request body
  73152. */
  73153. send(body?: Document | BodyInit | null): void;
  73154. /**
  73155. * Sets the request method, request URL
  73156. * @param method defines the method to use (GET, POST, etc..)
  73157. * @param url defines the url to connect with
  73158. */
  73159. open(method: string, url: string): void;
  73160. /**
  73161. * Sets the value of a request header.
  73162. * @param name The name of the header whose value is to be set
  73163. * @param value The value to set as the body of the header
  73164. */
  73165. setRequestHeader(name: string, value: string): void;
  73166. /**
  73167. * Get the string containing the text of a particular header's value.
  73168. * @param name The name of the header
  73169. * @returns The string containing the text of the given header name
  73170. */
  73171. getResponseHeader(name: string): Nullable<string>;
  73172. }
  73173. }
  73174. declare module BABYLON {
  73175. /**
  73176. * File request interface
  73177. */
  73178. export interface IFileRequest {
  73179. /**
  73180. * Raised when the request is complete (success or error).
  73181. */
  73182. onCompleteObservable: Observable<IFileRequest>;
  73183. /**
  73184. * Aborts the request for a file.
  73185. */
  73186. abort: () => void;
  73187. }
  73188. }
  73189. declare module BABYLON {
  73190. /**
  73191. * Define options used to create a render target texture
  73192. */
  73193. export class RenderTargetCreationOptions {
  73194. /**
  73195. * Specifies is mipmaps must be generated
  73196. */
  73197. generateMipMaps?: boolean;
  73198. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  73199. generateDepthBuffer?: boolean;
  73200. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  73201. generateStencilBuffer?: boolean;
  73202. /** Defines texture type (int by default) */
  73203. type?: number;
  73204. /** Defines sampling mode (trilinear by default) */
  73205. samplingMode?: number;
  73206. /** Defines format (RGBA by default) */
  73207. format?: number;
  73208. }
  73209. }
  73210. declare module BABYLON {
  73211. /**
  73212. * @hidden
  73213. **/
  73214. export class _TimeToken {
  73215. _startTimeQuery: Nullable<WebGLQuery>;
  73216. _endTimeQuery: Nullable<WebGLQuery>;
  73217. _timeElapsedQuery: Nullable<WebGLQuery>;
  73218. _timeElapsedQueryEnded: boolean;
  73219. }
  73220. }
  73221. declare module BABYLON {
  73222. /** Defines the cross module used constants to avoid circular dependncies */
  73223. export class Constants {
  73224. /** Defines that alpha blending is disabled */
  73225. static readonly ALPHA_DISABLE: number;
  73226. /** Defines that alpha blending is SRC ALPHA * SRC + DEST */
  73227. static readonly ALPHA_ADD: number;
  73228. /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  73229. static readonly ALPHA_COMBINE: number;
  73230. /** Defines that alpha blending is DEST - SRC * DEST */
  73231. static readonly ALPHA_SUBTRACT: number;
  73232. /** Defines that alpha blending is SRC * DEST */
  73233. static readonly ALPHA_MULTIPLY: number;
  73234. /** Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC) * DEST */
  73235. static readonly ALPHA_MAXIMIZED: number;
  73236. /** Defines that alpha blending is SRC + DEST */
  73237. static readonly ALPHA_ONEONE: number;
  73238. /** Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST */
  73239. static readonly ALPHA_PREMULTIPLIED: number;
  73240. /**
  73241. * Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST
  73242. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  73243. */
  73244. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  73245. /** Defines that alpha blending is CST * SRC + (1 - CST) * DEST */
  73246. static readonly ALPHA_INTERPOLATE: number;
  73247. /**
  73248. * Defines that alpha blending is SRC + (1 - SRC) * DEST
  73249. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  73250. */
  73251. static readonly ALPHA_SCREENMODE: number;
  73252. /**
  73253. * Defines that alpha blending is SRC + DST
  73254. * Alpha will be set to SRC ALPHA + DST ALPHA
  73255. */
  73256. static readonly ALPHA_ONEONE_ONEONE: number;
  73257. /**
  73258. * Defines that alpha blending is SRC * DST ALPHA + DST
  73259. * Alpha will be set to 0
  73260. */
  73261. static readonly ALPHA_ALPHATOCOLOR: number;
  73262. /**
  73263. * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)
  73264. */
  73265. static readonly ALPHA_REVERSEONEMINUS: number;
  73266. /**
  73267. * Defines that alpha blending is SRC + DST * (1 - SRC ALPHA)
  73268. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  73269. */
  73270. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  73271. /**
  73272. * Defines that alpha blending is SRC + DST
  73273. * Alpha will be set to SRC ALPHA
  73274. */
  73275. static readonly ALPHA_ONEONE_ONEZERO: number;
  73276. /**
  73277. * Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)
  73278. * Alpha will be set to DST ALPHA
  73279. */
  73280. static readonly ALPHA_EXCLUSION: number;
  73281. /** Defines that alpha blending equation a SUM */
  73282. static readonly ALPHA_EQUATION_ADD: number;
  73283. /** Defines that alpha blending equation a SUBSTRACTION */
  73284. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  73285. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  73286. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  73287. /** Defines that alpha blending equation a MAX operation */
  73288. static readonly ALPHA_EQUATION_MAX: number;
  73289. /** Defines that alpha blending equation a MIN operation */
  73290. static readonly ALPHA_EQUATION_MIN: number;
  73291. /**
  73292. * Defines that alpha blending equation a DARKEN operation:
  73293. * It takes the min of the src and sums the alpha channels.
  73294. */
  73295. static readonly ALPHA_EQUATION_DARKEN: number;
  73296. /** Defines that the ressource is not delayed*/
  73297. static readonly DELAYLOADSTATE_NONE: number;
  73298. /** Defines that the ressource was successfully delay loaded */
  73299. static readonly DELAYLOADSTATE_LOADED: number;
  73300. /** Defines that the ressource is currently delay loading */
  73301. static readonly DELAYLOADSTATE_LOADING: number;
  73302. /** Defines that the ressource is delayed and has not started loading */
  73303. static readonly DELAYLOADSTATE_NOTLOADED: number;
  73304. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  73305. static readonly NEVER: number;
  73306. /** 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 */
  73307. static readonly ALWAYS: number;
  73308. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  73309. static readonly LESS: number;
  73310. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  73311. static readonly EQUAL: number;
  73312. /** 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 */
  73313. static readonly LEQUAL: number;
  73314. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  73315. static readonly GREATER: number;
  73316. /** 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 */
  73317. static readonly GEQUAL: number;
  73318. /** 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 */
  73319. static readonly NOTEQUAL: number;
  73320. /** Passed to stencilOperation to specify that stencil value must be kept */
  73321. static readonly KEEP: number;
  73322. /** Passed to stencilOperation to specify that stencil value must be replaced */
  73323. static readonly REPLACE: number;
  73324. /** Passed to stencilOperation to specify that stencil value must be incremented */
  73325. static readonly INCR: number;
  73326. /** Passed to stencilOperation to specify that stencil value must be decremented */
  73327. static readonly DECR: number;
  73328. /** Passed to stencilOperation to specify that stencil value must be inverted */
  73329. static readonly INVERT: number;
  73330. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  73331. static readonly INCR_WRAP: number;
  73332. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  73333. static readonly DECR_WRAP: number;
  73334. /** Texture is not repeating outside of 0..1 UVs */
  73335. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  73336. /** Texture is repeating outside of 0..1 UVs */
  73337. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  73338. /** Texture is repeating and mirrored */
  73339. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  73340. /** ALPHA */
  73341. static readonly TEXTUREFORMAT_ALPHA: number;
  73342. /** LUMINANCE */
  73343. static readonly TEXTUREFORMAT_LUMINANCE: number;
  73344. /** LUMINANCE_ALPHA */
  73345. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  73346. /** RGB */
  73347. static readonly TEXTUREFORMAT_RGB: number;
  73348. /** RGBA */
  73349. static readonly TEXTUREFORMAT_RGBA: number;
  73350. /** RED */
  73351. static readonly TEXTUREFORMAT_RED: number;
  73352. /** RED (2nd reference) */
  73353. static readonly TEXTUREFORMAT_R: number;
  73354. /** RG */
  73355. static readonly TEXTUREFORMAT_RG: number;
  73356. /** RED_INTEGER */
  73357. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  73358. /** RED_INTEGER (2nd reference) */
  73359. static readonly TEXTUREFORMAT_R_INTEGER: number;
  73360. /** RG_INTEGER */
  73361. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  73362. /** RGB_INTEGER */
  73363. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  73364. /** RGBA_INTEGER */
  73365. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  73366. /** UNSIGNED_BYTE */
  73367. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  73368. /** UNSIGNED_BYTE (2nd reference) */
  73369. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  73370. /** FLOAT */
  73371. static readonly TEXTURETYPE_FLOAT: number;
  73372. /** HALF_FLOAT */
  73373. static readonly TEXTURETYPE_HALF_FLOAT: number;
  73374. /** BYTE */
  73375. static readonly TEXTURETYPE_BYTE: number;
  73376. /** SHORT */
  73377. static readonly TEXTURETYPE_SHORT: number;
  73378. /** UNSIGNED_SHORT */
  73379. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  73380. /** INT */
  73381. static readonly TEXTURETYPE_INT: number;
  73382. /** UNSIGNED_INT */
  73383. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  73384. /** UNSIGNED_SHORT_4_4_4_4 */
  73385. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  73386. /** UNSIGNED_SHORT_5_5_5_1 */
  73387. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  73388. /** UNSIGNED_SHORT_5_6_5 */
  73389. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  73390. /** UNSIGNED_INT_2_10_10_10_REV */
  73391. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  73392. /** UNSIGNED_INT_24_8 */
  73393. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  73394. /** UNSIGNED_INT_10F_11F_11F_REV */
  73395. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  73396. /** UNSIGNED_INT_5_9_9_9_REV */
  73397. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  73398. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  73399. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  73400. /** nearest is mag = nearest and min = nearest and no mip */
  73401. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  73402. /** mag = nearest and min = nearest and mip = none */
  73403. static readonly TEXTURE_NEAREST_NEAREST: number;
  73404. /** Bilinear is mag = linear and min = linear and no mip */
  73405. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  73406. /** mag = linear and min = linear and mip = none */
  73407. static readonly TEXTURE_LINEAR_LINEAR: number;
  73408. /** Trilinear is mag = linear and min = linear and mip = linear */
  73409. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  73410. /** Trilinear is mag = linear and min = linear and mip = linear */
  73411. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  73412. /** mag = nearest and min = nearest and mip = nearest */
  73413. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  73414. /** mag = nearest and min = linear and mip = nearest */
  73415. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  73416. /** mag = nearest and min = linear and mip = linear */
  73417. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  73418. /** mag = nearest and min = linear and mip = none */
  73419. static readonly TEXTURE_NEAREST_LINEAR: number;
  73420. /** nearest is mag = nearest and min = nearest and mip = linear */
  73421. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  73422. /** mag = linear and min = nearest and mip = nearest */
  73423. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  73424. /** mag = linear and min = nearest and mip = linear */
  73425. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  73426. /** Bilinear is mag = linear and min = linear and mip = nearest */
  73427. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  73428. /** mag = linear and min = nearest and mip = none */
  73429. static readonly TEXTURE_LINEAR_NEAREST: number;
  73430. /** Explicit coordinates mode */
  73431. static readonly TEXTURE_EXPLICIT_MODE: number;
  73432. /** Spherical coordinates mode */
  73433. static readonly TEXTURE_SPHERICAL_MODE: number;
  73434. /** Planar coordinates mode */
  73435. static readonly TEXTURE_PLANAR_MODE: number;
  73436. /** Cubic coordinates mode */
  73437. static readonly TEXTURE_CUBIC_MODE: number;
  73438. /** Projection coordinates mode */
  73439. static readonly TEXTURE_PROJECTION_MODE: number;
  73440. /** Skybox coordinates mode */
  73441. static readonly TEXTURE_SKYBOX_MODE: number;
  73442. /** Inverse Cubic coordinates mode */
  73443. static readonly TEXTURE_INVCUBIC_MODE: number;
  73444. /** Equirectangular coordinates mode */
  73445. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  73446. /** Equirectangular Fixed coordinates mode */
  73447. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  73448. /** Equirectangular Fixed Mirrored coordinates mode */
  73449. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  73450. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  73451. static readonly SCALEMODE_FLOOR: number;
  73452. /** Defines that texture rescaling will look for the nearest power of 2 size */
  73453. static readonly SCALEMODE_NEAREST: number;
  73454. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  73455. static readonly SCALEMODE_CEILING: number;
  73456. /**
  73457. * The dirty texture flag value
  73458. */
  73459. static readonly MATERIAL_TextureDirtyFlag: number;
  73460. /**
  73461. * The dirty light flag value
  73462. */
  73463. static readonly MATERIAL_LightDirtyFlag: number;
  73464. /**
  73465. * The dirty fresnel flag value
  73466. */
  73467. static readonly MATERIAL_FresnelDirtyFlag: number;
  73468. /**
  73469. * The dirty attribute flag value
  73470. */
  73471. static readonly MATERIAL_AttributesDirtyFlag: number;
  73472. /**
  73473. * The dirty misc flag value
  73474. */
  73475. static readonly MATERIAL_MiscDirtyFlag: number;
  73476. /**
  73477. * The all dirty flag value
  73478. */
  73479. static readonly MATERIAL_AllDirtyFlag: number;
  73480. /**
  73481. * Returns the triangle fill mode
  73482. */
  73483. static readonly MATERIAL_TriangleFillMode: number;
  73484. /**
  73485. * Returns the wireframe mode
  73486. */
  73487. static readonly MATERIAL_WireFrameFillMode: number;
  73488. /**
  73489. * Returns the point fill mode
  73490. */
  73491. static readonly MATERIAL_PointFillMode: number;
  73492. /**
  73493. * Returns the point list draw mode
  73494. */
  73495. static readonly MATERIAL_PointListDrawMode: number;
  73496. /**
  73497. * Returns the line list draw mode
  73498. */
  73499. static readonly MATERIAL_LineListDrawMode: number;
  73500. /**
  73501. * Returns the line loop draw mode
  73502. */
  73503. static readonly MATERIAL_LineLoopDrawMode: number;
  73504. /**
  73505. * Returns the line strip draw mode
  73506. */
  73507. static readonly MATERIAL_LineStripDrawMode: number;
  73508. /**
  73509. * Returns the triangle strip draw mode
  73510. */
  73511. static readonly MATERIAL_TriangleStripDrawMode: number;
  73512. /**
  73513. * Returns the triangle fan draw mode
  73514. */
  73515. static readonly MATERIAL_TriangleFanDrawMode: number;
  73516. /**
  73517. * Stores the clock-wise side orientation
  73518. */
  73519. static readonly MATERIAL_ClockWiseSideOrientation: number;
  73520. /**
  73521. * Stores the counter clock-wise side orientation
  73522. */
  73523. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  73524. /**
  73525. * Nothing
  73526. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73527. */
  73528. static readonly ACTION_NothingTrigger: number;
  73529. /**
  73530. * On pick
  73531. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73532. */
  73533. static readonly ACTION_OnPickTrigger: number;
  73534. /**
  73535. * On left pick
  73536. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73537. */
  73538. static readonly ACTION_OnLeftPickTrigger: number;
  73539. /**
  73540. * On right pick
  73541. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73542. */
  73543. static readonly ACTION_OnRightPickTrigger: number;
  73544. /**
  73545. * On center pick
  73546. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73547. */
  73548. static readonly ACTION_OnCenterPickTrigger: number;
  73549. /**
  73550. * On pick down
  73551. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73552. */
  73553. static readonly ACTION_OnPickDownTrigger: number;
  73554. /**
  73555. * On double pick
  73556. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73557. */
  73558. static readonly ACTION_OnDoublePickTrigger: number;
  73559. /**
  73560. * On pick up
  73561. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73562. */
  73563. static readonly ACTION_OnPickUpTrigger: number;
  73564. /**
  73565. * On pick out.
  73566. * This trigger will only be raised if you also declared a OnPickDown
  73567. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73568. */
  73569. static readonly ACTION_OnPickOutTrigger: number;
  73570. /**
  73571. * On long press
  73572. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73573. */
  73574. static readonly ACTION_OnLongPressTrigger: number;
  73575. /**
  73576. * On pointer over
  73577. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73578. */
  73579. static readonly ACTION_OnPointerOverTrigger: number;
  73580. /**
  73581. * On pointer out
  73582. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73583. */
  73584. static readonly ACTION_OnPointerOutTrigger: number;
  73585. /**
  73586. * On every frame
  73587. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73588. */
  73589. static readonly ACTION_OnEveryFrameTrigger: number;
  73590. /**
  73591. * On intersection enter
  73592. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73593. */
  73594. static readonly ACTION_OnIntersectionEnterTrigger: number;
  73595. /**
  73596. * On intersection exit
  73597. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73598. */
  73599. static readonly ACTION_OnIntersectionExitTrigger: number;
  73600. /**
  73601. * On key down
  73602. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73603. */
  73604. static readonly ACTION_OnKeyDownTrigger: number;
  73605. /**
  73606. * On key up
  73607. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  73608. */
  73609. static readonly ACTION_OnKeyUpTrigger: number;
  73610. /**
  73611. * Billboard mode will only apply to Y axis
  73612. */
  73613. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  73614. /**
  73615. * Billboard mode will apply to all axes
  73616. */
  73617. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  73618. /**
  73619. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  73620. */
  73621. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  73622. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  73623. * Test order :
  73624. * Is the bounding sphere outside the frustum ?
  73625. * If not, are the bounding box vertices outside the frustum ?
  73626. * It not, then the cullable object is in the frustum.
  73627. */
  73628. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  73629. /** Culling strategy : Bounding Sphere Only.
  73630. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  73631. * It's also less accurate than the standard because some not visible objects can still be selected.
  73632. * Test : is the bounding sphere outside the frustum ?
  73633. * If not, then the cullable object is in the frustum.
  73634. */
  73635. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  73636. /** Culling strategy : Optimistic Inclusion.
  73637. * This in an inclusion test first, then the standard exclusion test.
  73638. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  73639. * 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.
  73640. * Anyway, it's as accurate as the standard strategy.
  73641. * Test :
  73642. * Is the cullable object bounding sphere center in the frustum ?
  73643. * If not, apply the default culling strategy.
  73644. */
  73645. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  73646. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  73647. * This in an inclusion test first, then the bounding sphere only exclusion test.
  73648. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  73649. * 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.
  73650. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  73651. * Test :
  73652. * Is the cullable object bounding sphere center in the frustum ?
  73653. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  73654. */
  73655. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  73656. /**
  73657. * No logging while loading
  73658. */
  73659. static readonly SCENELOADER_NO_LOGGING: number;
  73660. /**
  73661. * Minimal logging while loading
  73662. */
  73663. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  73664. /**
  73665. * Summary logging while loading
  73666. */
  73667. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  73668. /**
  73669. * Detailled logging while loading
  73670. */
  73671. static readonly SCENELOADER_DETAILED_LOGGING: number;
  73672. }
  73673. }
  73674. declare module BABYLON {
  73675. /**
  73676. * This represents the required contract to create a new type of texture loader.
  73677. */
  73678. export interface IInternalTextureLoader {
  73679. /**
  73680. * Defines wether the loader supports cascade loading the different faces.
  73681. */
  73682. supportCascades: boolean;
  73683. /**
  73684. * This returns if the loader support the current file information.
  73685. * @param extension defines the file extension of the file being loaded
  73686. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73687. * @param fallback defines the fallback internal texture if any
  73688. * @param isBase64 defines whether the texture is encoded as a base64
  73689. * @param isBuffer defines whether the texture data are stored as a buffer
  73690. * @returns true if the loader can load the specified file
  73691. */
  73692. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  73693. /**
  73694. * Transform the url before loading if required.
  73695. * @param rootUrl the url of the texture
  73696. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73697. * @returns the transformed texture
  73698. */
  73699. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  73700. /**
  73701. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  73702. * @param rootUrl the url of the texture
  73703. * @param textureFormatInUse defines the current compressed format in use iun the engine
  73704. * @returns the fallback texture
  73705. */
  73706. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  73707. /**
  73708. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  73709. * @param data contains the texture data
  73710. * @param texture defines the BabylonJS internal texture
  73711. * @param createPolynomials will be true if polynomials have been requested
  73712. * @param onLoad defines the callback to trigger once the texture is ready
  73713. * @param onError defines the callback to trigger in case of error
  73714. */
  73715. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  73716. /**
  73717. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  73718. * @param data contains the texture data
  73719. * @param texture defines the BabylonJS internal texture
  73720. * @param callback defines the method to call once ready to upload
  73721. */
  73722. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  73723. }
  73724. }
  73725. declare module BABYLON {
  73726. /**
  73727. * Class used to store and describe the pipeline context associated with an effect
  73728. */
  73729. export interface IPipelineContext {
  73730. /**
  73731. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  73732. */
  73733. isAsync: boolean;
  73734. /**
  73735. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  73736. */
  73737. isReady: boolean;
  73738. /** @hidden */
  73739. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  73740. }
  73741. }
  73742. declare module BABYLON {
  73743. /**
  73744. * Class used to store gfx data (like WebGLBuffer)
  73745. */
  73746. export class DataBuffer {
  73747. /**
  73748. * Gets or sets the number of objects referencing this buffer
  73749. */
  73750. references: number;
  73751. /** Gets or sets the size of the underlying buffer */
  73752. capacity: number;
  73753. /**
  73754. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  73755. */
  73756. is32Bits: boolean;
  73757. /**
  73758. * Gets the underlying buffer
  73759. */
  73760. get underlyingResource(): any;
  73761. }
  73762. }
  73763. declare module BABYLON {
  73764. /** @hidden */
  73765. export interface IShaderProcessor {
  73766. attributeProcessor?: (attribute: string) => string;
  73767. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  73768. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  73769. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  73770. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  73771. lineProcessor?: (line: string, isFragment: boolean) => string;
  73772. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  73773. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  73774. }
  73775. }
  73776. declare module BABYLON {
  73777. /** @hidden */
  73778. export interface ProcessingOptions {
  73779. defines: string[];
  73780. indexParameters: any;
  73781. isFragment: boolean;
  73782. shouldUseHighPrecisionShader: boolean;
  73783. supportsUniformBuffers: boolean;
  73784. shadersRepository: string;
  73785. includesShadersStore: {
  73786. [key: string]: string;
  73787. };
  73788. processor?: IShaderProcessor;
  73789. version: string;
  73790. platformName: string;
  73791. lookForClosingBracketForUniformBuffer?: boolean;
  73792. }
  73793. }
  73794. declare module BABYLON {
  73795. /** @hidden */
  73796. export class ShaderCodeNode {
  73797. line: string;
  73798. children: ShaderCodeNode[];
  73799. additionalDefineKey?: string;
  73800. additionalDefineValue?: string;
  73801. isValid(preprocessors: {
  73802. [key: string]: string;
  73803. }): boolean;
  73804. process(preprocessors: {
  73805. [key: string]: string;
  73806. }, options: ProcessingOptions): string;
  73807. }
  73808. }
  73809. declare module BABYLON {
  73810. /** @hidden */
  73811. export class ShaderCodeCursor {
  73812. private _lines;
  73813. lineIndex: number;
  73814. get currentLine(): string;
  73815. get canRead(): boolean;
  73816. set lines(value: string[]);
  73817. }
  73818. }
  73819. declare module BABYLON {
  73820. /** @hidden */
  73821. export class ShaderCodeConditionNode extends ShaderCodeNode {
  73822. process(preprocessors: {
  73823. [key: string]: string;
  73824. }, options: ProcessingOptions): string;
  73825. }
  73826. }
  73827. declare module BABYLON {
  73828. /** @hidden */
  73829. export class ShaderDefineExpression {
  73830. isTrue(preprocessors: {
  73831. [key: string]: string;
  73832. }): boolean;
  73833. }
  73834. }
  73835. declare module BABYLON {
  73836. /** @hidden */
  73837. export class ShaderCodeTestNode extends ShaderCodeNode {
  73838. testExpression: ShaderDefineExpression;
  73839. isValid(preprocessors: {
  73840. [key: string]: string;
  73841. }): boolean;
  73842. }
  73843. }
  73844. declare module BABYLON {
  73845. /** @hidden */
  73846. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  73847. define: string;
  73848. not: boolean;
  73849. constructor(define: string, not?: boolean);
  73850. isTrue(preprocessors: {
  73851. [key: string]: string;
  73852. }): boolean;
  73853. }
  73854. }
  73855. declare module BABYLON {
  73856. /** @hidden */
  73857. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  73858. leftOperand: ShaderDefineExpression;
  73859. rightOperand: ShaderDefineExpression;
  73860. isTrue(preprocessors: {
  73861. [key: string]: string;
  73862. }): boolean;
  73863. }
  73864. }
  73865. declare module BABYLON {
  73866. /** @hidden */
  73867. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  73868. leftOperand: ShaderDefineExpression;
  73869. rightOperand: ShaderDefineExpression;
  73870. isTrue(preprocessors: {
  73871. [key: string]: string;
  73872. }): boolean;
  73873. }
  73874. }
  73875. declare module BABYLON {
  73876. /** @hidden */
  73877. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  73878. define: string;
  73879. operand: string;
  73880. testValue: string;
  73881. constructor(define: string, operand: string, testValue: string);
  73882. isTrue(preprocessors: {
  73883. [key: string]: string;
  73884. }): boolean;
  73885. }
  73886. }
  73887. declare module BABYLON {
  73888. /**
  73889. * Class used to enable access to offline support
  73890. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  73891. */
  73892. export interface IOfflineProvider {
  73893. /**
  73894. * Gets a boolean indicating if scene must be saved in the database
  73895. */
  73896. enableSceneOffline: boolean;
  73897. /**
  73898. * Gets a boolean indicating if textures must be saved in the database
  73899. */
  73900. enableTexturesOffline: boolean;
  73901. /**
  73902. * Open the offline support and make it available
  73903. * @param successCallback defines the callback to call on success
  73904. * @param errorCallback defines the callback to call on error
  73905. */
  73906. open(successCallback: () => void, errorCallback: () => void): void;
  73907. /**
  73908. * Loads an image from the offline support
  73909. * @param url defines the url to load from
  73910. * @param image defines the target DOM image
  73911. */
  73912. loadImage(url: string, image: HTMLImageElement): void;
  73913. /**
  73914. * Loads a file from offline support
  73915. * @param url defines the URL to load from
  73916. * @param sceneLoaded defines a callback to call on success
  73917. * @param progressCallBack defines a callback to call when progress changed
  73918. * @param errorCallback defines a callback to call on error
  73919. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  73920. */
  73921. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  73922. }
  73923. }
  73924. declare module BABYLON {
  73925. /**
  73926. * Class used to help managing file picking and drag'n'drop
  73927. * File Storage
  73928. */
  73929. export class FilesInputStore {
  73930. /**
  73931. * List of files ready to be loaded
  73932. */
  73933. static FilesToLoad: {
  73934. [key: string]: File;
  73935. };
  73936. }
  73937. }
  73938. declare module BABYLON {
  73939. /**
  73940. * Class used to define a retry strategy when error happens while loading assets
  73941. */
  73942. export class RetryStrategy {
  73943. /**
  73944. * Function used to defines an exponential back off strategy
  73945. * @param maxRetries defines the maximum number of retries (3 by default)
  73946. * @param baseInterval defines the interval between retries
  73947. * @returns the strategy function to use
  73948. */
  73949. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  73950. }
  73951. }
  73952. declare module BABYLON {
  73953. /**
  73954. * @ignore
  73955. * Application error to support additional information when loading a file
  73956. */
  73957. export abstract class BaseError extends Error {
  73958. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  73959. }
  73960. }
  73961. declare module BABYLON {
  73962. /** @ignore */
  73963. export class LoadFileError extends BaseError {
  73964. request?: WebRequest;
  73965. file?: File;
  73966. /**
  73967. * Creates a new LoadFileError
  73968. * @param message defines the message of the error
  73969. * @param request defines the optional web request
  73970. * @param file defines the optional file
  73971. */
  73972. constructor(message: string, object?: WebRequest | File);
  73973. }
  73974. /** @ignore */
  73975. export class RequestFileError extends BaseError {
  73976. request: WebRequest;
  73977. /**
  73978. * Creates a new LoadFileError
  73979. * @param message defines the message of the error
  73980. * @param request defines the optional web request
  73981. */
  73982. constructor(message: string, request: WebRequest);
  73983. }
  73984. /** @ignore */
  73985. export class ReadFileError extends BaseError {
  73986. file: File;
  73987. /**
  73988. * Creates a new ReadFileError
  73989. * @param message defines the message of the error
  73990. * @param file defines the optional file
  73991. */
  73992. constructor(message: string, file: File);
  73993. }
  73994. /**
  73995. * @hidden
  73996. */
  73997. export class FileTools {
  73998. /**
  73999. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  74000. */
  74001. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  74002. /**
  74003. * Gets or sets the base URL to use to load assets
  74004. */
  74005. static BaseUrl: string;
  74006. /**
  74007. * Default behaviour for cors in the application.
  74008. * It can be a string if the expected behavior is identical in the entire app.
  74009. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  74010. */
  74011. static CorsBehavior: string | ((url: string | string[]) => string);
  74012. /**
  74013. * Gets or sets a function used to pre-process url before using them to load assets
  74014. */
  74015. static PreprocessUrl: (url: string) => string;
  74016. /**
  74017. * Removes unwanted characters from an url
  74018. * @param url defines the url to clean
  74019. * @returns the cleaned url
  74020. */
  74021. private static _CleanUrl;
  74022. /**
  74023. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  74024. * @param url define the url we are trying
  74025. * @param element define the dom element where to configure the cors policy
  74026. */
  74027. static SetCorsBehavior(url: string | string[], element: {
  74028. crossOrigin: string | null;
  74029. }): void;
  74030. /**
  74031. * Loads an image as an HTMLImageElement.
  74032. * @param input url string, ArrayBuffer, or Blob to load
  74033. * @param onLoad callback called when the image successfully loads
  74034. * @param onError callback called when the image fails to load
  74035. * @param offlineProvider offline provider for caching
  74036. * @param mimeType optional mime type
  74037. * @returns the HTMLImageElement of the loaded image
  74038. */
  74039. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  74040. /**
  74041. * Reads a file from a File object
  74042. * @param file defines the file to load
  74043. * @param onSuccess defines the callback to call when data is loaded
  74044. * @param onProgress defines the callback to call during loading process
  74045. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  74046. * @param onError defines the callback to call when an error occurs
  74047. * @returns a file request object
  74048. */
  74049. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  74050. /**
  74051. * Loads a file from a url
  74052. * @param url url to load
  74053. * @param onSuccess callback called when the file successfully loads
  74054. * @param onProgress callback called while file is loading (if the server supports this mode)
  74055. * @param offlineProvider defines the offline provider for caching
  74056. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  74057. * @param onError callback called when the file fails to load
  74058. * @returns a file request object
  74059. */
  74060. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  74061. /**
  74062. * Loads a file
  74063. * @param url url to load
  74064. * @param onSuccess callback called when the file successfully loads
  74065. * @param onProgress callback called while file is loading (if the server supports this mode)
  74066. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  74067. * @param onError callback called when the file fails to load
  74068. * @param onOpened callback called when the web request is opened
  74069. * @returns a file request object
  74070. */
  74071. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  74072. /**
  74073. * Checks if the loaded document was accessed via `file:`-Protocol.
  74074. * @returns boolean
  74075. */
  74076. static IsFileURL(): boolean;
  74077. }
  74078. }
  74079. declare module BABYLON {
  74080. /** @hidden */
  74081. export class ShaderProcessor {
  74082. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  74083. private static _ProcessPrecision;
  74084. private static _ExtractOperation;
  74085. private static _BuildSubExpression;
  74086. private static _BuildExpression;
  74087. private static _MoveCursorWithinIf;
  74088. private static _MoveCursor;
  74089. private static _EvaluatePreProcessors;
  74090. private static _PreparePreProcessors;
  74091. private static _ProcessShaderConversion;
  74092. private static _ProcessIncludes;
  74093. /**
  74094. * Loads a file from a url
  74095. * @param url url to load
  74096. * @param onSuccess callback called when the file successfully loads
  74097. * @param onProgress callback called while file is loading (if the server supports this mode)
  74098. * @param offlineProvider defines the offline provider for caching
  74099. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  74100. * @param onError callback called when the file fails to load
  74101. * @returns a file request object
  74102. * @hidden
  74103. */
  74104. static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  74105. }
  74106. }
  74107. declare module BABYLON {
  74108. /**
  74109. * @hidden
  74110. */
  74111. export interface IColor4Like {
  74112. r: float;
  74113. g: float;
  74114. b: float;
  74115. a: float;
  74116. }
  74117. /**
  74118. * @hidden
  74119. */
  74120. export interface IColor3Like {
  74121. r: float;
  74122. g: float;
  74123. b: float;
  74124. }
  74125. /**
  74126. * @hidden
  74127. */
  74128. export interface IVector4Like {
  74129. x: float;
  74130. y: float;
  74131. z: float;
  74132. w: float;
  74133. }
  74134. /**
  74135. * @hidden
  74136. */
  74137. export interface IVector3Like {
  74138. x: float;
  74139. y: float;
  74140. z: float;
  74141. }
  74142. /**
  74143. * @hidden
  74144. */
  74145. export interface IVector2Like {
  74146. x: float;
  74147. y: float;
  74148. }
  74149. /**
  74150. * @hidden
  74151. */
  74152. export interface IMatrixLike {
  74153. toArray(): DeepImmutable<Float32Array>;
  74154. updateFlag: int;
  74155. }
  74156. /**
  74157. * @hidden
  74158. */
  74159. export interface IViewportLike {
  74160. x: float;
  74161. y: float;
  74162. width: float;
  74163. height: float;
  74164. }
  74165. /**
  74166. * @hidden
  74167. */
  74168. export interface IPlaneLike {
  74169. normal: IVector3Like;
  74170. d: float;
  74171. normalize(): void;
  74172. }
  74173. }
  74174. declare module BABYLON {
  74175. /**
  74176. * Interface used to define common properties for effect fallbacks
  74177. */
  74178. export interface IEffectFallbacks {
  74179. /**
  74180. * Removes the defines that should be removed when falling back.
  74181. * @param currentDefines defines the current define statements for the shader.
  74182. * @param effect defines the current effect we try to compile
  74183. * @returns The resulting defines with defines of the current rank removed.
  74184. */
  74185. reduce(currentDefines: string, effect: Effect): string;
  74186. /**
  74187. * Removes the fallback from the bound mesh.
  74188. */
  74189. unBindMesh(): void;
  74190. /**
  74191. * Checks to see if more fallbacks are still availible.
  74192. */
  74193. hasMoreFallbacks: boolean;
  74194. }
  74195. }
  74196. declare module BABYLON {
  74197. /**
  74198. * Class used to evalaute queries containing `and` and `or` operators
  74199. */
  74200. export class AndOrNotEvaluator {
  74201. /**
  74202. * Evaluate a query
  74203. * @param query defines the query to evaluate
  74204. * @param evaluateCallback defines the callback used to filter result
  74205. * @returns true if the query matches
  74206. */
  74207. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  74208. private static _HandleParenthesisContent;
  74209. private static _SimplifyNegation;
  74210. }
  74211. }
  74212. declare module BABYLON {
  74213. /**
  74214. * Class used to store custom tags
  74215. */
  74216. export class Tags {
  74217. /**
  74218. * Adds support for tags on the given object
  74219. * @param obj defines the object to use
  74220. */
  74221. static EnableFor(obj: any): void;
  74222. /**
  74223. * Removes tags support
  74224. * @param obj defines the object to use
  74225. */
  74226. static DisableFor(obj: any): void;
  74227. /**
  74228. * Gets a boolean indicating if the given object has tags
  74229. * @param obj defines the object to use
  74230. * @returns a boolean
  74231. */
  74232. static HasTags(obj: any): boolean;
  74233. /**
  74234. * Gets the tags available on a given object
  74235. * @param obj defines the object to use
  74236. * @param asString defines if the tags must be returned as a string instead of an array of strings
  74237. * @returns the tags
  74238. */
  74239. static GetTags(obj: any, asString?: boolean): any;
  74240. /**
  74241. * Adds tags to an object
  74242. * @param obj defines the object to use
  74243. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  74244. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  74245. */
  74246. static AddTagsTo(obj: any, tagsString: string): void;
  74247. /**
  74248. * @hidden
  74249. */
  74250. static _AddTagTo(obj: any, tag: string): void;
  74251. /**
  74252. * Removes specific tags from a specific object
  74253. * @param obj defines the object to use
  74254. * @param tagsString defines the tags to remove
  74255. */
  74256. static RemoveTagsFrom(obj: any, tagsString: string): void;
  74257. /**
  74258. * @hidden
  74259. */
  74260. static _RemoveTagFrom(obj: any, tag: string): void;
  74261. /**
  74262. * Defines if tags hosted on an object match a given query
  74263. * @param obj defines the object to use
  74264. * @param tagsQuery defines the tag query
  74265. * @returns a boolean
  74266. */
  74267. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  74268. }
  74269. }
  74270. declare module BABYLON {
  74271. /**
  74272. * Scalar computation library
  74273. */
  74274. export class Scalar {
  74275. /**
  74276. * Two pi constants convenient for computation.
  74277. */
  74278. static TwoPi: number;
  74279. /**
  74280. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  74281. * @param a number
  74282. * @param b number
  74283. * @param epsilon (default = 1.401298E-45)
  74284. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  74285. */
  74286. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  74287. /**
  74288. * Returns a string : the upper case translation of the number i to hexadecimal.
  74289. * @param i number
  74290. * @returns the upper case translation of the number i to hexadecimal.
  74291. */
  74292. static ToHex(i: number): string;
  74293. /**
  74294. * Returns -1 if value is negative and +1 is value is positive.
  74295. * @param value the value
  74296. * @returns the value itself if it's equal to zero.
  74297. */
  74298. static Sign(value: number): number;
  74299. /**
  74300. * Returns the value itself if it's between min and max.
  74301. * Returns min if the value is lower than min.
  74302. * Returns max if the value is greater than max.
  74303. * @param value the value to clmap
  74304. * @param min the min value to clamp to (default: 0)
  74305. * @param max the max value to clamp to (default: 1)
  74306. * @returns the clamped value
  74307. */
  74308. static Clamp(value: number, min?: number, max?: number): number;
  74309. /**
  74310. * the log2 of value.
  74311. * @param value the value to compute log2 of
  74312. * @returns the log2 of value.
  74313. */
  74314. static Log2(value: number): number;
  74315. /**
  74316. * Loops the value, so that it is never larger than length and never smaller than 0.
  74317. *
  74318. * This is similar to the modulo operator but it works with floating point numbers.
  74319. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  74320. * With t = 5 and length = 2.5, the result would be 0.0.
  74321. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  74322. * @param value the value
  74323. * @param length the length
  74324. * @returns the looped value
  74325. */
  74326. static Repeat(value: number, length: number): number;
  74327. /**
  74328. * Normalize the value between 0.0 and 1.0 using min and max values
  74329. * @param value value to normalize
  74330. * @param min max to normalize between
  74331. * @param max min to normalize between
  74332. * @returns the normalized value
  74333. */
  74334. static Normalize(value: number, min: number, max: number): number;
  74335. /**
  74336. * Denormalize the value from 0.0 and 1.0 using min and max values
  74337. * @param normalized value to denormalize
  74338. * @param min max to denormalize between
  74339. * @param max min to denormalize between
  74340. * @returns the denormalized value
  74341. */
  74342. static Denormalize(normalized: number, min: number, max: number): number;
  74343. /**
  74344. * Calculates the shortest difference between two given angles given in degrees.
  74345. * @param current current angle in degrees
  74346. * @param target target angle in degrees
  74347. * @returns the delta
  74348. */
  74349. static DeltaAngle(current: number, target: number): number;
  74350. /**
  74351. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  74352. * @param tx value
  74353. * @param length length
  74354. * @returns The returned value will move back and forth between 0 and length
  74355. */
  74356. static PingPong(tx: number, length: number): number;
  74357. /**
  74358. * Interpolates between min and max with smoothing at the limits.
  74359. *
  74360. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  74361. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  74362. * @param from from
  74363. * @param to to
  74364. * @param tx value
  74365. * @returns the smooth stepped value
  74366. */
  74367. static SmoothStep(from: number, to: number, tx: number): number;
  74368. /**
  74369. * Moves a value current towards target.
  74370. *
  74371. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  74372. * Negative values of maxDelta pushes the value away from target.
  74373. * @param current current value
  74374. * @param target target value
  74375. * @param maxDelta max distance to move
  74376. * @returns resulting value
  74377. */
  74378. static MoveTowards(current: number, target: number, maxDelta: number): number;
  74379. /**
  74380. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  74381. *
  74382. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  74383. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  74384. * @param current current value
  74385. * @param target target value
  74386. * @param maxDelta max distance to move
  74387. * @returns resulting angle
  74388. */
  74389. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  74390. /**
  74391. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  74392. * @param start start value
  74393. * @param end target value
  74394. * @param amount amount to lerp between
  74395. * @returns the lerped value
  74396. */
  74397. static Lerp(start: number, end: number, amount: number): number;
  74398. /**
  74399. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  74400. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  74401. * @param start start value
  74402. * @param end target value
  74403. * @param amount amount to lerp between
  74404. * @returns the lerped value
  74405. */
  74406. static LerpAngle(start: number, end: number, amount: number): number;
  74407. /**
  74408. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  74409. * @param a start value
  74410. * @param b target value
  74411. * @param value value between a and b
  74412. * @returns the inverseLerp value
  74413. */
  74414. static InverseLerp(a: number, b: number, value: number): number;
  74415. /**
  74416. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  74417. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  74418. * @param value1 spline value
  74419. * @param tangent1 spline value
  74420. * @param value2 spline value
  74421. * @param tangent2 spline value
  74422. * @param amount input value
  74423. * @returns hermite result
  74424. */
  74425. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  74426. /**
  74427. * Returns a random float number between and min and max values
  74428. * @param min min value of random
  74429. * @param max max value of random
  74430. * @returns random value
  74431. */
  74432. static RandomRange(min: number, max: number): number;
  74433. /**
  74434. * This function returns percentage of a number in a given range.
  74435. *
  74436. * RangeToPercent(40,20,60) will return 0.5 (50%)
  74437. * RangeToPercent(34,0,100) will return 0.34 (34%)
  74438. * @param number to convert to percentage
  74439. * @param min min range
  74440. * @param max max range
  74441. * @returns the percentage
  74442. */
  74443. static RangeToPercent(number: number, min: number, max: number): number;
  74444. /**
  74445. * This function returns number that corresponds to the percentage in a given range.
  74446. *
  74447. * PercentToRange(0.34,0,100) will return 34.
  74448. * @param percent to convert to number
  74449. * @param min min range
  74450. * @param max max range
  74451. * @returns the number
  74452. */
  74453. static PercentToRange(percent: number, min: number, max: number): number;
  74454. /**
  74455. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  74456. * @param angle The angle to normalize in radian.
  74457. * @return The converted angle.
  74458. */
  74459. static NormalizeRadians(angle: number): number;
  74460. }
  74461. }
  74462. declare module BABYLON {
  74463. /**
  74464. * Constant used to convert a value to gamma space
  74465. * @ignorenaming
  74466. */
  74467. export const ToGammaSpace: number;
  74468. /**
  74469. * Constant used to convert a value to linear space
  74470. * @ignorenaming
  74471. */
  74472. export const ToLinearSpace = 2.2;
  74473. /**
  74474. * Constant used to define the minimal number value in Babylon.js
  74475. * @ignorenaming
  74476. */
  74477. let Epsilon: number;
  74478. }
  74479. declare module BABYLON {
  74480. /**
  74481. * Class used to represent a viewport on screen
  74482. */
  74483. export class Viewport {
  74484. /** viewport left coordinate */
  74485. x: number;
  74486. /** viewport top coordinate */
  74487. y: number;
  74488. /**viewport width */
  74489. width: number;
  74490. /** viewport height */
  74491. height: number;
  74492. /**
  74493. * Creates a Viewport object located at (x, y) and sized (width, height)
  74494. * @param x defines viewport left coordinate
  74495. * @param y defines viewport top coordinate
  74496. * @param width defines the viewport width
  74497. * @param height defines the viewport height
  74498. */
  74499. constructor(
  74500. /** viewport left coordinate */
  74501. x: number,
  74502. /** viewport top coordinate */
  74503. y: number,
  74504. /**viewport width */
  74505. width: number,
  74506. /** viewport height */
  74507. height: number);
  74508. /**
  74509. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  74510. * @param renderWidth defines the rendering width
  74511. * @param renderHeight defines the rendering height
  74512. * @returns a new Viewport
  74513. */
  74514. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  74515. /**
  74516. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  74517. * @param renderWidth defines the rendering width
  74518. * @param renderHeight defines the rendering height
  74519. * @param ref defines the target viewport
  74520. * @returns the current viewport
  74521. */
  74522. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  74523. /**
  74524. * Returns a new Viewport copied from the current one
  74525. * @returns a new Viewport
  74526. */
  74527. clone(): Viewport;
  74528. }
  74529. }
  74530. declare module BABYLON {
  74531. /**
  74532. * Class containing a set of static utilities functions for arrays.
  74533. */
  74534. export class ArrayTools {
  74535. /**
  74536. * Returns an array of the given size filled with element built from the given constructor and the paramters
  74537. * @param size the number of element to construct and put in the array
  74538. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  74539. * @returns a new array filled with new objects
  74540. */
  74541. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  74542. }
  74543. }
  74544. declare module BABYLON {
  74545. /**
  74546. * Class representing a vector containing 2 coordinates
  74547. */
  74548. export class Vector2 {
  74549. /** defines the first coordinate */
  74550. x: number;
  74551. /** defines the second coordinate */
  74552. y: number;
  74553. /**
  74554. * Creates a new Vector2 from the given x and y coordinates
  74555. * @param x defines the first coordinate
  74556. * @param y defines the second coordinate
  74557. */
  74558. constructor(
  74559. /** defines the first coordinate */
  74560. x?: number,
  74561. /** defines the second coordinate */
  74562. y?: number);
  74563. /**
  74564. * Gets a string with the Vector2 coordinates
  74565. * @returns a string with the Vector2 coordinates
  74566. */
  74567. toString(): string;
  74568. /**
  74569. * Gets class name
  74570. * @returns the string "Vector2"
  74571. */
  74572. getClassName(): string;
  74573. /**
  74574. * Gets current vector hash code
  74575. * @returns the Vector2 hash code as a number
  74576. */
  74577. getHashCode(): number;
  74578. /**
  74579. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  74580. * @param array defines the source array
  74581. * @param index defines the offset in source array
  74582. * @returns the current Vector2
  74583. */
  74584. toArray(array: FloatArray, index?: number): Vector2;
  74585. /**
  74586. * Copy the current vector to an array
  74587. * @returns a new array with 2 elements: the Vector2 coordinates.
  74588. */
  74589. asArray(): number[];
  74590. /**
  74591. * Sets the Vector2 coordinates with the given Vector2 coordinates
  74592. * @param source defines the source Vector2
  74593. * @returns the current updated Vector2
  74594. */
  74595. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  74596. /**
  74597. * Sets the Vector2 coordinates with the given floats
  74598. * @param x defines the first coordinate
  74599. * @param y defines the second coordinate
  74600. * @returns the current updated Vector2
  74601. */
  74602. copyFromFloats(x: number, y: number): Vector2;
  74603. /**
  74604. * Sets the Vector2 coordinates with the given floats
  74605. * @param x defines the first coordinate
  74606. * @param y defines the second coordinate
  74607. * @returns the current updated Vector2
  74608. */
  74609. set(x: number, y: number): Vector2;
  74610. /**
  74611. * Add another vector with the current one
  74612. * @param otherVector defines the other vector
  74613. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  74614. */
  74615. add(otherVector: DeepImmutable<Vector2>): Vector2;
  74616. /**
  74617. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  74618. * @param otherVector defines the other vector
  74619. * @param result defines the target vector
  74620. * @returns the unmodified current Vector2
  74621. */
  74622. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  74623. /**
  74624. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  74625. * @param otherVector defines the other vector
  74626. * @returns the current updated Vector2
  74627. */
  74628. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  74629. /**
  74630. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  74631. * @param otherVector defines the other vector
  74632. * @returns a new Vector2
  74633. */
  74634. addVector3(otherVector: Vector3): Vector2;
  74635. /**
  74636. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  74637. * @param otherVector defines the other vector
  74638. * @returns a new Vector2
  74639. */
  74640. subtract(otherVector: Vector2): Vector2;
  74641. /**
  74642. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  74643. * @param otherVector defines the other vector
  74644. * @param result defines the target vector
  74645. * @returns the unmodified current Vector2
  74646. */
  74647. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  74648. /**
  74649. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  74650. * @param otherVector defines the other vector
  74651. * @returns the current updated Vector2
  74652. */
  74653. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  74654. /**
  74655. * Multiplies in place the current Vector2 coordinates by the given ones
  74656. * @param otherVector defines the other vector
  74657. * @returns the current updated Vector2
  74658. */
  74659. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  74660. /**
  74661. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  74662. * @param otherVector defines the other vector
  74663. * @returns a new Vector2
  74664. */
  74665. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  74666. /**
  74667. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  74668. * @param otherVector defines the other vector
  74669. * @param result defines the target vector
  74670. * @returns the unmodified current Vector2
  74671. */
  74672. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  74673. /**
  74674. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  74675. * @param x defines the first coordinate
  74676. * @param y defines the second coordinate
  74677. * @returns a new Vector2
  74678. */
  74679. multiplyByFloats(x: number, y: number): Vector2;
  74680. /**
  74681. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  74682. * @param otherVector defines the other vector
  74683. * @returns a new Vector2
  74684. */
  74685. divide(otherVector: Vector2): Vector2;
  74686. /**
  74687. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  74688. * @param otherVector defines the other vector
  74689. * @param result defines the target vector
  74690. * @returns the unmodified current Vector2
  74691. */
  74692. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  74693. /**
  74694. * Divides the current Vector2 coordinates by the given ones
  74695. * @param otherVector defines the other vector
  74696. * @returns the current updated Vector2
  74697. */
  74698. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  74699. /**
  74700. * Gets a new Vector2 with current Vector2 negated coordinates
  74701. * @returns a new Vector2
  74702. */
  74703. negate(): Vector2;
  74704. /**
  74705. * Multiply the Vector2 coordinates by scale
  74706. * @param scale defines the scaling factor
  74707. * @returns the current updated Vector2
  74708. */
  74709. scaleInPlace(scale: number): Vector2;
  74710. /**
  74711. * Returns a new Vector2 scaled by "scale" from the current Vector2
  74712. * @param scale defines the scaling factor
  74713. * @returns a new Vector2
  74714. */
  74715. scale(scale: number): Vector2;
  74716. /**
  74717. * Scale the current Vector2 values by a factor to a given Vector2
  74718. * @param scale defines the scale factor
  74719. * @param result defines the Vector2 object where to store the result
  74720. * @returns the unmodified current Vector2
  74721. */
  74722. scaleToRef(scale: number, result: Vector2): Vector2;
  74723. /**
  74724. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  74725. * @param scale defines the scale factor
  74726. * @param result defines the Vector2 object where to store the result
  74727. * @returns the unmodified current Vector2
  74728. */
  74729. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  74730. /**
  74731. * Gets a boolean if two vectors are equals
  74732. * @param otherVector defines the other vector
  74733. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  74734. */
  74735. equals(otherVector: DeepImmutable<Vector2>): boolean;
  74736. /**
  74737. * Gets a boolean if two vectors are equals (using an epsilon value)
  74738. * @param otherVector defines the other vector
  74739. * @param epsilon defines the minimal distance to consider equality
  74740. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  74741. */
  74742. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  74743. /**
  74744. * Gets a new Vector2 from current Vector2 floored values
  74745. * @returns a new Vector2
  74746. */
  74747. floor(): Vector2;
  74748. /**
  74749. * Gets a new Vector2 from current Vector2 floored values
  74750. * @returns a new Vector2
  74751. */
  74752. fract(): Vector2;
  74753. /**
  74754. * Gets the length of the vector
  74755. * @returns the vector length (float)
  74756. */
  74757. length(): number;
  74758. /**
  74759. * Gets the vector squared length
  74760. * @returns the vector squared length (float)
  74761. */
  74762. lengthSquared(): number;
  74763. /**
  74764. * Normalize the vector
  74765. * @returns the current updated Vector2
  74766. */
  74767. normalize(): Vector2;
  74768. /**
  74769. * Gets a new Vector2 copied from the Vector2
  74770. * @returns a new Vector2
  74771. */
  74772. clone(): Vector2;
  74773. /**
  74774. * Gets a new Vector2(0, 0)
  74775. * @returns a new Vector2
  74776. */
  74777. static Zero(): Vector2;
  74778. /**
  74779. * Gets a new Vector2(1, 1)
  74780. * @returns a new Vector2
  74781. */
  74782. static One(): Vector2;
  74783. /**
  74784. * Gets a new Vector2 set from the given index element of the given array
  74785. * @param array defines the data source
  74786. * @param offset defines the offset in the data source
  74787. * @returns a new Vector2
  74788. */
  74789. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  74790. /**
  74791. * Sets "result" from the given index element of the given array
  74792. * @param array defines the data source
  74793. * @param offset defines the offset in the data source
  74794. * @param result defines the target vector
  74795. */
  74796. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  74797. /**
  74798. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  74799. * @param value1 defines 1st point of control
  74800. * @param value2 defines 2nd point of control
  74801. * @param value3 defines 3rd point of control
  74802. * @param value4 defines 4th point of control
  74803. * @param amount defines the interpolation factor
  74804. * @returns a new Vector2
  74805. */
  74806. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  74807. /**
  74808. * 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".
  74809. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  74810. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  74811. * @param value defines the value to clamp
  74812. * @param min defines the lower limit
  74813. * @param max defines the upper limit
  74814. * @returns a new Vector2
  74815. */
  74816. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  74817. /**
  74818. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  74819. * @param value1 defines the 1st control point
  74820. * @param tangent1 defines the outgoing tangent
  74821. * @param value2 defines the 2nd control point
  74822. * @param tangent2 defines the incoming tangent
  74823. * @param amount defines the interpolation factor
  74824. * @returns a new Vector2
  74825. */
  74826. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  74827. /**
  74828. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  74829. * @param start defines the start vector
  74830. * @param end defines the end vector
  74831. * @param amount defines the interpolation factor
  74832. * @returns a new Vector2
  74833. */
  74834. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  74835. /**
  74836. * Gets the dot product of the vector "left" and the vector "right"
  74837. * @param left defines first vector
  74838. * @param right defines second vector
  74839. * @returns the dot product (float)
  74840. */
  74841. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  74842. /**
  74843. * Returns a new Vector2 equal to the normalized given vector
  74844. * @param vector defines the vector to normalize
  74845. * @returns a new Vector2
  74846. */
  74847. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  74848. /**
  74849. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  74850. * @param left defines 1st vector
  74851. * @param right defines 2nd vector
  74852. * @returns a new Vector2
  74853. */
  74854. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  74855. /**
  74856. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  74857. * @param left defines 1st vector
  74858. * @param right defines 2nd vector
  74859. * @returns a new Vector2
  74860. */
  74861. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  74862. /**
  74863. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  74864. * @param vector defines the vector to transform
  74865. * @param transformation defines the matrix to apply
  74866. * @returns a new Vector2
  74867. */
  74868. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  74869. /**
  74870. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  74871. * @param vector defines the vector to transform
  74872. * @param transformation defines the matrix to apply
  74873. * @param result defines the target vector
  74874. */
  74875. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  74876. /**
  74877. * Determines if a given vector is included in a triangle
  74878. * @param p defines the vector to test
  74879. * @param p0 defines 1st triangle point
  74880. * @param p1 defines 2nd triangle point
  74881. * @param p2 defines 3rd triangle point
  74882. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  74883. */
  74884. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  74885. /**
  74886. * Gets the distance between the vectors "value1" and "value2"
  74887. * @param value1 defines first vector
  74888. * @param value2 defines second vector
  74889. * @returns the distance between vectors
  74890. */
  74891. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  74892. /**
  74893. * Returns the squared distance between the vectors "value1" and "value2"
  74894. * @param value1 defines first vector
  74895. * @param value2 defines second vector
  74896. * @returns the squared distance between vectors
  74897. */
  74898. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  74899. /**
  74900. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  74901. * @param value1 defines first vector
  74902. * @param value2 defines second vector
  74903. * @returns a new Vector2
  74904. */
  74905. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  74906. /**
  74907. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  74908. * @param p defines the middle point
  74909. * @param segA defines one point of the segment
  74910. * @param segB defines the other point of the segment
  74911. * @returns the shortest distance
  74912. */
  74913. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  74914. }
  74915. /**
  74916. * Class used to store (x,y,z) vector representation
  74917. * A Vector3 is the main object used in 3D geometry
  74918. * It can represent etiher the coordinates of a point the space, either a direction
  74919. * Reminder: js uses a left handed forward facing system
  74920. */
  74921. export class Vector3 {
  74922. /**
  74923. * Defines the first coordinates (on X axis)
  74924. */
  74925. x: number;
  74926. /**
  74927. * Defines the second coordinates (on Y axis)
  74928. */
  74929. y: number;
  74930. /**
  74931. * Defines the third coordinates (on Z axis)
  74932. */
  74933. z: number;
  74934. private static _UpReadOnly;
  74935. private static _ZeroReadOnly;
  74936. /**
  74937. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  74938. * @param x defines the first coordinates (on X axis)
  74939. * @param y defines the second coordinates (on Y axis)
  74940. * @param z defines the third coordinates (on Z axis)
  74941. */
  74942. constructor(
  74943. /**
  74944. * Defines the first coordinates (on X axis)
  74945. */
  74946. x?: number,
  74947. /**
  74948. * Defines the second coordinates (on Y axis)
  74949. */
  74950. y?: number,
  74951. /**
  74952. * Defines the third coordinates (on Z axis)
  74953. */
  74954. z?: number);
  74955. /**
  74956. * Creates a string representation of the Vector3
  74957. * @returns a string with the Vector3 coordinates.
  74958. */
  74959. toString(): string;
  74960. /**
  74961. * Gets the class name
  74962. * @returns the string "Vector3"
  74963. */
  74964. getClassName(): string;
  74965. /**
  74966. * Creates the Vector3 hash code
  74967. * @returns a number which tends to be unique between Vector3 instances
  74968. */
  74969. getHashCode(): number;
  74970. /**
  74971. * Creates an array containing three elements : the coordinates of the Vector3
  74972. * @returns a new array of numbers
  74973. */
  74974. asArray(): number[];
  74975. /**
  74976. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  74977. * @param array defines the destination array
  74978. * @param index defines the offset in the destination array
  74979. * @returns the current Vector3
  74980. */
  74981. toArray(array: FloatArray, index?: number): Vector3;
  74982. /**
  74983. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  74984. * @returns a new Quaternion object, computed from the Vector3 coordinates
  74985. */
  74986. toQuaternion(): Quaternion;
  74987. /**
  74988. * Adds the given vector to the current Vector3
  74989. * @param otherVector defines the second operand
  74990. * @returns the current updated Vector3
  74991. */
  74992. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  74993. /**
  74994. * Adds the given coordinates to the current Vector3
  74995. * @param x defines the x coordinate of the operand
  74996. * @param y defines the y coordinate of the operand
  74997. * @param z defines the z coordinate of the operand
  74998. * @returns the current updated Vector3
  74999. */
  75000. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  75001. /**
  75002. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  75003. * @param otherVector defines the second operand
  75004. * @returns the resulting Vector3
  75005. */
  75006. add(otherVector: DeepImmutable<Vector3>): Vector3;
  75007. /**
  75008. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  75009. * @param otherVector defines the second operand
  75010. * @param result defines the Vector3 object where to store the result
  75011. * @returns the current Vector3
  75012. */
  75013. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  75014. /**
  75015. * Subtract the given vector from the current Vector3
  75016. * @param otherVector defines the second operand
  75017. * @returns the current updated Vector3
  75018. */
  75019. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  75020. /**
  75021. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  75022. * @param otherVector defines the second operand
  75023. * @returns the resulting Vector3
  75024. */
  75025. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  75026. /**
  75027. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  75028. * @param otherVector defines the second operand
  75029. * @param result defines the Vector3 object where to store the result
  75030. * @returns the current Vector3
  75031. */
  75032. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  75033. /**
  75034. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  75035. * @param x defines the x coordinate of the operand
  75036. * @param y defines the y coordinate of the operand
  75037. * @param z defines the z coordinate of the operand
  75038. * @returns the resulting Vector3
  75039. */
  75040. subtractFromFloats(x: number, y: number, z: number): Vector3;
  75041. /**
  75042. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  75043. * @param x defines the x coordinate of the operand
  75044. * @param y defines the y coordinate of the operand
  75045. * @param z defines the z coordinate of the operand
  75046. * @param result defines the Vector3 object where to store the result
  75047. * @returns the current Vector3
  75048. */
  75049. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  75050. /**
  75051. * Gets a new Vector3 set with the current Vector3 negated coordinates
  75052. * @returns a new Vector3
  75053. */
  75054. negate(): Vector3;
  75055. /**
  75056. * Negate this vector in place
  75057. * @returns this
  75058. */
  75059. negateInPlace(): Vector3;
  75060. /**
  75061. * Multiplies the Vector3 coordinates by the float "scale"
  75062. * @param scale defines the multiplier factor
  75063. * @returns the current updated Vector3
  75064. */
  75065. scaleInPlace(scale: number): Vector3;
  75066. /**
  75067. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  75068. * @param scale defines the multiplier factor
  75069. * @returns a new Vector3
  75070. */
  75071. scale(scale: number): Vector3;
  75072. /**
  75073. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  75074. * @param scale defines the multiplier factor
  75075. * @param result defines the Vector3 object where to store the result
  75076. * @returns the current Vector3
  75077. */
  75078. scaleToRef(scale: number, result: Vector3): Vector3;
  75079. /**
  75080. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  75081. * @param scale defines the scale factor
  75082. * @param result defines the Vector3 object where to store the result
  75083. * @returns the unmodified current Vector3
  75084. */
  75085. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  75086. /**
  75087. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  75088. * @param otherVector defines the second operand
  75089. * @returns true if both vectors are equals
  75090. */
  75091. equals(otherVector: DeepImmutable<Vector3>): boolean;
  75092. /**
  75093. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  75094. * @param otherVector defines the second operand
  75095. * @param epsilon defines the minimal distance to define values as equals
  75096. * @returns true if both vectors are distant less than epsilon
  75097. */
  75098. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  75099. /**
  75100. * Returns true if the current Vector3 coordinates equals the given floats
  75101. * @param x defines the x coordinate of the operand
  75102. * @param y defines the y coordinate of the operand
  75103. * @param z defines the z coordinate of the operand
  75104. * @returns true if both vectors are equals
  75105. */
  75106. equalsToFloats(x: number, y: number, z: number): boolean;
  75107. /**
  75108. * Multiplies the current Vector3 coordinates by the given ones
  75109. * @param otherVector defines the second operand
  75110. * @returns the current updated Vector3
  75111. */
  75112. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  75113. /**
  75114. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  75115. * @param otherVector defines the second operand
  75116. * @returns the new Vector3
  75117. */
  75118. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  75119. /**
  75120. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  75121. * @param otherVector defines the second operand
  75122. * @param result defines the Vector3 object where to store the result
  75123. * @returns the current Vector3
  75124. */
  75125. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  75126. /**
  75127. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  75128. * @param x defines the x coordinate of the operand
  75129. * @param y defines the y coordinate of the operand
  75130. * @param z defines the z coordinate of the operand
  75131. * @returns the new Vector3
  75132. */
  75133. multiplyByFloats(x: number, y: number, z: number): Vector3;
  75134. /**
  75135. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  75136. * @param otherVector defines the second operand
  75137. * @returns the new Vector3
  75138. */
  75139. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  75140. /**
  75141. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  75142. * @param otherVector defines the second operand
  75143. * @param result defines the Vector3 object where to store the result
  75144. * @returns the current Vector3
  75145. */
  75146. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  75147. /**
  75148. * Divides the current Vector3 coordinates by the given ones.
  75149. * @param otherVector defines the second operand
  75150. * @returns the current updated Vector3
  75151. */
  75152. divideInPlace(otherVector: Vector3): Vector3;
  75153. /**
  75154. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  75155. * @param other defines the second operand
  75156. * @returns the current updated Vector3
  75157. */
  75158. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  75159. /**
  75160. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  75161. * @param other defines the second operand
  75162. * @returns the current updated Vector3
  75163. */
  75164. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  75165. /**
  75166. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  75167. * @param x defines the x coordinate of the operand
  75168. * @param y defines the y coordinate of the operand
  75169. * @param z defines the z coordinate of the operand
  75170. * @returns the current updated Vector3
  75171. */
  75172. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  75173. /**
  75174. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  75175. * @param x defines the x coordinate of the operand
  75176. * @param y defines the y coordinate of the operand
  75177. * @param z defines the z coordinate of the operand
  75178. * @returns the current updated Vector3
  75179. */
  75180. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  75181. /**
  75182. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  75183. * Check if is non uniform within a certain amount of decimal places to account for this
  75184. * @param epsilon the amount the values can differ
  75185. * @returns if the the vector is non uniform to a certain number of decimal places
  75186. */
  75187. isNonUniformWithinEpsilon(epsilon: number): boolean;
  75188. /**
  75189. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  75190. */
  75191. get isNonUniform(): boolean;
  75192. /**
  75193. * Gets a new Vector3 from current Vector3 floored values
  75194. * @returns a new Vector3
  75195. */
  75196. floor(): Vector3;
  75197. /**
  75198. * Gets a new Vector3 from current Vector3 floored values
  75199. * @returns a new Vector3
  75200. */
  75201. fract(): Vector3;
  75202. /**
  75203. * Gets the length of the Vector3
  75204. * @returns the length of the Vector3
  75205. */
  75206. length(): number;
  75207. /**
  75208. * Gets the squared length of the Vector3
  75209. * @returns squared length of the Vector3
  75210. */
  75211. lengthSquared(): number;
  75212. /**
  75213. * Normalize the current Vector3.
  75214. * Please note that this is an in place operation.
  75215. * @returns the current updated Vector3
  75216. */
  75217. normalize(): Vector3;
  75218. /**
  75219. * Reorders the x y z properties of the vector in place
  75220. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  75221. * @returns the current updated vector
  75222. */
  75223. reorderInPlace(order: string): this;
  75224. /**
  75225. * Rotates the vector around 0,0,0 by a quaternion
  75226. * @param quaternion the rotation quaternion
  75227. * @param result vector to store the result
  75228. * @returns the resulting vector
  75229. */
  75230. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  75231. /**
  75232. * Rotates a vector around a given point
  75233. * @param quaternion the rotation quaternion
  75234. * @param point the point to rotate around
  75235. * @param result vector to store the result
  75236. * @returns the resulting vector
  75237. */
  75238. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  75239. /**
  75240. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  75241. * The cross product is then orthogonal to both current and "other"
  75242. * @param other defines the right operand
  75243. * @returns the cross product
  75244. */
  75245. cross(other: Vector3): Vector3;
  75246. /**
  75247. * Normalize the current Vector3 with the given input length.
  75248. * Please note that this is an in place operation.
  75249. * @param len the length of the vector
  75250. * @returns the current updated Vector3
  75251. */
  75252. normalizeFromLength(len: number): Vector3;
  75253. /**
  75254. * Normalize the current Vector3 to a new vector
  75255. * @returns the new Vector3
  75256. */
  75257. normalizeToNew(): Vector3;
  75258. /**
  75259. * Normalize the current Vector3 to the reference
  75260. * @param reference define the Vector3 to update
  75261. * @returns the updated Vector3
  75262. */
  75263. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  75264. /**
  75265. * Creates a new Vector3 copied from the current Vector3
  75266. * @returns the new Vector3
  75267. */
  75268. clone(): Vector3;
  75269. /**
  75270. * Copies the given vector coordinates to the current Vector3 ones
  75271. * @param source defines the source Vector3
  75272. * @returns the current updated Vector3
  75273. */
  75274. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  75275. /**
  75276. * Copies the given floats to the current Vector3 coordinates
  75277. * @param x defines the x coordinate of the operand
  75278. * @param y defines the y coordinate of the operand
  75279. * @param z defines the z coordinate of the operand
  75280. * @returns the current updated Vector3
  75281. */
  75282. copyFromFloats(x: number, y: number, z: number): Vector3;
  75283. /**
  75284. * Copies the given floats to the current Vector3 coordinates
  75285. * @param x defines the x coordinate of the operand
  75286. * @param y defines the y coordinate of the operand
  75287. * @param z defines the z coordinate of the operand
  75288. * @returns the current updated Vector3
  75289. */
  75290. set(x: number, y: number, z: number): Vector3;
  75291. /**
  75292. * Copies the given float to the current Vector3 coordinates
  75293. * @param v defines the x, y and z coordinates of the operand
  75294. * @returns the current updated Vector3
  75295. */
  75296. setAll(v: number): Vector3;
  75297. /**
  75298. * Get the clip factor between two vectors
  75299. * @param vector0 defines the first operand
  75300. * @param vector1 defines the second operand
  75301. * @param axis defines the axis to use
  75302. * @param size defines the size along the axis
  75303. * @returns the clip factor
  75304. */
  75305. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  75306. /**
  75307. * Get angle between two vectors
  75308. * @param vector0 angle between vector0 and vector1
  75309. * @param vector1 angle between vector0 and vector1
  75310. * @param normal direction of the normal
  75311. * @return the angle between vector0 and vector1
  75312. */
  75313. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  75314. /**
  75315. * Returns a new Vector3 set from the index "offset" of the given array
  75316. * @param array defines the source array
  75317. * @param offset defines the offset in the source array
  75318. * @returns the new Vector3
  75319. */
  75320. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  75321. /**
  75322. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  75323. * @param array defines the source array
  75324. * @param offset defines the offset in the source array
  75325. * @returns the new Vector3
  75326. * @deprecated Please use FromArray instead.
  75327. */
  75328. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  75329. /**
  75330. * Sets the given vector "result" with the element values from the index "offset" of the given array
  75331. * @param array defines the source array
  75332. * @param offset defines the offset in the source array
  75333. * @param result defines the Vector3 where to store the result
  75334. */
  75335. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  75336. /**
  75337. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  75338. * @param array defines the source array
  75339. * @param offset defines the offset in the source array
  75340. * @param result defines the Vector3 where to store the result
  75341. * @deprecated Please use FromArrayToRef instead.
  75342. */
  75343. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  75344. /**
  75345. * Sets the given vector "result" with the given floats.
  75346. * @param x defines the x coordinate of the source
  75347. * @param y defines the y coordinate of the source
  75348. * @param z defines the z coordinate of the source
  75349. * @param result defines the Vector3 where to store the result
  75350. */
  75351. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  75352. /**
  75353. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  75354. * @returns a new empty Vector3
  75355. */
  75356. static Zero(): Vector3;
  75357. /**
  75358. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  75359. * @returns a new unit Vector3
  75360. */
  75361. static One(): Vector3;
  75362. /**
  75363. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  75364. * @returns a new up Vector3
  75365. */
  75366. static Up(): Vector3;
  75367. /**
  75368. * Gets a up Vector3 that must not be updated
  75369. */
  75370. static get UpReadOnly(): DeepImmutable<Vector3>;
  75371. /**
  75372. * Gets a zero Vector3 that must not be updated
  75373. */
  75374. static get ZeroReadOnly(): DeepImmutable<Vector3>;
  75375. /**
  75376. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  75377. * @returns a new down Vector3
  75378. */
  75379. static Down(): Vector3;
  75380. /**
  75381. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  75382. * @returns a new forward Vector3
  75383. */
  75384. static Forward(): Vector3;
  75385. /**
  75386. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  75387. * @returns a new forward Vector3
  75388. */
  75389. static Backward(): Vector3;
  75390. /**
  75391. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  75392. * @returns a new right Vector3
  75393. */
  75394. static Right(): Vector3;
  75395. /**
  75396. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  75397. * @returns a new left Vector3
  75398. */
  75399. static Left(): Vector3;
  75400. /**
  75401. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  75402. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  75403. * @param vector defines the Vector3 to transform
  75404. * @param transformation defines the transformation matrix
  75405. * @returns the transformed Vector3
  75406. */
  75407. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  75408. /**
  75409. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  75410. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  75411. * @param vector defines the Vector3 to transform
  75412. * @param transformation defines the transformation matrix
  75413. * @param result defines the Vector3 where to store the result
  75414. */
  75415. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  75416. /**
  75417. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  75418. * This method computes tranformed coordinates only, not transformed direction vectors
  75419. * @param x define the x coordinate of the source vector
  75420. * @param y define the y coordinate of the source vector
  75421. * @param z define the z coordinate of the source vector
  75422. * @param transformation defines the transformation matrix
  75423. * @param result defines the Vector3 where to store the result
  75424. */
  75425. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  75426. /**
  75427. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  75428. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  75429. * @param vector defines the Vector3 to transform
  75430. * @param transformation defines the transformation matrix
  75431. * @returns the new Vector3
  75432. */
  75433. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  75434. /**
  75435. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  75436. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  75437. * @param vector defines the Vector3 to transform
  75438. * @param transformation defines the transformation matrix
  75439. * @param result defines the Vector3 where to store the result
  75440. */
  75441. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  75442. /**
  75443. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  75444. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  75445. * @param x define the x coordinate of the source vector
  75446. * @param y define the y coordinate of the source vector
  75447. * @param z define the z coordinate of the source vector
  75448. * @param transformation defines the transformation matrix
  75449. * @param result defines the Vector3 where to store the result
  75450. */
  75451. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  75452. /**
  75453. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  75454. * @param value1 defines the first control point
  75455. * @param value2 defines the second control point
  75456. * @param value3 defines the third control point
  75457. * @param value4 defines the fourth control point
  75458. * @param amount defines the amount on the spline to use
  75459. * @returns the new Vector3
  75460. */
  75461. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  75462. /**
  75463. * 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"
  75464. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  75465. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  75466. * @param value defines the current value
  75467. * @param min defines the lower range value
  75468. * @param max defines the upper range value
  75469. * @returns the new Vector3
  75470. */
  75471. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  75472. /**
  75473. * 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"
  75474. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  75475. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  75476. * @param value defines the current value
  75477. * @param min defines the lower range value
  75478. * @param max defines the upper range value
  75479. * @param result defines the Vector3 where to store the result
  75480. */
  75481. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  75482. /**
  75483. * Checks if a given vector is inside a specific range
  75484. * @param v defines the vector to test
  75485. * @param min defines the minimum range
  75486. * @param max defines the maximum range
  75487. */
  75488. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  75489. /**
  75490. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  75491. * @param value1 defines the first control point
  75492. * @param tangent1 defines the first tangent vector
  75493. * @param value2 defines the second control point
  75494. * @param tangent2 defines the second tangent vector
  75495. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  75496. * @returns the new Vector3
  75497. */
  75498. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  75499. /**
  75500. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  75501. * @param start defines the start value
  75502. * @param end defines the end value
  75503. * @param amount max defines amount between both (between 0 and 1)
  75504. * @returns the new Vector3
  75505. */
  75506. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  75507. /**
  75508. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  75509. * @param start defines the start value
  75510. * @param end defines the end value
  75511. * @param amount max defines amount between both (between 0 and 1)
  75512. * @param result defines the Vector3 where to store the result
  75513. */
  75514. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  75515. /**
  75516. * Returns the dot product (float) between the vectors "left" and "right"
  75517. * @param left defines the left operand
  75518. * @param right defines the right operand
  75519. * @returns the dot product
  75520. */
  75521. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  75522. /**
  75523. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  75524. * The cross product is then orthogonal to both "left" and "right"
  75525. * @param left defines the left operand
  75526. * @param right defines the right operand
  75527. * @returns the cross product
  75528. */
  75529. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  75530. /**
  75531. * Sets the given vector "result" with the cross product of "left" and "right"
  75532. * The cross product is then orthogonal to both "left" and "right"
  75533. * @param left defines the left operand
  75534. * @param right defines the right operand
  75535. * @param result defines the Vector3 where to store the result
  75536. */
  75537. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  75538. /**
  75539. * Returns a new Vector3 as the normalization of the given vector
  75540. * @param vector defines the Vector3 to normalize
  75541. * @returns the new Vector3
  75542. */
  75543. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  75544. /**
  75545. * Sets the given vector "result" with the normalization of the given first vector
  75546. * @param vector defines the Vector3 to normalize
  75547. * @param result defines the Vector3 where to store the result
  75548. */
  75549. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  75550. /**
  75551. * Project a Vector3 onto screen space
  75552. * @param vector defines the Vector3 to project
  75553. * @param world defines the world matrix to use
  75554. * @param transform defines the transform (view x projection) matrix to use
  75555. * @param viewport defines the screen viewport to use
  75556. * @returns the new Vector3
  75557. */
  75558. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  75559. /** @hidden */
  75560. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  75561. /**
  75562. * Unproject from screen space to object space
  75563. * @param source defines the screen space Vector3 to use
  75564. * @param viewportWidth defines the current width of the viewport
  75565. * @param viewportHeight defines the current height of the viewport
  75566. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75567. * @param transform defines the transform (view x projection) matrix to use
  75568. * @returns the new Vector3
  75569. */
  75570. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  75571. /**
  75572. * Unproject from screen space to object space
  75573. * @param source defines the screen space Vector3 to use
  75574. * @param viewportWidth defines the current width of the viewport
  75575. * @param viewportHeight defines the current height of the viewport
  75576. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75577. * @param view defines the view matrix to use
  75578. * @param projection defines the projection matrix to use
  75579. * @returns the new Vector3
  75580. */
  75581. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  75582. /**
  75583. * Unproject from screen space to object space
  75584. * @param source defines the screen space Vector3 to use
  75585. * @param viewportWidth defines the current width of the viewport
  75586. * @param viewportHeight defines the current height of the viewport
  75587. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75588. * @param view defines the view matrix to use
  75589. * @param projection defines the projection matrix to use
  75590. * @param result defines the Vector3 where to store the result
  75591. */
  75592. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  75593. /**
  75594. * Unproject from screen space to object space
  75595. * @param sourceX defines the screen space x coordinate to use
  75596. * @param sourceY defines the screen space y coordinate to use
  75597. * @param sourceZ defines the screen space z coordinate to use
  75598. * @param viewportWidth defines the current width of the viewport
  75599. * @param viewportHeight defines the current height of the viewport
  75600. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  75601. * @param view defines the view matrix to use
  75602. * @param projection defines the projection matrix to use
  75603. * @param result defines the Vector3 where to store the result
  75604. */
  75605. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  75606. /**
  75607. * Gets the minimal coordinate values between two Vector3
  75608. * @param left defines the first operand
  75609. * @param right defines the second operand
  75610. * @returns the new Vector3
  75611. */
  75612. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  75613. /**
  75614. * Gets the maximal coordinate values between two Vector3
  75615. * @param left defines the first operand
  75616. * @param right defines the second operand
  75617. * @returns the new Vector3
  75618. */
  75619. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  75620. /**
  75621. * Returns the distance between the vectors "value1" and "value2"
  75622. * @param value1 defines the first operand
  75623. * @param value2 defines the second operand
  75624. * @returns the distance
  75625. */
  75626. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  75627. /**
  75628. * Returns the squared distance between the vectors "value1" and "value2"
  75629. * @param value1 defines the first operand
  75630. * @param value2 defines the second operand
  75631. * @returns the squared distance
  75632. */
  75633. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  75634. /**
  75635. * Returns a new Vector3 located at the center between "value1" and "value2"
  75636. * @param value1 defines the first operand
  75637. * @param value2 defines the second operand
  75638. * @returns the new Vector3
  75639. */
  75640. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  75641. /**
  75642. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  75643. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  75644. * to something in order to rotate it from its local system to the given target system
  75645. * Note: axis1, axis2 and axis3 are normalized during this operation
  75646. * @param axis1 defines the first axis
  75647. * @param axis2 defines the second axis
  75648. * @param axis3 defines the third axis
  75649. * @returns a new Vector3
  75650. */
  75651. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  75652. /**
  75653. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  75654. * @param axis1 defines the first axis
  75655. * @param axis2 defines the second axis
  75656. * @param axis3 defines the third axis
  75657. * @param ref defines the Vector3 where to store the result
  75658. */
  75659. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  75660. }
  75661. /**
  75662. * Vector4 class created for EulerAngle class conversion to Quaternion
  75663. */
  75664. export class Vector4 {
  75665. /** x value of the vector */
  75666. x: number;
  75667. /** y value of the vector */
  75668. y: number;
  75669. /** z value of the vector */
  75670. z: number;
  75671. /** w value of the vector */
  75672. w: number;
  75673. /**
  75674. * Creates a Vector4 object from the given floats.
  75675. * @param x x value of the vector
  75676. * @param y y value of the vector
  75677. * @param z z value of the vector
  75678. * @param w w value of the vector
  75679. */
  75680. constructor(
  75681. /** x value of the vector */
  75682. x: number,
  75683. /** y value of the vector */
  75684. y: number,
  75685. /** z value of the vector */
  75686. z: number,
  75687. /** w value of the vector */
  75688. w: number);
  75689. /**
  75690. * Returns the string with the Vector4 coordinates.
  75691. * @returns a string containing all the vector values
  75692. */
  75693. toString(): string;
  75694. /**
  75695. * Returns the string "Vector4".
  75696. * @returns "Vector4"
  75697. */
  75698. getClassName(): string;
  75699. /**
  75700. * Returns the Vector4 hash code.
  75701. * @returns a unique hash code
  75702. */
  75703. getHashCode(): number;
  75704. /**
  75705. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  75706. * @returns the resulting array
  75707. */
  75708. asArray(): number[];
  75709. /**
  75710. * Populates the given array from the given index with the Vector4 coordinates.
  75711. * @param array array to populate
  75712. * @param index index of the array to start at (default: 0)
  75713. * @returns the Vector4.
  75714. */
  75715. toArray(array: FloatArray, index?: number): Vector4;
  75716. /**
  75717. * Adds the given vector to the current Vector4.
  75718. * @param otherVector the vector to add
  75719. * @returns the updated Vector4.
  75720. */
  75721. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  75722. /**
  75723. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  75724. * @param otherVector the vector to add
  75725. * @returns the resulting vector
  75726. */
  75727. add(otherVector: DeepImmutable<Vector4>): Vector4;
  75728. /**
  75729. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  75730. * @param otherVector the vector to add
  75731. * @param result the vector to store the result
  75732. * @returns the current Vector4.
  75733. */
  75734. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  75735. /**
  75736. * Subtract in place the given vector from the current Vector4.
  75737. * @param otherVector the vector to subtract
  75738. * @returns the updated Vector4.
  75739. */
  75740. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  75741. /**
  75742. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  75743. * @param otherVector the vector to add
  75744. * @returns the new vector with the result
  75745. */
  75746. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  75747. /**
  75748. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  75749. * @param otherVector the vector to subtract
  75750. * @param result the vector to store the result
  75751. * @returns the current Vector4.
  75752. */
  75753. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  75754. /**
  75755. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  75756. */
  75757. /**
  75758. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  75759. * @param x value to subtract
  75760. * @param y value to subtract
  75761. * @param z value to subtract
  75762. * @param w value to subtract
  75763. * @returns new vector containing the result
  75764. */
  75765. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  75766. /**
  75767. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  75768. * @param x value to subtract
  75769. * @param y value to subtract
  75770. * @param z value to subtract
  75771. * @param w value to subtract
  75772. * @param result the vector to store the result in
  75773. * @returns the current Vector4.
  75774. */
  75775. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  75776. /**
  75777. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  75778. * @returns a new vector with the negated values
  75779. */
  75780. negate(): Vector4;
  75781. /**
  75782. * Multiplies the current Vector4 coordinates by scale (float).
  75783. * @param scale the number to scale with
  75784. * @returns the updated Vector4.
  75785. */
  75786. scaleInPlace(scale: number): Vector4;
  75787. /**
  75788. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  75789. * @param scale the number to scale with
  75790. * @returns a new vector with the result
  75791. */
  75792. scale(scale: number): Vector4;
  75793. /**
  75794. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  75795. * @param scale the number to scale with
  75796. * @param result a vector to store the result in
  75797. * @returns the current Vector4.
  75798. */
  75799. scaleToRef(scale: number, result: Vector4): Vector4;
  75800. /**
  75801. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  75802. * @param scale defines the scale factor
  75803. * @param result defines the Vector4 object where to store the result
  75804. * @returns the unmodified current Vector4
  75805. */
  75806. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  75807. /**
  75808. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  75809. * @param otherVector the vector to compare against
  75810. * @returns true if they are equal
  75811. */
  75812. equals(otherVector: DeepImmutable<Vector4>): boolean;
  75813. /**
  75814. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  75815. * @param otherVector vector to compare against
  75816. * @param epsilon (Default: very small number)
  75817. * @returns true if they are equal
  75818. */
  75819. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  75820. /**
  75821. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  75822. * @param x x value to compare against
  75823. * @param y y value to compare against
  75824. * @param z z value to compare against
  75825. * @param w w value to compare against
  75826. * @returns true if equal
  75827. */
  75828. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  75829. /**
  75830. * Multiplies in place the current Vector4 by the given one.
  75831. * @param otherVector vector to multiple with
  75832. * @returns the updated Vector4.
  75833. */
  75834. multiplyInPlace(otherVector: Vector4): Vector4;
  75835. /**
  75836. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  75837. * @param otherVector vector to multiple with
  75838. * @returns resulting new vector
  75839. */
  75840. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  75841. /**
  75842. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  75843. * @param otherVector vector to multiple with
  75844. * @param result vector to store the result
  75845. * @returns the current Vector4.
  75846. */
  75847. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  75848. /**
  75849. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  75850. * @param x x value multiply with
  75851. * @param y y value multiply with
  75852. * @param z z value multiply with
  75853. * @param w w value multiply with
  75854. * @returns resulting new vector
  75855. */
  75856. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  75857. /**
  75858. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  75859. * @param otherVector vector to devide with
  75860. * @returns resulting new vector
  75861. */
  75862. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  75863. /**
  75864. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  75865. * @param otherVector vector to devide with
  75866. * @param result vector to store the result
  75867. * @returns the current Vector4.
  75868. */
  75869. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  75870. /**
  75871. * Divides the current Vector3 coordinates by the given ones.
  75872. * @param otherVector vector to devide with
  75873. * @returns the updated Vector3.
  75874. */
  75875. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  75876. /**
  75877. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  75878. * @param other defines the second operand
  75879. * @returns the current updated Vector4
  75880. */
  75881. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  75882. /**
  75883. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  75884. * @param other defines the second operand
  75885. * @returns the current updated Vector4
  75886. */
  75887. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  75888. /**
  75889. * Gets a new Vector4 from current Vector4 floored values
  75890. * @returns a new Vector4
  75891. */
  75892. floor(): Vector4;
  75893. /**
  75894. * Gets a new Vector4 from current Vector3 floored values
  75895. * @returns a new Vector4
  75896. */
  75897. fract(): Vector4;
  75898. /**
  75899. * Returns the Vector4 length (float).
  75900. * @returns the length
  75901. */
  75902. length(): number;
  75903. /**
  75904. * Returns the Vector4 squared length (float).
  75905. * @returns the length squared
  75906. */
  75907. lengthSquared(): number;
  75908. /**
  75909. * Normalizes in place the Vector4.
  75910. * @returns the updated Vector4.
  75911. */
  75912. normalize(): Vector4;
  75913. /**
  75914. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  75915. * @returns this converted to a new vector3
  75916. */
  75917. toVector3(): Vector3;
  75918. /**
  75919. * Returns a new Vector4 copied from the current one.
  75920. * @returns the new cloned vector
  75921. */
  75922. clone(): Vector4;
  75923. /**
  75924. * Updates the current Vector4 with the given one coordinates.
  75925. * @param source the source vector to copy from
  75926. * @returns the updated Vector4.
  75927. */
  75928. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  75929. /**
  75930. * Updates the current Vector4 coordinates with the given floats.
  75931. * @param x float to copy from
  75932. * @param y float to copy from
  75933. * @param z float to copy from
  75934. * @param w float to copy from
  75935. * @returns the updated Vector4.
  75936. */
  75937. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  75938. /**
  75939. * Updates the current Vector4 coordinates with the given floats.
  75940. * @param x float to set from
  75941. * @param y float to set from
  75942. * @param z float to set from
  75943. * @param w float to set from
  75944. * @returns the updated Vector4.
  75945. */
  75946. set(x: number, y: number, z: number, w: number): Vector4;
  75947. /**
  75948. * Copies the given float to the current Vector3 coordinates
  75949. * @param v defines the x, y, z and w coordinates of the operand
  75950. * @returns the current updated Vector3
  75951. */
  75952. setAll(v: number): Vector4;
  75953. /**
  75954. * Returns a new Vector4 set from the starting index of the given array.
  75955. * @param array the array to pull values from
  75956. * @param offset the offset into the array to start at
  75957. * @returns the new vector
  75958. */
  75959. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  75960. /**
  75961. * Updates the given vector "result" from the starting index of the given array.
  75962. * @param array the array to pull values from
  75963. * @param offset the offset into the array to start at
  75964. * @param result the vector to store the result in
  75965. */
  75966. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  75967. /**
  75968. * Updates the given vector "result" from the starting index of the given Float32Array.
  75969. * @param array the array to pull values from
  75970. * @param offset the offset into the array to start at
  75971. * @param result the vector to store the result in
  75972. */
  75973. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  75974. /**
  75975. * Updates the given vector "result" coordinates from the given floats.
  75976. * @param x float to set from
  75977. * @param y float to set from
  75978. * @param z float to set from
  75979. * @param w float to set from
  75980. * @param result the vector to the floats in
  75981. */
  75982. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  75983. /**
  75984. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  75985. * @returns the new vector
  75986. */
  75987. static Zero(): Vector4;
  75988. /**
  75989. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  75990. * @returns the new vector
  75991. */
  75992. static One(): Vector4;
  75993. /**
  75994. * Returns a new normalized Vector4 from the given one.
  75995. * @param vector the vector to normalize
  75996. * @returns the vector
  75997. */
  75998. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  75999. /**
  76000. * Updates the given vector "result" from the normalization of the given one.
  76001. * @param vector the vector to normalize
  76002. * @param result the vector to store the result in
  76003. */
  76004. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  76005. /**
  76006. * Returns a vector with the minimum values from the left and right vectors
  76007. * @param left left vector to minimize
  76008. * @param right right vector to minimize
  76009. * @returns a new vector with the minimum of the left and right vector values
  76010. */
  76011. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  76012. /**
  76013. * Returns a vector with the maximum values from the left and right vectors
  76014. * @param left left vector to maximize
  76015. * @param right right vector to maximize
  76016. * @returns a new vector with the maximum of the left and right vector values
  76017. */
  76018. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  76019. /**
  76020. * Returns the distance (float) between the vectors "value1" and "value2".
  76021. * @param value1 value to calulate the distance between
  76022. * @param value2 value to calulate the distance between
  76023. * @return the distance between the two vectors
  76024. */
  76025. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  76026. /**
  76027. * Returns the squared distance (float) between the vectors "value1" and "value2".
  76028. * @param value1 value to calulate the distance between
  76029. * @param value2 value to calulate the distance between
  76030. * @return the distance between the two vectors squared
  76031. */
  76032. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  76033. /**
  76034. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  76035. * @param value1 value to calulate the center between
  76036. * @param value2 value to calulate the center between
  76037. * @return the center between the two vectors
  76038. */
  76039. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  76040. /**
  76041. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  76042. * This methods computes transformed normalized direction vectors only.
  76043. * @param vector the vector to transform
  76044. * @param transformation the transformation matrix to apply
  76045. * @returns the new vector
  76046. */
  76047. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  76048. /**
  76049. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  76050. * This methods computes transformed normalized direction vectors only.
  76051. * @param vector the vector to transform
  76052. * @param transformation the transformation matrix to apply
  76053. * @param result the vector to store the result in
  76054. */
  76055. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  76056. /**
  76057. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  76058. * This methods computes transformed normalized direction vectors only.
  76059. * @param x value to transform
  76060. * @param y value to transform
  76061. * @param z value to transform
  76062. * @param w value to transform
  76063. * @param transformation the transformation matrix to apply
  76064. * @param result the vector to store the results in
  76065. */
  76066. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  76067. /**
  76068. * Creates a new Vector4 from a Vector3
  76069. * @param source defines the source data
  76070. * @param w defines the 4th component (default is 0)
  76071. * @returns a new Vector4
  76072. */
  76073. static FromVector3(source: Vector3, w?: number): Vector4;
  76074. }
  76075. /**
  76076. * Class used to store quaternion data
  76077. * @see https://en.wikipedia.org/wiki/Quaternion
  76078. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  76079. */
  76080. export class Quaternion {
  76081. /** defines the first component (0 by default) */
  76082. x: number;
  76083. /** defines the second component (0 by default) */
  76084. y: number;
  76085. /** defines the third component (0 by default) */
  76086. z: number;
  76087. /** defines the fourth component (1.0 by default) */
  76088. w: number;
  76089. /**
  76090. * Creates a new Quaternion from the given floats
  76091. * @param x defines the first component (0 by default)
  76092. * @param y defines the second component (0 by default)
  76093. * @param z defines the third component (0 by default)
  76094. * @param w defines the fourth component (1.0 by default)
  76095. */
  76096. constructor(
  76097. /** defines the first component (0 by default) */
  76098. x?: number,
  76099. /** defines the second component (0 by default) */
  76100. y?: number,
  76101. /** defines the third component (0 by default) */
  76102. z?: number,
  76103. /** defines the fourth component (1.0 by default) */
  76104. w?: number);
  76105. /**
  76106. * Gets a string representation for the current quaternion
  76107. * @returns a string with the Quaternion coordinates
  76108. */
  76109. toString(): string;
  76110. /**
  76111. * Gets the class name of the quaternion
  76112. * @returns the string "Quaternion"
  76113. */
  76114. getClassName(): string;
  76115. /**
  76116. * Gets a hash code for this quaternion
  76117. * @returns the quaternion hash code
  76118. */
  76119. getHashCode(): number;
  76120. /**
  76121. * Copy the quaternion to an array
  76122. * @returns a new array populated with 4 elements from the quaternion coordinates
  76123. */
  76124. asArray(): number[];
  76125. /**
  76126. * Check if two quaternions are equals
  76127. * @param otherQuaternion defines the second operand
  76128. * @return true if the current quaternion and the given one coordinates are strictly equals
  76129. */
  76130. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  76131. /**
  76132. * Gets a boolean if two quaternions are equals (using an epsilon value)
  76133. * @param otherQuaternion defines the other quaternion
  76134. * @param epsilon defines the minimal distance to consider equality
  76135. * @returns true if the given quaternion coordinates are close to the current ones by a distance of epsilon.
  76136. */
  76137. equalsWithEpsilon(otherQuaternion: DeepImmutable<Quaternion>, epsilon?: number): boolean;
  76138. /**
  76139. * Clone the current quaternion
  76140. * @returns a new quaternion copied from the current one
  76141. */
  76142. clone(): Quaternion;
  76143. /**
  76144. * Copy a quaternion to the current one
  76145. * @param other defines the other quaternion
  76146. * @returns the updated current quaternion
  76147. */
  76148. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  76149. /**
  76150. * Updates the current quaternion with the given float coordinates
  76151. * @param x defines the x coordinate
  76152. * @param y defines the y coordinate
  76153. * @param z defines the z coordinate
  76154. * @param w defines the w coordinate
  76155. * @returns the updated current quaternion
  76156. */
  76157. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  76158. /**
  76159. * Updates the current quaternion from the given float coordinates
  76160. * @param x defines the x coordinate
  76161. * @param y defines the y coordinate
  76162. * @param z defines the z coordinate
  76163. * @param w defines the w coordinate
  76164. * @returns the updated current quaternion
  76165. */
  76166. set(x: number, y: number, z: number, w: number): Quaternion;
  76167. /**
  76168. * Adds two quaternions
  76169. * @param other defines the second operand
  76170. * @returns a new quaternion as the addition result of the given one and the current quaternion
  76171. */
  76172. add(other: DeepImmutable<Quaternion>): Quaternion;
  76173. /**
  76174. * Add a quaternion to the current one
  76175. * @param other defines the quaternion to add
  76176. * @returns the current quaternion
  76177. */
  76178. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  76179. /**
  76180. * Subtract two quaternions
  76181. * @param other defines the second operand
  76182. * @returns a new quaternion as the subtraction result of the given one from the current one
  76183. */
  76184. subtract(other: Quaternion): Quaternion;
  76185. /**
  76186. * Multiplies the current quaternion by a scale factor
  76187. * @param value defines the scale factor
  76188. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  76189. */
  76190. scale(value: number): Quaternion;
  76191. /**
  76192. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  76193. * @param scale defines the scale factor
  76194. * @param result defines the Quaternion object where to store the result
  76195. * @returns the unmodified current quaternion
  76196. */
  76197. scaleToRef(scale: number, result: Quaternion): Quaternion;
  76198. /**
  76199. * Multiplies in place the current quaternion by a scale factor
  76200. * @param value defines the scale factor
  76201. * @returns the current modified quaternion
  76202. */
  76203. scaleInPlace(value: number): Quaternion;
  76204. /**
  76205. * Scale the current quaternion values by a factor and add the result to a given quaternion
  76206. * @param scale defines the scale factor
  76207. * @param result defines the Quaternion object where to store the result
  76208. * @returns the unmodified current quaternion
  76209. */
  76210. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  76211. /**
  76212. * Multiplies two quaternions
  76213. * @param q1 defines the second operand
  76214. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  76215. */
  76216. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  76217. /**
  76218. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  76219. * @param q1 defines the second operand
  76220. * @param result defines the target quaternion
  76221. * @returns the current quaternion
  76222. */
  76223. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  76224. /**
  76225. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  76226. * @param q1 defines the second operand
  76227. * @returns the currentupdated quaternion
  76228. */
  76229. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  76230. /**
  76231. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  76232. * @param ref defines the target quaternion
  76233. * @returns the current quaternion
  76234. */
  76235. conjugateToRef(ref: Quaternion): Quaternion;
  76236. /**
  76237. * Conjugates in place (1-q) the current quaternion
  76238. * @returns the current updated quaternion
  76239. */
  76240. conjugateInPlace(): Quaternion;
  76241. /**
  76242. * Conjugates in place (1-q) the current quaternion
  76243. * @returns a new quaternion
  76244. */
  76245. conjugate(): Quaternion;
  76246. /**
  76247. * Gets length of current quaternion
  76248. * @returns the quaternion length (float)
  76249. */
  76250. length(): number;
  76251. /**
  76252. * Normalize in place the current quaternion
  76253. * @returns the current updated quaternion
  76254. */
  76255. normalize(): Quaternion;
  76256. /**
  76257. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  76258. * @param order is a reserved parameter and is ignore for now
  76259. * @returns a new Vector3 containing the Euler angles
  76260. */
  76261. toEulerAngles(order?: string): Vector3;
  76262. /**
  76263. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  76264. * @param result defines the vector which will be filled with the Euler angles
  76265. * @param order is a reserved parameter and is ignore for now
  76266. * @returns the current unchanged quaternion
  76267. */
  76268. toEulerAnglesToRef(result: Vector3): Quaternion;
  76269. /**
  76270. * Updates the given rotation matrix with the current quaternion values
  76271. * @param result defines the target matrix
  76272. * @returns the current unchanged quaternion
  76273. */
  76274. toRotationMatrix(result: Matrix): Quaternion;
  76275. /**
  76276. * Updates the current quaternion from the given rotation matrix values
  76277. * @param matrix defines the source matrix
  76278. * @returns the current updated quaternion
  76279. */
  76280. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  76281. /**
  76282. * Creates a new quaternion from a rotation matrix
  76283. * @param matrix defines the source matrix
  76284. * @returns a new quaternion created from the given rotation matrix values
  76285. */
  76286. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  76287. /**
  76288. * Updates the given quaternion with the given rotation matrix values
  76289. * @param matrix defines the source matrix
  76290. * @param result defines the target quaternion
  76291. */
  76292. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  76293. /**
  76294. * Returns the dot product (float) between the quaternions "left" and "right"
  76295. * @param left defines the left operand
  76296. * @param right defines the right operand
  76297. * @returns the dot product
  76298. */
  76299. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  76300. /**
  76301. * Checks if the two quaternions are close to each other
  76302. * @param quat0 defines the first quaternion to check
  76303. * @param quat1 defines the second quaternion to check
  76304. * @returns true if the two quaternions are close to each other
  76305. */
  76306. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  76307. /**
  76308. * Creates an empty quaternion
  76309. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  76310. */
  76311. static Zero(): Quaternion;
  76312. /**
  76313. * Inverse a given quaternion
  76314. * @param q defines the source quaternion
  76315. * @returns a new quaternion as the inverted current quaternion
  76316. */
  76317. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  76318. /**
  76319. * Inverse a given quaternion
  76320. * @param q defines the source quaternion
  76321. * @param result the quaternion the result will be stored in
  76322. * @returns the result quaternion
  76323. */
  76324. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  76325. /**
  76326. * Creates an identity quaternion
  76327. * @returns the identity quaternion
  76328. */
  76329. static Identity(): Quaternion;
  76330. /**
  76331. * Gets a boolean indicating if the given quaternion is identity
  76332. * @param quaternion defines the quaternion to check
  76333. * @returns true if the quaternion is identity
  76334. */
  76335. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  76336. /**
  76337. * Creates a quaternion from a rotation around an axis
  76338. * @param axis defines the axis to use
  76339. * @param angle defines the angle to use
  76340. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  76341. */
  76342. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  76343. /**
  76344. * Creates a rotation around an axis and stores it into the given quaternion
  76345. * @param axis defines the axis to use
  76346. * @param angle defines the angle to use
  76347. * @param result defines the target quaternion
  76348. * @returns the target quaternion
  76349. */
  76350. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  76351. /**
  76352. * Creates a new quaternion from data stored into an array
  76353. * @param array defines the data source
  76354. * @param offset defines the offset in the source array where the data starts
  76355. * @returns a new quaternion
  76356. */
  76357. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  76358. /**
  76359. * Create a quaternion from Euler rotation angles
  76360. * @param x Pitch
  76361. * @param y Yaw
  76362. * @param z Roll
  76363. * @returns the new Quaternion
  76364. */
  76365. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  76366. /**
  76367. * Updates a quaternion from Euler rotation angles
  76368. * @param x Pitch
  76369. * @param y Yaw
  76370. * @param z Roll
  76371. * @param result the quaternion to store the result
  76372. * @returns the updated quaternion
  76373. */
  76374. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  76375. /**
  76376. * Create a quaternion from Euler rotation vector
  76377. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  76378. * @returns the new Quaternion
  76379. */
  76380. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  76381. /**
  76382. * Updates a quaternion from Euler rotation vector
  76383. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  76384. * @param result the quaternion to store the result
  76385. * @returns the updated quaternion
  76386. */
  76387. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  76388. /**
  76389. * Creates a new quaternion from the given Euler float angles (y, x, z)
  76390. * @param yaw defines the rotation around Y axis
  76391. * @param pitch defines the rotation around X axis
  76392. * @param roll defines the rotation around Z axis
  76393. * @returns the new quaternion
  76394. */
  76395. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  76396. /**
  76397. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  76398. * @param yaw defines the rotation around Y axis
  76399. * @param pitch defines the rotation around X axis
  76400. * @param roll defines the rotation around Z axis
  76401. * @param result defines the target quaternion
  76402. */
  76403. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  76404. /**
  76405. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  76406. * @param alpha defines the rotation around first axis
  76407. * @param beta defines the rotation around second axis
  76408. * @param gamma defines the rotation around third axis
  76409. * @returns the new quaternion
  76410. */
  76411. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  76412. /**
  76413. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  76414. * @param alpha defines the rotation around first axis
  76415. * @param beta defines the rotation around second axis
  76416. * @param gamma defines the rotation around third axis
  76417. * @param result defines the target quaternion
  76418. */
  76419. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  76420. /**
  76421. * 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)
  76422. * @param axis1 defines the first axis
  76423. * @param axis2 defines the second axis
  76424. * @param axis3 defines the third axis
  76425. * @returns the new quaternion
  76426. */
  76427. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  76428. /**
  76429. * 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
  76430. * @param axis1 defines the first axis
  76431. * @param axis2 defines the second axis
  76432. * @param axis3 defines the third axis
  76433. * @param ref defines the target quaternion
  76434. */
  76435. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  76436. /**
  76437. * Interpolates between two quaternions
  76438. * @param left defines first quaternion
  76439. * @param right defines second quaternion
  76440. * @param amount defines the gradient to use
  76441. * @returns the new interpolated quaternion
  76442. */
  76443. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  76444. /**
  76445. * Interpolates between two quaternions and stores it into a target quaternion
  76446. * @param left defines first quaternion
  76447. * @param right defines second quaternion
  76448. * @param amount defines the gradient to use
  76449. * @param result defines the target quaternion
  76450. */
  76451. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  76452. /**
  76453. * Interpolate between two quaternions using Hermite interpolation
  76454. * @param value1 defines first quaternion
  76455. * @param tangent1 defines the incoming tangent
  76456. * @param value2 defines second quaternion
  76457. * @param tangent2 defines the outgoing tangent
  76458. * @param amount defines the target quaternion
  76459. * @returns the new interpolated quaternion
  76460. */
  76461. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  76462. }
  76463. /**
  76464. * Class used to store matrix data (4x4)
  76465. */
  76466. export class Matrix {
  76467. private static _updateFlagSeed;
  76468. private static _identityReadOnly;
  76469. private _isIdentity;
  76470. private _isIdentityDirty;
  76471. private _isIdentity3x2;
  76472. private _isIdentity3x2Dirty;
  76473. /**
  76474. * Gets the update flag of the matrix which is an unique number for the matrix.
  76475. * It will be incremented every time the matrix data change.
  76476. * You can use it to speed the comparison between two versions of the same matrix.
  76477. */
  76478. updateFlag: number;
  76479. private readonly _m;
  76480. /**
  76481. * Gets the internal data of the matrix
  76482. */
  76483. get m(): DeepImmutable<Float32Array>;
  76484. /** @hidden */
  76485. _markAsUpdated(): void;
  76486. /** @hidden */
  76487. private _updateIdentityStatus;
  76488. /**
  76489. * Creates an empty matrix (filled with zeros)
  76490. */
  76491. constructor();
  76492. /**
  76493. * Check if the current matrix is identity
  76494. * @returns true is the matrix is the identity matrix
  76495. */
  76496. isIdentity(): boolean;
  76497. /**
  76498. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  76499. * @returns true is the matrix is the identity matrix
  76500. */
  76501. isIdentityAs3x2(): boolean;
  76502. /**
  76503. * Gets the determinant of the matrix
  76504. * @returns the matrix determinant
  76505. */
  76506. determinant(): number;
  76507. /**
  76508. * Returns the matrix as a Float32Array
  76509. * @returns the matrix underlying array
  76510. */
  76511. toArray(): DeepImmutable<Float32Array>;
  76512. /**
  76513. * Returns the matrix as a Float32Array
  76514. * @returns the matrix underlying array.
  76515. */
  76516. asArray(): DeepImmutable<Float32Array>;
  76517. /**
  76518. * Inverts the current matrix in place
  76519. * @returns the current inverted matrix
  76520. */
  76521. invert(): Matrix;
  76522. /**
  76523. * Sets all the matrix elements to zero
  76524. * @returns the current matrix
  76525. */
  76526. reset(): Matrix;
  76527. /**
  76528. * Adds the current matrix with a second one
  76529. * @param other defines the matrix to add
  76530. * @returns a new matrix as the addition of the current matrix and the given one
  76531. */
  76532. add(other: DeepImmutable<Matrix>): Matrix;
  76533. /**
  76534. * Sets the given matrix "result" to the addition of the current matrix and the given one
  76535. * @param other defines the matrix to add
  76536. * @param result defines the target matrix
  76537. * @returns the current matrix
  76538. */
  76539. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  76540. /**
  76541. * Adds in place the given matrix to the current matrix
  76542. * @param other defines the second operand
  76543. * @returns the current updated matrix
  76544. */
  76545. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  76546. /**
  76547. * Sets the given matrix to the current inverted Matrix
  76548. * @param other defines the target matrix
  76549. * @returns the unmodified current matrix
  76550. */
  76551. invertToRef(other: Matrix): Matrix;
  76552. /**
  76553. * add a value at the specified position in the current Matrix
  76554. * @param index the index of the value within the matrix. between 0 and 15.
  76555. * @param value the value to be added
  76556. * @returns the current updated matrix
  76557. */
  76558. addAtIndex(index: number, value: number): Matrix;
  76559. /**
  76560. * mutiply the specified position in the current Matrix by a value
  76561. * @param index the index of the value within the matrix. between 0 and 15.
  76562. * @param value the value to be added
  76563. * @returns the current updated matrix
  76564. */
  76565. multiplyAtIndex(index: number, value: number): Matrix;
  76566. /**
  76567. * Inserts the translation vector (using 3 floats) in the current matrix
  76568. * @param x defines the 1st component of the translation
  76569. * @param y defines the 2nd component of the translation
  76570. * @param z defines the 3rd component of the translation
  76571. * @returns the current updated matrix
  76572. */
  76573. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  76574. /**
  76575. * Adds the translation vector (using 3 floats) in the current matrix
  76576. * @param x defines the 1st component of the translation
  76577. * @param y defines the 2nd component of the translation
  76578. * @param z defines the 3rd component of the translation
  76579. * @returns the current updated matrix
  76580. */
  76581. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  76582. /**
  76583. * Inserts the translation vector in the current matrix
  76584. * @param vector3 defines the translation to insert
  76585. * @returns the current updated matrix
  76586. */
  76587. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  76588. /**
  76589. * Gets the translation value of the current matrix
  76590. * @returns a new Vector3 as the extracted translation from the matrix
  76591. */
  76592. getTranslation(): Vector3;
  76593. /**
  76594. * Fill a Vector3 with the extracted translation from the matrix
  76595. * @param result defines the Vector3 where to store the translation
  76596. * @returns the current matrix
  76597. */
  76598. getTranslationToRef(result: Vector3): Matrix;
  76599. /**
  76600. * Remove rotation and scaling part from the matrix
  76601. * @returns the updated matrix
  76602. */
  76603. removeRotationAndScaling(): Matrix;
  76604. /**
  76605. * Multiply two matrices
  76606. * @param other defines the second operand
  76607. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  76608. */
  76609. multiply(other: DeepImmutable<Matrix>): Matrix;
  76610. /**
  76611. * Copy the current matrix from the given one
  76612. * @param other defines the source matrix
  76613. * @returns the current updated matrix
  76614. */
  76615. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  76616. /**
  76617. * Populates the given array from the starting index with the current matrix values
  76618. * @param array defines the target array
  76619. * @param offset defines the offset in the target array where to start storing values
  76620. * @returns the current matrix
  76621. */
  76622. copyToArray(array: Float32Array, offset?: number): Matrix;
  76623. /**
  76624. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  76625. * @param other defines the second operand
  76626. * @param result defines the matrix where to store the multiplication
  76627. * @returns the current matrix
  76628. */
  76629. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  76630. /**
  76631. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  76632. * @param other defines the second operand
  76633. * @param result defines the array where to store the multiplication
  76634. * @param offset defines the offset in the target array where to start storing values
  76635. * @returns the current matrix
  76636. */
  76637. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  76638. /**
  76639. * Check equality between this matrix and a second one
  76640. * @param value defines the second matrix to compare
  76641. * @returns true is the current matrix and the given one values are strictly equal
  76642. */
  76643. equals(value: DeepImmutable<Matrix>): boolean;
  76644. /**
  76645. * Clone the current matrix
  76646. * @returns a new matrix from the current matrix
  76647. */
  76648. clone(): Matrix;
  76649. /**
  76650. * Returns the name of the current matrix class
  76651. * @returns the string "Matrix"
  76652. */
  76653. getClassName(): string;
  76654. /**
  76655. * Gets the hash code of the current matrix
  76656. * @returns the hash code
  76657. */
  76658. getHashCode(): number;
  76659. /**
  76660. * Decomposes the current Matrix into a translation, rotation and scaling components
  76661. * @param scale defines the scale vector3 given as a reference to update
  76662. * @param rotation defines the rotation quaternion given as a reference to update
  76663. * @param translation defines the translation vector3 given as a reference to update
  76664. * @returns true if operation was successful
  76665. */
  76666. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  76667. /**
  76668. * Gets specific row of the matrix
  76669. * @param index defines the number of the row to get
  76670. * @returns the index-th row of the current matrix as a new Vector4
  76671. */
  76672. getRow(index: number): Nullable<Vector4>;
  76673. /**
  76674. * Sets the index-th row of the current matrix to the vector4 values
  76675. * @param index defines the number of the row to set
  76676. * @param row defines the target vector4
  76677. * @returns the updated current matrix
  76678. */
  76679. setRow(index: number, row: Vector4): Matrix;
  76680. /**
  76681. * Compute the transpose of the matrix
  76682. * @returns the new transposed matrix
  76683. */
  76684. transpose(): Matrix;
  76685. /**
  76686. * Compute the transpose of the matrix and store it in a given matrix
  76687. * @param result defines the target matrix
  76688. * @returns the current matrix
  76689. */
  76690. transposeToRef(result: Matrix): Matrix;
  76691. /**
  76692. * Sets the index-th row of the current matrix with the given 4 x float values
  76693. * @param index defines the row index
  76694. * @param x defines the x component to set
  76695. * @param y defines the y component to set
  76696. * @param z defines the z component to set
  76697. * @param w defines the w component to set
  76698. * @returns the updated current matrix
  76699. */
  76700. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  76701. /**
  76702. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  76703. * @param scale defines the scale factor
  76704. * @returns a new matrix
  76705. */
  76706. scale(scale: number): Matrix;
  76707. /**
  76708. * Scale the current matrix values by a factor to a given result matrix
  76709. * @param scale defines the scale factor
  76710. * @param result defines the matrix to store the result
  76711. * @returns the current matrix
  76712. */
  76713. scaleToRef(scale: number, result: Matrix): Matrix;
  76714. /**
  76715. * Scale the current matrix values by a factor and add the result to a given matrix
  76716. * @param scale defines the scale factor
  76717. * @param result defines the Matrix to store the result
  76718. * @returns the current matrix
  76719. */
  76720. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  76721. /**
  76722. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  76723. * @param ref matrix to store the result
  76724. */
  76725. toNormalMatrix(ref: Matrix): void;
  76726. /**
  76727. * Gets only rotation part of the current matrix
  76728. * @returns a new matrix sets to the extracted rotation matrix from the current one
  76729. */
  76730. getRotationMatrix(): Matrix;
  76731. /**
  76732. * Extracts the rotation matrix from the current one and sets it as the given "result"
  76733. * @param result defines the target matrix to store data to
  76734. * @returns the current matrix
  76735. */
  76736. getRotationMatrixToRef(result: Matrix): Matrix;
  76737. /**
  76738. * Toggles model matrix from being right handed to left handed in place and vice versa
  76739. */
  76740. toggleModelMatrixHandInPlace(): void;
  76741. /**
  76742. * Toggles projection matrix from being right handed to left handed in place and vice versa
  76743. */
  76744. toggleProjectionMatrixHandInPlace(): void;
  76745. /**
  76746. * Creates a matrix from an array
  76747. * @param array defines the source array
  76748. * @param offset defines an offset in the source array
  76749. * @returns a new Matrix set from the starting index of the given array
  76750. */
  76751. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  76752. /**
  76753. * Copy the content of an array into a given matrix
  76754. * @param array defines the source array
  76755. * @param offset defines an offset in the source array
  76756. * @param result defines the target matrix
  76757. */
  76758. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  76759. /**
  76760. * Stores an array into a matrix after having multiplied each component by a given factor
  76761. * @param array defines the source array
  76762. * @param offset defines the offset in the source array
  76763. * @param scale defines the scaling factor
  76764. * @param result defines the target matrix
  76765. */
  76766. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  76767. /**
  76768. * Gets an identity matrix that must not be updated
  76769. */
  76770. static get IdentityReadOnly(): DeepImmutable<Matrix>;
  76771. /**
  76772. * Stores a list of values (16) inside a given matrix
  76773. * @param initialM11 defines 1st value of 1st row
  76774. * @param initialM12 defines 2nd value of 1st row
  76775. * @param initialM13 defines 3rd value of 1st row
  76776. * @param initialM14 defines 4th value of 1st row
  76777. * @param initialM21 defines 1st value of 2nd row
  76778. * @param initialM22 defines 2nd value of 2nd row
  76779. * @param initialM23 defines 3rd value of 2nd row
  76780. * @param initialM24 defines 4th value of 2nd row
  76781. * @param initialM31 defines 1st value of 3rd row
  76782. * @param initialM32 defines 2nd value of 3rd row
  76783. * @param initialM33 defines 3rd value of 3rd row
  76784. * @param initialM34 defines 4th value of 3rd row
  76785. * @param initialM41 defines 1st value of 4th row
  76786. * @param initialM42 defines 2nd value of 4th row
  76787. * @param initialM43 defines 3rd value of 4th row
  76788. * @param initialM44 defines 4th value of 4th row
  76789. * @param result defines the target matrix
  76790. */
  76791. 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;
  76792. /**
  76793. * Creates new matrix from a list of values (16)
  76794. * @param initialM11 defines 1st value of 1st row
  76795. * @param initialM12 defines 2nd value of 1st row
  76796. * @param initialM13 defines 3rd value of 1st row
  76797. * @param initialM14 defines 4th value of 1st row
  76798. * @param initialM21 defines 1st value of 2nd row
  76799. * @param initialM22 defines 2nd value of 2nd row
  76800. * @param initialM23 defines 3rd value of 2nd row
  76801. * @param initialM24 defines 4th value of 2nd row
  76802. * @param initialM31 defines 1st value of 3rd row
  76803. * @param initialM32 defines 2nd value of 3rd row
  76804. * @param initialM33 defines 3rd value of 3rd row
  76805. * @param initialM34 defines 4th value of 3rd row
  76806. * @param initialM41 defines 1st value of 4th row
  76807. * @param initialM42 defines 2nd value of 4th row
  76808. * @param initialM43 defines 3rd value of 4th row
  76809. * @param initialM44 defines 4th value of 4th row
  76810. * @returns the new matrix
  76811. */
  76812. 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;
  76813. /**
  76814. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  76815. * @param scale defines the scale vector3
  76816. * @param rotation defines the rotation quaternion
  76817. * @param translation defines the translation vector3
  76818. * @returns a new matrix
  76819. */
  76820. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  76821. /**
  76822. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  76823. * @param scale defines the scale vector3
  76824. * @param rotation defines the rotation quaternion
  76825. * @param translation defines the translation vector3
  76826. * @param result defines the target matrix
  76827. */
  76828. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  76829. /**
  76830. * Creates a new identity matrix
  76831. * @returns a new identity matrix
  76832. */
  76833. static Identity(): Matrix;
  76834. /**
  76835. * Creates a new identity matrix and stores the result in a given matrix
  76836. * @param result defines the target matrix
  76837. */
  76838. static IdentityToRef(result: Matrix): void;
  76839. /**
  76840. * Creates a new zero matrix
  76841. * @returns a new zero matrix
  76842. */
  76843. static Zero(): Matrix;
  76844. /**
  76845. * Creates a new rotation matrix for "angle" radians around the X axis
  76846. * @param angle defines the angle (in radians) to use
  76847. * @return the new matrix
  76848. */
  76849. static RotationX(angle: number): Matrix;
  76850. /**
  76851. * Creates a new matrix as the invert of a given matrix
  76852. * @param source defines the source matrix
  76853. * @returns the new matrix
  76854. */
  76855. static Invert(source: DeepImmutable<Matrix>): Matrix;
  76856. /**
  76857. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  76858. * @param angle defines the angle (in radians) to use
  76859. * @param result defines the target matrix
  76860. */
  76861. static RotationXToRef(angle: number, result: Matrix): void;
  76862. /**
  76863. * Creates a new rotation matrix for "angle" radians around the Y axis
  76864. * @param angle defines the angle (in radians) to use
  76865. * @return the new matrix
  76866. */
  76867. static RotationY(angle: number): Matrix;
  76868. /**
  76869. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  76870. * @param angle defines the angle (in radians) to use
  76871. * @param result defines the target matrix
  76872. */
  76873. static RotationYToRef(angle: number, result: Matrix): void;
  76874. /**
  76875. * Creates a new rotation matrix for "angle" radians around the Z axis
  76876. * @param angle defines the angle (in radians) to use
  76877. * @return the new matrix
  76878. */
  76879. static RotationZ(angle: number): Matrix;
  76880. /**
  76881. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  76882. * @param angle defines the angle (in radians) to use
  76883. * @param result defines the target matrix
  76884. */
  76885. static RotationZToRef(angle: number, result: Matrix): void;
  76886. /**
  76887. * Creates a new rotation matrix for "angle" radians around the given axis
  76888. * @param axis defines the axis to use
  76889. * @param angle defines the angle (in radians) to use
  76890. * @return the new matrix
  76891. */
  76892. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  76893. /**
  76894. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  76895. * @param axis defines the axis to use
  76896. * @param angle defines the angle (in radians) to use
  76897. * @param result defines the target matrix
  76898. */
  76899. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  76900. /**
  76901. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  76902. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  76903. * @param from defines the vector to align
  76904. * @param to defines the vector to align to
  76905. * @param result defines the target matrix
  76906. */
  76907. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  76908. /**
  76909. * Creates a rotation matrix
  76910. * @param yaw defines the yaw angle in radians (Y axis)
  76911. * @param pitch defines the pitch angle in radians (X axis)
  76912. * @param roll defines the roll angle in radians (X axis)
  76913. * @returns the new rotation matrix
  76914. */
  76915. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  76916. /**
  76917. * Creates a rotation matrix and stores it in a given matrix
  76918. * @param yaw defines the yaw angle in radians (Y axis)
  76919. * @param pitch defines the pitch angle in radians (X axis)
  76920. * @param roll defines the roll angle in radians (X axis)
  76921. * @param result defines the target matrix
  76922. */
  76923. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  76924. /**
  76925. * Creates a scaling matrix
  76926. * @param x defines the scale factor on X axis
  76927. * @param y defines the scale factor on Y axis
  76928. * @param z defines the scale factor on Z axis
  76929. * @returns the new matrix
  76930. */
  76931. static Scaling(x: number, y: number, z: number): Matrix;
  76932. /**
  76933. * Creates a scaling matrix and stores it in a given matrix
  76934. * @param x defines the scale factor on X axis
  76935. * @param y defines the scale factor on Y axis
  76936. * @param z defines the scale factor on Z axis
  76937. * @param result defines the target matrix
  76938. */
  76939. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  76940. /**
  76941. * Creates a translation matrix
  76942. * @param x defines the translation on X axis
  76943. * @param y defines the translation on Y axis
  76944. * @param z defines the translationon Z axis
  76945. * @returns the new matrix
  76946. */
  76947. static Translation(x: number, y: number, z: number): Matrix;
  76948. /**
  76949. * Creates a translation matrix and stores it in a given matrix
  76950. * @param x defines the translation on X axis
  76951. * @param y defines the translation on Y axis
  76952. * @param z defines the translationon Z axis
  76953. * @param result defines the target matrix
  76954. */
  76955. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  76956. /**
  76957. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  76958. * @param startValue defines the start value
  76959. * @param endValue defines the end value
  76960. * @param gradient defines the gradient factor
  76961. * @returns the new matrix
  76962. */
  76963. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  76964. /**
  76965. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  76966. * @param startValue defines the start value
  76967. * @param endValue defines the end value
  76968. * @param gradient defines the gradient factor
  76969. * @param result defines the Matrix object where to store data
  76970. */
  76971. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  76972. /**
  76973. * Builds a new matrix whose values are computed by:
  76974. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  76975. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  76976. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  76977. * @param startValue defines the first matrix
  76978. * @param endValue defines the second matrix
  76979. * @param gradient defines the gradient between the two matrices
  76980. * @returns the new matrix
  76981. */
  76982. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  76983. /**
  76984. * Update a matrix to values which are computed by:
  76985. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  76986. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  76987. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  76988. * @param startValue defines the first matrix
  76989. * @param endValue defines the second matrix
  76990. * @param gradient defines the gradient between the two matrices
  76991. * @param result defines the target matrix
  76992. */
  76993. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  76994. /**
  76995. * 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"
  76996. * This function works in left handed mode
  76997. * @param eye defines the final position of the entity
  76998. * @param target defines where the entity should look at
  76999. * @param up defines the up vector for the entity
  77000. * @returns the new matrix
  77001. */
  77002. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  77003. /**
  77004. * 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".
  77005. * This function works in left handed mode
  77006. * @param eye defines the final position of the entity
  77007. * @param target defines where the entity should look at
  77008. * @param up defines the up vector for the entity
  77009. * @param result defines the target matrix
  77010. */
  77011. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  77012. /**
  77013. * 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"
  77014. * This function works in right handed mode
  77015. * @param eye defines the final position of the entity
  77016. * @param target defines where the entity should look at
  77017. * @param up defines the up vector for the entity
  77018. * @returns the new matrix
  77019. */
  77020. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  77021. /**
  77022. * 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".
  77023. * This function works in right handed mode
  77024. * @param eye defines the final position of the entity
  77025. * @param target defines where the entity should look at
  77026. * @param up defines the up vector for the entity
  77027. * @param result defines the target matrix
  77028. */
  77029. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  77030. /**
  77031. * Create a left-handed orthographic projection matrix
  77032. * @param width defines the viewport width
  77033. * @param height defines the viewport height
  77034. * @param znear defines the near clip plane
  77035. * @param zfar defines the far clip plane
  77036. * @returns a new matrix as a left-handed orthographic projection matrix
  77037. */
  77038. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  77039. /**
  77040. * Store a left-handed orthographic projection to a given matrix
  77041. * @param width defines the viewport width
  77042. * @param height defines the viewport height
  77043. * @param znear defines the near clip plane
  77044. * @param zfar defines the far clip plane
  77045. * @param result defines the target matrix
  77046. */
  77047. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  77048. /**
  77049. * Create a left-handed orthographic projection matrix
  77050. * @param left defines the viewport left coordinate
  77051. * @param right defines the viewport right coordinate
  77052. * @param bottom defines the viewport bottom coordinate
  77053. * @param top defines the viewport top coordinate
  77054. * @param znear defines the near clip plane
  77055. * @param zfar defines the far clip plane
  77056. * @returns a new matrix as a left-handed orthographic projection matrix
  77057. */
  77058. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  77059. /**
  77060. * Stores a left-handed orthographic projection into a given matrix
  77061. * @param left defines the viewport left coordinate
  77062. * @param right defines the viewport right coordinate
  77063. * @param bottom defines the viewport bottom coordinate
  77064. * @param top defines the viewport top coordinate
  77065. * @param znear defines the near clip plane
  77066. * @param zfar defines the far clip plane
  77067. * @param result defines the target matrix
  77068. */
  77069. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  77070. /**
  77071. * Creates a right-handed orthographic projection matrix
  77072. * @param left defines the viewport left coordinate
  77073. * @param right defines the viewport right coordinate
  77074. * @param bottom defines the viewport bottom coordinate
  77075. * @param top defines the viewport top coordinate
  77076. * @param znear defines the near clip plane
  77077. * @param zfar defines the far clip plane
  77078. * @returns a new matrix as a right-handed orthographic projection matrix
  77079. */
  77080. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  77081. /**
  77082. * Stores a right-handed orthographic projection into a given matrix
  77083. * @param left defines the viewport left coordinate
  77084. * @param right defines the viewport right coordinate
  77085. * @param bottom defines the viewport bottom coordinate
  77086. * @param top defines the viewport top coordinate
  77087. * @param znear defines the near clip plane
  77088. * @param zfar defines the far clip plane
  77089. * @param result defines the target matrix
  77090. */
  77091. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  77092. /**
  77093. * Creates a left-handed perspective projection matrix
  77094. * @param width defines the viewport width
  77095. * @param height defines the viewport height
  77096. * @param znear defines the near clip plane
  77097. * @param zfar defines the far clip plane
  77098. * @returns a new matrix as a left-handed perspective projection matrix
  77099. */
  77100. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  77101. /**
  77102. * Creates a left-handed perspective projection matrix
  77103. * @param fov defines the horizontal field of view
  77104. * @param aspect defines the aspect ratio
  77105. * @param znear defines the near clip plane
  77106. * @param zfar defines the far clip plane
  77107. * @returns a new matrix as a left-handed perspective projection matrix
  77108. */
  77109. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  77110. /**
  77111. * Stores a left-handed perspective projection into a given matrix
  77112. * @param fov defines the horizontal field of view
  77113. * @param aspect defines the aspect ratio
  77114. * @param znear defines the near clip plane
  77115. * @param zfar defines the far clip plane
  77116. * @param result defines the target matrix
  77117. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  77118. */
  77119. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  77120. /**
  77121. * Stores a left-handed perspective projection into a given matrix with depth reversed
  77122. * @param fov defines the horizontal field of view
  77123. * @param aspect defines the aspect ratio
  77124. * @param znear defines the near clip plane
  77125. * @param zfar not used as infinity is used as far clip
  77126. * @param result defines the target matrix
  77127. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  77128. */
  77129. static PerspectiveFovReverseLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  77130. /**
  77131. * Creates a right-handed perspective projection matrix
  77132. * @param fov defines the horizontal field of view
  77133. * @param aspect defines the aspect ratio
  77134. * @param znear defines the near clip plane
  77135. * @param zfar defines the far clip plane
  77136. * @returns a new matrix as a right-handed perspective projection matrix
  77137. */
  77138. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  77139. /**
  77140. * Stores a right-handed perspective projection into a given matrix
  77141. * @param fov defines the horizontal field of view
  77142. * @param aspect defines the aspect ratio
  77143. * @param znear defines the near clip plane
  77144. * @param zfar defines the far clip plane
  77145. * @param result defines the target matrix
  77146. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  77147. */
  77148. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  77149. /**
  77150. * Stores a right-handed perspective projection into a given matrix
  77151. * @param fov defines the horizontal field of view
  77152. * @param aspect defines the aspect ratio
  77153. * @param znear defines the near clip plane
  77154. * @param zfar not used as infinity is used as far clip
  77155. * @param result defines the target matrix
  77156. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  77157. */
  77158. static PerspectiveFovReverseRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  77159. /**
  77160. * Stores a perspective projection for WebVR info a given matrix
  77161. * @param fov defines the field of view
  77162. * @param znear defines the near clip plane
  77163. * @param zfar defines the far clip plane
  77164. * @param result defines the target matrix
  77165. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  77166. */
  77167. static PerspectiveFovWebVRToRef(fov: {
  77168. upDegrees: number;
  77169. downDegrees: number;
  77170. leftDegrees: number;
  77171. rightDegrees: number;
  77172. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  77173. /**
  77174. * Computes a complete transformation matrix
  77175. * @param viewport defines the viewport to use
  77176. * @param world defines the world matrix
  77177. * @param view defines the view matrix
  77178. * @param projection defines the projection matrix
  77179. * @param zmin defines the near clip plane
  77180. * @param zmax defines the far clip plane
  77181. * @returns the transformation matrix
  77182. */
  77183. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  77184. /**
  77185. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  77186. * @param matrix defines the matrix to use
  77187. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  77188. */
  77189. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  77190. /**
  77191. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  77192. * @param matrix defines the matrix to use
  77193. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  77194. */
  77195. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  77196. /**
  77197. * Compute the transpose of a given matrix
  77198. * @param matrix defines the matrix to transpose
  77199. * @returns the new matrix
  77200. */
  77201. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  77202. /**
  77203. * Compute the transpose of a matrix and store it in a target matrix
  77204. * @param matrix defines the matrix to transpose
  77205. * @param result defines the target matrix
  77206. */
  77207. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  77208. /**
  77209. * Computes a reflection matrix from a plane
  77210. * @param plane defines the reflection plane
  77211. * @returns a new matrix
  77212. */
  77213. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  77214. /**
  77215. * Computes a reflection matrix from a plane
  77216. * @param plane defines the reflection plane
  77217. * @param result defines the target matrix
  77218. */
  77219. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  77220. /**
  77221. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  77222. * @param xaxis defines the value of the 1st axis
  77223. * @param yaxis defines the value of the 2nd axis
  77224. * @param zaxis defines the value of the 3rd axis
  77225. * @param result defines the target matrix
  77226. */
  77227. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  77228. /**
  77229. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  77230. * @param quat defines the quaternion to use
  77231. * @param result defines the target matrix
  77232. */
  77233. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  77234. }
  77235. /**
  77236. * @hidden
  77237. */
  77238. export class TmpVectors {
  77239. static Vector2: Vector2[];
  77240. static Vector3: Vector3[];
  77241. static Vector4: Vector4[];
  77242. static Quaternion: Quaternion[];
  77243. static Matrix: Matrix[];
  77244. }
  77245. }
  77246. declare module BABYLON {
  77247. /**
  77248. * Defines potential orientation for back face culling
  77249. */
  77250. export enum Orientation {
  77251. /**
  77252. * Clockwise
  77253. */
  77254. CW = 0,
  77255. /** Counter clockwise */
  77256. CCW = 1
  77257. }
  77258. /** Class used to represent a Bezier curve */
  77259. export class BezierCurve {
  77260. /**
  77261. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  77262. * @param t defines the time
  77263. * @param x1 defines the left coordinate on X axis
  77264. * @param y1 defines the left coordinate on Y axis
  77265. * @param x2 defines the right coordinate on X axis
  77266. * @param y2 defines the right coordinate on Y axis
  77267. * @returns the interpolated value
  77268. */
  77269. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  77270. }
  77271. /**
  77272. * Defines angle representation
  77273. */
  77274. export class Angle {
  77275. private _radians;
  77276. /**
  77277. * Creates an Angle object of "radians" radians (float).
  77278. * @param radians the angle in radians
  77279. */
  77280. constructor(radians: number);
  77281. /**
  77282. * Get value in degrees
  77283. * @returns the Angle value in degrees (float)
  77284. */
  77285. degrees(): number;
  77286. /**
  77287. * Get value in radians
  77288. * @returns the Angle value in radians (float)
  77289. */
  77290. radians(): number;
  77291. /**
  77292. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  77293. * @param a defines first vector
  77294. * @param b defines second vector
  77295. * @returns a new Angle
  77296. */
  77297. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  77298. /**
  77299. * Gets a new Angle object from the given float in radians
  77300. * @param radians defines the angle value in radians
  77301. * @returns a new Angle
  77302. */
  77303. static FromRadians(radians: number): Angle;
  77304. /**
  77305. * Gets a new Angle object from the given float in degrees
  77306. * @param degrees defines the angle value in degrees
  77307. * @returns a new Angle
  77308. */
  77309. static FromDegrees(degrees: number): Angle;
  77310. }
  77311. /**
  77312. * This represents an arc in a 2d space.
  77313. */
  77314. export class Arc2 {
  77315. /** Defines the start point of the arc */
  77316. startPoint: Vector2;
  77317. /** Defines the mid point of the arc */
  77318. midPoint: Vector2;
  77319. /** Defines the end point of the arc */
  77320. endPoint: Vector2;
  77321. /**
  77322. * Defines the center point of the arc.
  77323. */
  77324. centerPoint: Vector2;
  77325. /**
  77326. * Defines the radius of the arc.
  77327. */
  77328. radius: number;
  77329. /**
  77330. * Defines the angle of the arc (from mid point to end point).
  77331. */
  77332. angle: Angle;
  77333. /**
  77334. * Defines the start angle of the arc (from start point to middle point).
  77335. */
  77336. startAngle: Angle;
  77337. /**
  77338. * Defines the orientation of the arc (clock wise/counter clock wise).
  77339. */
  77340. orientation: Orientation;
  77341. /**
  77342. * Creates an Arc object from the three given points : start, middle and end.
  77343. * @param startPoint Defines the start point of the arc
  77344. * @param midPoint Defines the midlle point of the arc
  77345. * @param endPoint Defines the end point of the arc
  77346. */
  77347. constructor(
  77348. /** Defines the start point of the arc */
  77349. startPoint: Vector2,
  77350. /** Defines the mid point of the arc */
  77351. midPoint: Vector2,
  77352. /** Defines the end point of the arc */
  77353. endPoint: Vector2);
  77354. }
  77355. /**
  77356. * Represents a 2D path made up of multiple 2D points
  77357. */
  77358. export class Path2 {
  77359. private _points;
  77360. private _length;
  77361. /**
  77362. * If the path start and end point are the same
  77363. */
  77364. closed: boolean;
  77365. /**
  77366. * Creates a Path2 object from the starting 2D coordinates x and y.
  77367. * @param x the starting points x value
  77368. * @param y the starting points y value
  77369. */
  77370. constructor(x: number, y: number);
  77371. /**
  77372. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  77373. * @param x the added points x value
  77374. * @param y the added points y value
  77375. * @returns the updated Path2.
  77376. */
  77377. addLineTo(x: number, y: number): Path2;
  77378. /**
  77379. * 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.
  77380. * @param midX middle point x value
  77381. * @param midY middle point y value
  77382. * @param endX end point x value
  77383. * @param endY end point y value
  77384. * @param numberOfSegments (default: 36)
  77385. * @returns the updated Path2.
  77386. */
  77387. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  77388. /**
  77389. * Closes the Path2.
  77390. * @returns the Path2.
  77391. */
  77392. close(): Path2;
  77393. /**
  77394. * Gets the sum of the distance between each sequential point in the path
  77395. * @returns the Path2 total length (float).
  77396. */
  77397. length(): number;
  77398. /**
  77399. * Gets the points which construct the path
  77400. * @returns the Path2 internal array of points.
  77401. */
  77402. getPoints(): Vector2[];
  77403. /**
  77404. * Retreives the point at the distance aways from the starting point
  77405. * @param normalizedLengthPosition the length along the path to retreive the point from
  77406. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  77407. */
  77408. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  77409. /**
  77410. * Creates a new path starting from an x and y position
  77411. * @param x starting x value
  77412. * @param y starting y value
  77413. * @returns a new Path2 starting at the coordinates (x, y).
  77414. */
  77415. static StartingAt(x: number, y: number): Path2;
  77416. }
  77417. /**
  77418. * Represents a 3D path made up of multiple 3D points
  77419. */
  77420. export class Path3D {
  77421. /**
  77422. * an array of Vector3, the curve axis of the Path3D
  77423. */
  77424. path: Vector3[];
  77425. private _curve;
  77426. private _distances;
  77427. private _tangents;
  77428. private _normals;
  77429. private _binormals;
  77430. private _raw;
  77431. private _alignTangentsWithPath;
  77432. private readonly _pointAtData;
  77433. /**
  77434. * new Path3D(path, normal, raw)
  77435. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  77436. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  77437. * @param path an array of Vector3, the curve axis of the Path3D
  77438. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  77439. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  77440. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path.
  77441. */
  77442. constructor(
  77443. /**
  77444. * an array of Vector3, the curve axis of the Path3D
  77445. */
  77446. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean, alignTangentsWithPath?: boolean);
  77447. /**
  77448. * Returns the Path3D array of successive Vector3 designing its curve.
  77449. * @returns the Path3D array of successive Vector3 designing its curve.
  77450. */
  77451. getCurve(): Vector3[];
  77452. /**
  77453. * Returns the Path3D array of successive Vector3 designing its curve.
  77454. * @returns the Path3D array of successive Vector3 designing its curve.
  77455. */
  77456. getPoints(): Vector3[];
  77457. /**
  77458. * @returns the computed length (float) of the path.
  77459. */
  77460. length(): number;
  77461. /**
  77462. * Returns an array populated with tangent vectors on each Path3D curve point.
  77463. * @returns an array populated with tangent vectors on each Path3D curve point.
  77464. */
  77465. getTangents(): Vector3[];
  77466. /**
  77467. * Returns an array populated with normal vectors on each Path3D curve point.
  77468. * @returns an array populated with normal vectors on each Path3D curve point.
  77469. */
  77470. getNormals(): Vector3[];
  77471. /**
  77472. * Returns an array populated with binormal vectors on each Path3D curve point.
  77473. * @returns an array populated with binormal vectors on each Path3D curve point.
  77474. */
  77475. getBinormals(): Vector3[];
  77476. /**
  77477. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  77478. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  77479. */
  77480. getDistances(): number[];
  77481. /**
  77482. * Returns an interpolated point along this path
  77483. * @param position the position of the point along this path, from 0.0 to 1.0
  77484. * @returns a new Vector3 as the point
  77485. */
  77486. getPointAt(position: number): Vector3;
  77487. /**
  77488. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  77489. * @param position the position of the point along this path, from 0.0 to 1.0
  77490. * @param interpolated (optional, default false) : boolean, if true returns an interpolated tangent instead of the tangent of the previous path point.
  77491. * @returns a tangent vector corresponding to the interpolated Path3D curve point, if not interpolated, the tangent is taken from the precomputed tangents array.
  77492. */
  77493. getTangentAt(position: number, interpolated?: boolean): Vector3;
  77494. /**
  77495. * Returns the tangent vector of an interpolated Path3D curve point at the specified position along this path.
  77496. * @param position the position of the point along this path, from 0.0 to 1.0
  77497. * @param interpolated (optional, default false) : boolean, if true returns an interpolated normal instead of the normal of the previous path point.
  77498. * @returns a normal vector corresponding to the interpolated Path3D curve point, if not interpolated, the normal is taken from the precomputed normals array.
  77499. */
  77500. getNormalAt(position: number, interpolated?: boolean): Vector3;
  77501. /**
  77502. * Returns the binormal vector of an interpolated Path3D curve point at the specified position along this path.
  77503. * @param position the position of the point along this path, from 0.0 to 1.0
  77504. * @param interpolated (optional, default false) : boolean, if true returns an interpolated binormal instead of the binormal of the previous path point.
  77505. * @returns a binormal vector corresponding to the interpolated Path3D curve point, if not interpolated, the binormal is taken from the precomputed binormals array.
  77506. */
  77507. getBinormalAt(position: number, interpolated?: boolean): Vector3;
  77508. /**
  77509. * Returns the distance (float) of an interpolated Path3D curve point at the specified position along this path.
  77510. * @param position the position of the point along this path, from 0.0 to 1.0
  77511. * @returns the distance of the interpolated Path3D curve point at the specified position along this path.
  77512. */
  77513. getDistanceAt(position: number): number;
  77514. /**
  77515. * Returns the array index of the previous point of an interpolated point along this path
  77516. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  77517. * @returns the array index
  77518. */
  77519. getPreviousPointIndexAt(position: number): number;
  77520. /**
  77521. * Returns the position of an interpolated point relative to the two path points it lies between, from 0.0 (point A) to 1.0 (point B)
  77522. * @param position the position of the point to interpolate along this path, from 0.0 to 1.0
  77523. * @returns the sub position
  77524. */
  77525. getSubPositionAt(position: number): number;
  77526. /**
  77527. * Returns the position of the closest virtual point on this path to an arbitrary Vector3, from 0.0 to 1.0
  77528. * @param target the vector of which to get the closest position to
  77529. * @returns the position of the closest virtual point on this path to the target vector
  77530. */
  77531. getClosestPositionTo(target: Vector3): number;
  77532. /**
  77533. * Returns a sub path (slice) of this path
  77534. * @param start the position of the fist path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  77535. * @param end the position of the last path point, from 0.0 to 1.0, or a negative value, which will get wrapped around from the end of the path to 0.0 to 1.0 values
  77536. * @returns a sub path (slice) of this path
  77537. */
  77538. slice(start?: number, end?: number): Path3D;
  77539. /**
  77540. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  77541. * @param path path which all values are copied into the curves points
  77542. * @param firstNormal which should be projected onto the curve
  77543. * @param alignTangentsWithPath (optional, default false) : boolean, if true the tangents will be aligned with the path
  77544. * @returns the same object updated.
  77545. */
  77546. update(path: Vector3[], firstNormal?: Nullable<Vector3>, alignTangentsWithPath?: boolean): Path3D;
  77547. private _compute;
  77548. private _getFirstNonNullVector;
  77549. private _getLastNonNullVector;
  77550. private _normalVector;
  77551. /**
  77552. * Updates the point at data for an interpolated point along this curve
  77553. * @param position the position of the point along this curve, from 0.0 to 1.0
  77554. * @interpolateTNB wether to compute the interpolated tangent, normal and binormal
  77555. * @returns the (updated) point at data
  77556. */
  77557. private _updatePointAtData;
  77558. /**
  77559. * Updates the point at data from the specified parameters
  77560. * @param position where along the path the interpolated point is, from 0.0 to 1.0
  77561. * @param point the interpolated point
  77562. * @param parentIndex the index of an existing curve point that is on, or else positionally the first behind, the interpolated point
  77563. */
  77564. private _setPointAtData;
  77565. /**
  77566. * Updates the point at interpolation matrix for the tangents, normals and binormals
  77567. */
  77568. private _updateInterpolationMatrix;
  77569. }
  77570. /**
  77571. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  77572. * A Curve3 is designed from a series of successive Vector3.
  77573. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  77574. */
  77575. export class Curve3 {
  77576. private _points;
  77577. private _length;
  77578. /**
  77579. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  77580. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  77581. * @param v1 (Vector3) the control point
  77582. * @param v2 (Vector3) the end point of the Quadratic Bezier
  77583. * @param nbPoints (integer) the wanted number of points in the curve
  77584. * @returns the created Curve3
  77585. */
  77586. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  77587. /**
  77588. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  77589. * @param v0 (Vector3) the origin point of the Cubic Bezier
  77590. * @param v1 (Vector3) the first control point
  77591. * @param v2 (Vector3) the second control point
  77592. * @param v3 (Vector3) the end point of the Cubic Bezier
  77593. * @param nbPoints (integer) the wanted number of points in the curve
  77594. * @returns the created Curve3
  77595. */
  77596. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  77597. /**
  77598. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  77599. * @param p1 (Vector3) the origin point of the Hermite Spline
  77600. * @param t1 (Vector3) the tangent vector at the origin point
  77601. * @param p2 (Vector3) the end point of the Hermite Spline
  77602. * @param t2 (Vector3) the tangent vector at the end point
  77603. * @param nbPoints (integer) the wanted number of points in the curve
  77604. * @returns the created Curve3
  77605. */
  77606. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  77607. /**
  77608. * Returns a Curve3 object along a CatmullRom Spline curve :
  77609. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  77610. * @param nbPoints (integer) the wanted number of points between each curve control points
  77611. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  77612. * @returns the created Curve3
  77613. */
  77614. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  77615. /**
  77616. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  77617. * A Curve3 is designed from a series of successive Vector3.
  77618. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  77619. * @param points points which make up the curve
  77620. */
  77621. constructor(points: Vector3[]);
  77622. /**
  77623. * @returns the Curve3 stored array of successive Vector3
  77624. */
  77625. getPoints(): Vector3[];
  77626. /**
  77627. * @returns the computed length (float) of the curve.
  77628. */
  77629. length(): number;
  77630. /**
  77631. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  77632. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  77633. * curveA and curveB keep unchanged.
  77634. * @param curve the curve to continue from this curve
  77635. * @returns the newly constructed curve
  77636. */
  77637. continue(curve: DeepImmutable<Curve3>): Curve3;
  77638. private _computeLength;
  77639. }
  77640. }
  77641. declare module BABYLON {
  77642. /**
  77643. * This represents the main contract an easing function should follow.
  77644. * Easing functions are used throughout the animation system.
  77645. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77646. */
  77647. export interface IEasingFunction {
  77648. /**
  77649. * Given an input gradient between 0 and 1, this returns the corrseponding value
  77650. * of the easing function.
  77651. * The link below provides some of the most common examples of easing functions.
  77652. * @see https://easings.net/
  77653. * @param gradient Defines the value between 0 and 1 we want the easing value for
  77654. * @returns the corresponding value on the curve defined by the easing function
  77655. */
  77656. ease(gradient: number): number;
  77657. }
  77658. /**
  77659. * Base class used for every default easing function.
  77660. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77661. */
  77662. export class EasingFunction implements IEasingFunction {
  77663. /**
  77664. * Interpolation follows the mathematical formula associated with the easing function.
  77665. */
  77666. static readonly EASINGMODE_EASEIN: number;
  77667. /**
  77668. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  77669. */
  77670. static readonly EASINGMODE_EASEOUT: number;
  77671. /**
  77672. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  77673. */
  77674. static readonly EASINGMODE_EASEINOUT: number;
  77675. private _easingMode;
  77676. /**
  77677. * Sets the easing mode of the current function.
  77678. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  77679. */
  77680. setEasingMode(easingMode: number): void;
  77681. /**
  77682. * Gets the current easing mode.
  77683. * @returns the easing mode
  77684. */
  77685. getEasingMode(): number;
  77686. /**
  77687. * @hidden
  77688. */
  77689. easeInCore(gradient: number): number;
  77690. /**
  77691. * Given an input gradient between 0 and 1, this returns the corresponding value
  77692. * of the easing function.
  77693. * @param gradient Defines the value between 0 and 1 we want the easing value for
  77694. * @returns the corresponding value on the curve defined by the easing function
  77695. */
  77696. ease(gradient: number): number;
  77697. }
  77698. /**
  77699. * Easing function with a circle shape (see link below).
  77700. * @see https://easings.net/#easeInCirc
  77701. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77702. */
  77703. export class CircleEase extends EasingFunction implements IEasingFunction {
  77704. /** @hidden */
  77705. easeInCore(gradient: number): number;
  77706. }
  77707. /**
  77708. * Easing function with a ease back shape (see link below).
  77709. * @see https://easings.net/#easeInBack
  77710. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77711. */
  77712. export class BackEase extends EasingFunction implements IEasingFunction {
  77713. /** Defines the amplitude of the function */
  77714. amplitude: number;
  77715. /**
  77716. * Instantiates a back ease easing
  77717. * @see https://easings.net/#easeInBack
  77718. * @param amplitude Defines the amplitude of the function
  77719. */
  77720. constructor(
  77721. /** Defines the amplitude of the function */
  77722. amplitude?: number);
  77723. /** @hidden */
  77724. easeInCore(gradient: number): number;
  77725. }
  77726. /**
  77727. * Easing function with a bouncing shape (see link below).
  77728. * @see https://easings.net/#easeInBounce
  77729. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77730. */
  77731. export class BounceEase extends EasingFunction implements IEasingFunction {
  77732. /** Defines the number of bounces */
  77733. bounces: number;
  77734. /** Defines the amplitude of the bounce */
  77735. bounciness: number;
  77736. /**
  77737. * Instantiates a bounce easing
  77738. * @see https://easings.net/#easeInBounce
  77739. * @param bounces Defines the number of bounces
  77740. * @param bounciness Defines the amplitude of the bounce
  77741. */
  77742. constructor(
  77743. /** Defines the number of bounces */
  77744. bounces?: number,
  77745. /** Defines the amplitude of the bounce */
  77746. bounciness?: number);
  77747. /** @hidden */
  77748. easeInCore(gradient: number): number;
  77749. }
  77750. /**
  77751. * Easing function with a power of 3 shape (see link below).
  77752. * @see https://easings.net/#easeInCubic
  77753. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77754. */
  77755. export class CubicEase extends EasingFunction implements IEasingFunction {
  77756. /** @hidden */
  77757. easeInCore(gradient: number): number;
  77758. }
  77759. /**
  77760. * Easing function with an elastic shape (see link below).
  77761. * @see https://easings.net/#easeInElastic
  77762. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77763. */
  77764. export class ElasticEase extends EasingFunction implements IEasingFunction {
  77765. /** Defines the number of oscillations*/
  77766. oscillations: number;
  77767. /** Defines the amplitude of the oscillations*/
  77768. springiness: number;
  77769. /**
  77770. * Instantiates an elastic easing function
  77771. * @see https://easings.net/#easeInElastic
  77772. * @param oscillations Defines the number of oscillations
  77773. * @param springiness Defines the amplitude of the oscillations
  77774. */
  77775. constructor(
  77776. /** Defines the number of oscillations*/
  77777. oscillations?: number,
  77778. /** Defines the amplitude of the oscillations*/
  77779. springiness?: number);
  77780. /** @hidden */
  77781. easeInCore(gradient: number): number;
  77782. }
  77783. /**
  77784. * Easing function with an exponential shape (see link below).
  77785. * @see https://easings.net/#easeInExpo
  77786. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77787. */
  77788. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  77789. /** Defines the exponent of the function */
  77790. exponent: number;
  77791. /**
  77792. * Instantiates an exponential easing function
  77793. * @see https://easings.net/#easeInExpo
  77794. * @param exponent Defines the exponent of the function
  77795. */
  77796. constructor(
  77797. /** Defines the exponent of the function */
  77798. exponent?: number);
  77799. /** @hidden */
  77800. easeInCore(gradient: number): number;
  77801. }
  77802. /**
  77803. * Easing function with a power shape (see link below).
  77804. * @see https://easings.net/#easeInQuad
  77805. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77806. */
  77807. export class PowerEase extends EasingFunction implements IEasingFunction {
  77808. /** Defines the power of the function */
  77809. power: number;
  77810. /**
  77811. * Instantiates an power base easing function
  77812. * @see https://easings.net/#easeInQuad
  77813. * @param power Defines the power of the function
  77814. */
  77815. constructor(
  77816. /** Defines the power of the function */
  77817. power?: number);
  77818. /** @hidden */
  77819. easeInCore(gradient: number): number;
  77820. }
  77821. /**
  77822. * Easing function with a power of 2 shape (see link below).
  77823. * @see https://easings.net/#easeInQuad
  77824. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77825. */
  77826. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  77827. /** @hidden */
  77828. easeInCore(gradient: number): number;
  77829. }
  77830. /**
  77831. * Easing function with a power of 4 shape (see link below).
  77832. * @see https://easings.net/#easeInQuart
  77833. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77834. */
  77835. export class QuarticEase extends EasingFunction implements IEasingFunction {
  77836. /** @hidden */
  77837. easeInCore(gradient: number): number;
  77838. }
  77839. /**
  77840. * Easing function with a power of 5 shape (see link below).
  77841. * @see https://easings.net/#easeInQuint
  77842. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77843. */
  77844. export class QuinticEase extends EasingFunction implements IEasingFunction {
  77845. /** @hidden */
  77846. easeInCore(gradient: number): number;
  77847. }
  77848. /**
  77849. * Easing function with a sin shape (see link below).
  77850. * @see https://easings.net/#easeInSine
  77851. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77852. */
  77853. export class SineEase extends EasingFunction implements IEasingFunction {
  77854. /** @hidden */
  77855. easeInCore(gradient: number): number;
  77856. }
  77857. /**
  77858. * Easing function with a bezier shape (see link below).
  77859. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  77860. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  77861. */
  77862. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  77863. /** Defines the x component of the start tangent in the bezier curve */
  77864. x1: number;
  77865. /** Defines the y component of the start tangent in the bezier curve */
  77866. y1: number;
  77867. /** Defines the x component of the end tangent in the bezier curve */
  77868. x2: number;
  77869. /** Defines the y component of the end tangent in the bezier curve */
  77870. y2: number;
  77871. /**
  77872. * Instantiates a bezier function
  77873. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  77874. * @param x1 Defines the x component of the start tangent in the bezier curve
  77875. * @param y1 Defines the y component of the start tangent in the bezier curve
  77876. * @param x2 Defines the x component of the end tangent in the bezier curve
  77877. * @param y2 Defines the y component of the end tangent in the bezier curve
  77878. */
  77879. constructor(
  77880. /** Defines the x component of the start tangent in the bezier curve */
  77881. x1?: number,
  77882. /** Defines the y component of the start tangent in the bezier curve */
  77883. y1?: number,
  77884. /** Defines the x component of the end tangent in the bezier curve */
  77885. x2?: number,
  77886. /** Defines the y component of the end tangent in the bezier curve */
  77887. y2?: number);
  77888. /** @hidden */
  77889. easeInCore(gradient: number): number;
  77890. }
  77891. }
  77892. declare module BABYLON {
  77893. /**
  77894. * Class used to hold a RBG color
  77895. */
  77896. export class Color3 {
  77897. /**
  77898. * Defines the red component (between 0 and 1, default is 0)
  77899. */
  77900. r: number;
  77901. /**
  77902. * Defines the green component (between 0 and 1, default is 0)
  77903. */
  77904. g: number;
  77905. /**
  77906. * Defines the blue component (between 0 and 1, default is 0)
  77907. */
  77908. b: number;
  77909. /**
  77910. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  77911. * @param r defines the red component (between 0 and 1, default is 0)
  77912. * @param g defines the green component (between 0 and 1, default is 0)
  77913. * @param b defines the blue component (between 0 and 1, default is 0)
  77914. */
  77915. constructor(
  77916. /**
  77917. * Defines the red component (between 0 and 1, default is 0)
  77918. */
  77919. r?: number,
  77920. /**
  77921. * Defines the green component (between 0 and 1, default is 0)
  77922. */
  77923. g?: number,
  77924. /**
  77925. * Defines the blue component (between 0 and 1, default is 0)
  77926. */
  77927. b?: number);
  77928. /**
  77929. * Creates a string with the Color3 current values
  77930. * @returns the string representation of the Color3 object
  77931. */
  77932. toString(): string;
  77933. /**
  77934. * Returns the string "Color3"
  77935. * @returns "Color3"
  77936. */
  77937. getClassName(): string;
  77938. /**
  77939. * Compute the Color3 hash code
  77940. * @returns an unique number that can be used to hash Color3 objects
  77941. */
  77942. getHashCode(): number;
  77943. /**
  77944. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  77945. * @param array defines the array where to store the r,g,b components
  77946. * @param index defines an optional index in the target array to define where to start storing values
  77947. * @returns the current Color3 object
  77948. */
  77949. toArray(array: FloatArray, index?: number): Color3;
  77950. /**
  77951. * Returns a new Color4 object from the current Color3 and the given alpha
  77952. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  77953. * @returns a new Color4 object
  77954. */
  77955. toColor4(alpha?: number): Color4;
  77956. /**
  77957. * Returns a new array populated with 3 numeric elements : red, green and blue values
  77958. * @returns the new array
  77959. */
  77960. asArray(): number[];
  77961. /**
  77962. * Returns the luminance value
  77963. * @returns a float value
  77964. */
  77965. toLuminance(): number;
  77966. /**
  77967. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  77968. * @param otherColor defines the second operand
  77969. * @returns the new Color3 object
  77970. */
  77971. multiply(otherColor: DeepImmutable<Color3>): Color3;
  77972. /**
  77973. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  77974. * @param otherColor defines the second operand
  77975. * @param result defines the Color3 object where to store the result
  77976. * @returns the current Color3
  77977. */
  77978. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  77979. /**
  77980. * Determines equality between Color3 objects
  77981. * @param otherColor defines the second operand
  77982. * @returns true if the rgb values are equal to the given ones
  77983. */
  77984. equals(otherColor: DeepImmutable<Color3>): boolean;
  77985. /**
  77986. * Determines equality between the current Color3 object and a set of r,b,g values
  77987. * @param r defines the red component to check
  77988. * @param g defines the green component to check
  77989. * @param b defines the blue component to check
  77990. * @returns true if the rgb values are equal to the given ones
  77991. */
  77992. equalsFloats(r: number, g: number, b: number): boolean;
  77993. /**
  77994. * Multiplies in place each rgb value by scale
  77995. * @param scale defines the scaling factor
  77996. * @returns the updated Color3
  77997. */
  77998. scale(scale: number): Color3;
  77999. /**
  78000. * Multiplies the rgb values by scale and stores the result into "result"
  78001. * @param scale defines the scaling factor
  78002. * @param result defines the Color3 object where to store the result
  78003. * @returns the unmodified current Color3
  78004. */
  78005. scaleToRef(scale: number, result: Color3): Color3;
  78006. /**
  78007. * Scale the current Color3 values by a factor and add the result to a given Color3
  78008. * @param scale defines the scale factor
  78009. * @param result defines color to store the result into
  78010. * @returns the unmodified current Color3
  78011. */
  78012. scaleAndAddToRef(scale: number, result: Color3): Color3;
  78013. /**
  78014. * Clamps the rgb values by the min and max values and stores the result into "result"
  78015. * @param min defines minimum clamping value (default is 0)
  78016. * @param max defines maximum clamping value (default is 1)
  78017. * @param result defines color to store the result into
  78018. * @returns the original Color3
  78019. */
  78020. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  78021. /**
  78022. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  78023. * @param otherColor defines the second operand
  78024. * @returns the new Color3
  78025. */
  78026. add(otherColor: DeepImmutable<Color3>): Color3;
  78027. /**
  78028. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  78029. * @param otherColor defines the second operand
  78030. * @param result defines Color3 object to store the result into
  78031. * @returns the unmodified current Color3
  78032. */
  78033. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  78034. /**
  78035. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  78036. * @param otherColor defines the second operand
  78037. * @returns the new Color3
  78038. */
  78039. subtract(otherColor: DeepImmutable<Color3>): Color3;
  78040. /**
  78041. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  78042. * @param otherColor defines the second operand
  78043. * @param result defines Color3 object to store the result into
  78044. * @returns the unmodified current Color3
  78045. */
  78046. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  78047. /**
  78048. * Copy the current object
  78049. * @returns a new Color3 copied the current one
  78050. */
  78051. clone(): Color3;
  78052. /**
  78053. * Copies the rgb values from the source in the current Color3
  78054. * @param source defines the source Color3 object
  78055. * @returns the updated Color3 object
  78056. */
  78057. copyFrom(source: DeepImmutable<Color3>): Color3;
  78058. /**
  78059. * Updates the Color3 rgb values from the given floats
  78060. * @param r defines the red component to read from
  78061. * @param g defines the green component to read from
  78062. * @param b defines the blue component to read from
  78063. * @returns the current Color3 object
  78064. */
  78065. copyFromFloats(r: number, g: number, b: number): Color3;
  78066. /**
  78067. * Updates the Color3 rgb values from the given floats
  78068. * @param r defines the red component to read from
  78069. * @param g defines the green component to read from
  78070. * @param b defines the blue component to read from
  78071. * @returns the current Color3 object
  78072. */
  78073. set(r: number, g: number, b: number): Color3;
  78074. /**
  78075. * Compute the Color3 hexadecimal code as a string
  78076. * @returns a string containing the hexadecimal representation of the Color3 object
  78077. */
  78078. toHexString(): string;
  78079. /**
  78080. * Computes a new Color3 converted from the current one to linear space
  78081. * @returns a new Color3 object
  78082. */
  78083. toLinearSpace(): Color3;
  78084. /**
  78085. * Converts current color in rgb space to HSV values
  78086. * @returns a new color3 representing the HSV values
  78087. */
  78088. toHSV(): Color3;
  78089. /**
  78090. * Converts current color in rgb space to HSV values
  78091. * @param result defines the Color3 where to store the HSV values
  78092. */
  78093. toHSVToRef(result: Color3): void;
  78094. /**
  78095. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  78096. * @param convertedColor defines the Color3 object where to store the linear space version
  78097. * @returns the unmodified Color3
  78098. */
  78099. toLinearSpaceToRef(convertedColor: Color3): Color3;
  78100. /**
  78101. * Computes a new Color3 converted from the current one to gamma space
  78102. * @returns a new Color3 object
  78103. */
  78104. toGammaSpace(): Color3;
  78105. /**
  78106. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  78107. * @param convertedColor defines the Color3 object where to store the gamma space version
  78108. * @returns the unmodified Color3
  78109. */
  78110. toGammaSpaceToRef(convertedColor: Color3): Color3;
  78111. private static _BlackReadOnly;
  78112. /**
  78113. * Convert Hue, saturation and value to a Color3 (RGB)
  78114. * @param hue defines the hue
  78115. * @param saturation defines the saturation
  78116. * @param value defines the value
  78117. * @param result defines the Color3 where to store the RGB values
  78118. */
  78119. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  78120. /**
  78121. * Creates a new Color3 from the string containing valid hexadecimal values
  78122. * @param hex defines a string containing valid hexadecimal values
  78123. * @returns a new Color3 object
  78124. */
  78125. static FromHexString(hex: string): Color3;
  78126. /**
  78127. * Creates a new Color3 from the starting index of the given array
  78128. * @param array defines the source array
  78129. * @param offset defines an offset in the source array
  78130. * @returns a new Color3 object
  78131. */
  78132. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  78133. /**
  78134. * Creates a new Color3 from integer values (< 256)
  78135. * @param r defines the red component to read from (value between 0 and 255)
  78136. * @param g defines the green component to read from (value between 0 and 255)
  78137. * @param b defines the blue component to read from (value between 0 and 255)
  78138. * @returns a new Color3 object
  78139. */
  78140. static FromInts(r: number, g: number, b: number): Color3;
  78141. /**
  78142. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  78143. * @param start defines the start Color3 value
  78144. * @param end defines the end Color3 value
  78145. * @param amount defines the gradient value between start and end
  78146. * @returns a new Color3 object
  78147. */
  78148. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  78149. /**
  78150. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  78151. * @param left defines the start value
  78152. * @param right defines the end value
  78153. * @param amount defines the gradient factor
  78154. * @param result defines the Color3 object where to store the result
  78155. */
  78156. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  78157. /**
  78158. * Returns a Color3 value containing a red color
  78159. * @returns a new Color3 object
  78160. */
  78161. static Red(): Color3;
  78162. /**
  78163. * Returns a Color3 value containing a green color
  78164. * @returns a new Color3 object
  78165. */
  78166. static Green(): Color3;
  78167. /**
  78168. * Returns a Color3 value containing a blue color
  78169. * @returns a new Color3 object
  78170. */
  78171. static Blue(): Color3;
  78172. /**
  78173. * Returns a Color3 value containing a black color
  78174. * @returns a new Color3 object
  78175. */
  78176. static Black(): Color3;
  78177. /**
  78178. * Gets a Color3 value containing a black color that must not be updated
  78179. */
  78180. static get BlackReadOnly(): DeepImmutable<Color3>;
  78181. /**
  78182. * Returns a Color3 value containing a white color
  78183. * @returns a new Color3 object
  78184. */
  78185. static White(): Color3;
  78186. /**
  78187. * Returns a Color3 value containing a purple color
  78188. * @returns a new Color3 object
  78189. */
  78190. static Purple(): Color3;
  78191. /**
  78192. * Returns a Color3 value containing a magenta color
  78193. * @returns a new Color3 object
  78194. */
  78195. static Magenta(): Color3;
  78196. /**
  78197. * Returns a Color3 value containing a yellow color
  78198. * @returns a new Color3 object
  78199. */
  78200. static Yellow(): Color3;
  78201. /**
  78202. * Returns a Color3 value containing a gray color
  78203. * @returns a new Color3 object
  78204. */
  78205. static Gray(): Color3;
  78206. /**
  78207. * Returns a Color3 value containing a teal color
  78208. * @returns a new Color3 object
  78209. */
  78210. static Teal(): Color3;
  78211. /**
  78212. * Returns a Color3 value containing a random color
  78213. * @returns a new Color3 object
  78214. */
  78215. static Random(): Color3;
  78216. }
  78217. /**
  78218. * Class used to hold a RBGA color
  78219. */
  78220. export class Color4 {
  78221. /**
  78222. * Defines the red component (between 0 and 1, default is 0)
  78223. */
  78224. r: number;
  78225. /**
  78226. * Defines the green component (between 0 and 1, default is 0)
  78227. */
  78228. g: number;
  78229. /**
  78230. * Defines the blue component (between 0 and 1, default is 0)
  78231. */
  78232. b: number;
  78233. /**
  78234. * Defines the alpha component (between 0 and 1, default is 1)
  78235. */
  78236. a: number;
  78237. /**
  78238. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  78239. * @param r defines the red component (between 0 and 1, default is 0)
  78240. * @param g defines the green component (between 0 and 1, default is 0)
  78241. * @param b defines the blue component (between 0 and 1, default is 0)
  78242. * @param a defines the alpha component (between 0 and 1, default is 1)
  78243. */
  78244. constructor(
  78245. /**
  78246. * Defines the red component (between 0 and 1, default is 0)
  78247. */
  78248. r?: number,
  78249. /**
  78250. * Defines the green component (between 0 and 1, default is 0)
  78251. */
  78252. g?: number,
  78253. /**
  78254. * Defines the blue component (between 0 and 1, default is 0)
  78255. */
  78256. b?: number,
  78257. /**
  78258. * Defines the alpha component (between 0 and 1, default is 1)
  78259. */
  78260. a?: number);
  78261. /**
  78262. * Adds in place the given Color4 values to the current Color4 object
  78263. * @param right defines the second operand
  78264. * @returns the current updated Color4 object
  78265. */
  78266. addInPlace(right: DeepImmutable<Color4>): Color4;
  78267. /**
  78268. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  78269. * @returns the new array
  78270. */
  78271. asArray(): number[];
  78272. /**
  78273. * Stores from the starting index in the given array the Color4 successive values
  78274. * @param array defines the array where to store the r,g,b components
  78275. * @param index defines an optional index in the target array to define where to start storing values
  78276. * @returns the current Color4 object
  78277. */
  78278. toArray(array: number[], index?: number): Color4;
  78279. /**
  78280. * Determines equality between Color4 objects
  78281. * @param otherColor defines the second operand
  78282. * @returns true if the rgba values are equal to the given ones
  78283. */
  78284. equals(otherColor: DeepImmutable<Color4>): boolean;
  78285. /**
  78286. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  78287. * @param right defines the second operand
  78288. * @returns a new Color4 object
  78289. */
  78290. add(right: DeepImmutable<Color4>): Color4;
  78291. /**
  78292. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  78293. * @param right defines the second operand
  78294. * @returns a new Color4 object
  78295. */
  78296. subtract(right: DeepImmutable<Color4>): Color4;
  78297. /**
  78298. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  78299. * @param right defines the second operand
  78300. * @param result defines the Color4 object where to store the result
  78301. * @returns the current Color4 object
  78302. */
  78303. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  78304. /**
  78305. * Creates a new Color4 with the current Color4 values multiplied by scale
  78306. * @param scale defines the scaling factor to apply
  78307. * @returns a new Color4 object
  78308. */
  78309. scale(scale: number): Color4;
  78310. /**
  78311. * Multiplies the current Color4 values by scale and stores the result in "result"
  78312. * @param scale defines the scaling factor to apply
  78313. * @param result defines the Color4 object where to store the result
  78314. * @returns the current unmodified Color4
  78315. */
  78316. scaleToRef(scale: number, result: Color4): Color4;
  78317. /**
  78318. * Scale the current Color4 values by a factor and add the result to a given Color4
  78319. * @param scale defines the scale factor
  78320. * @param result defines the Color4 object where to store the result
  78321. * @returns the unmodified current Color4
  78322. */
  78323. scaleAndAddToRef(scale: number, result: Color4): Color4;
  78324. /**
  78325. * Clamps the rgb values by the min and max values and stores the result into "result"
  78326. * @param min defines minimum clamping value (default is 0)
  78327. * @param max defines maximum clamping value (default is 1)
  78328. * @param result defines color to store the result into.
  78329. * @returns the cuurent Color4
  78330. */
  78331. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  78332. /**
  78333. * Multipy an Color4 value by another and return a new Color4 object
  78334. * @param color defines the Color4 value to multiply by
  78335. * @returns a new Color4 object
  78336. */
  78337. multiply(color: Color4): Color4;
  78338. /**
  78339. * Multipy a Color4 value by another and push the result in a reference value
  78340. * @param color defines the Color4 value to multiply by
  78341. * @param result defines the Color4 to fill the result in
  78342. * @returns the result Color4
  78343. */
  78344. multiplyToRef(color: Color4, result: Color4): Color4;
  78345. /**
  78346. * Creates a string with the Color4 current values
  78347. * @returns the string representation of the Color4 object
  78348. */
  78349. toString(): string;
  78350. /**
  78351. * Returns the string "Color4"
  78352. * @returns "Color4"
  78353. */
  78354. getClassName(): string;
  78355. /**
  78356. * Compute the Color4 hash code
  78357. * @returns an unique number that can be used to hash Color4 objects
  78358. */
  78359. getHashCode(): number;
  78360. /**
  78361. * Creates a new Color4 copied from the current one
  78362. * @returns a new Color4 object
  78363. */
  78364. clone(): Color4;
  78365. /**
  78366. * Copies the given Color4 values into the current one
  78367. * @param source defines the source Color4 object
  78368. * @returns the current updated Color4 object
  78369. */
  78370. copyFrom(source: Color4): Color4;
  78371. /**
  78372. * Copies the given float values into the current one
  78373. * @param r defines the red component to read from
  78374. * @param g defines the green component to read from
  78375. * @param b defines the blue component to read from
  78376. * @param a defines the alpha component to read from
  78377. * @returns the current updated Color4 object
  78378. */
  78379. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  78380. /**
  78381. * Copies the given float values into the current one
  78382. * @param r defines the red component to read from
  78383. * @param g defines the green component to read from
  78384. * @param b defines the blue component to read from
  78385. * @param a defines the alpha component to read from
  78386. * @returns the current updated Color4 object
  78387. */
  78388. set(r: number, g: number, b: number, a: number): Color4;
  78389. /**
  78390. * Compute the Color4 hexadecimal code as a string
  78391. * @returns a string containing the hexadecimal representation of the Color4 object
  78392. */
  78393. toHexString(): string;
  78394. /**
  78395. * Computes a new Color4 converted from the current one to linear space
  78396. * @returns a new Color4 object
  78397. */
  78398. toLinearSpace(): Color4;
  78399. /**
  78400. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  78401. * @param convertedColor defines the Color4 object where to store the linear space version
  78402. * @returns the unmodified Color4
  78403. */
  78404. toLinearSpaceToRef(convertedColor: Color4): Color4;
  78405. /**
  78406. * Computes a new Color4 converted from the current one to gamma space
  78407. * @returns a new Color4 object
  78408. */
  78409. toGammaSpace(): Color4;
  78410. /**
  78411. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  78412. * @param convertedColor defines the Color4 object where to store the gamma space version
  78413. * @returns the unmodified Color4
  78414. */
  78415. toGammaSpaceToRef(convertedColor: Color4): Color4;
  78416. /**
  78417. * Creates a new Color4 from the string containing valid hexadecimal values
  78418. * @param hex defines a string containing valid hexadecimal values
  78419. * @returns a new Color4 object
  78420. */
  78421. static FromHexString(hex: string): Color4;
  78422. /**
  78423. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  78424. * @param left defines the start value
  78425. * @param right defines the end value
  78426. * @param amount defines the gradient factor
  78427. * @returns a new Color4 object
  78428. */
  78429. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  78430. /**
  78431. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  78432. * @param left defines the start value
  78433. * @param right defines the end value
  78434. * @param amount defines the gradient factor
  78435. * @param result defines the Color4 object where to store data
  78436. */
  78437. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  78438. /**
  78439. * Creates a new Color4 from a Color3 and an alpha value
  78440. * @param color3 defines the source Color3 to read from
  78441. * @param alpha defines the alpha component (1.0 by default)
  78442. * @returns a new Color4 object
  78443. */
  78444. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  78445. /**
  78446. * Creates a new Color4 from the starting index element of the given array
  78447. * @param array defines the source array to read from
  78448. * @param offset defines the offset in the source array
  78449. * @returns a new Color4 object
  78450. */
  78451. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  78452. /**
  78453. * Creates a new Color3 from integer values (< 256)
  78454. * @param r defines the red component to read from (value between 0 and 255)
  78455. * @param g defines the green component to read from (value between 0 and 255)
  78456. * @param b defines the blue component to read from (value between 0 and 255)
  78457. * @param a defines the alpha component to read from (value between 0 and 255)
  78458. * @returns a new Color3 object
  78459. */
  78460. static FromInts(r: number, g: number, b: number, a: number): Color4;
  78461. /**
  78462. * Check the content of a given array and convert it to an array containing RGBA data
  78463. * If the original array was already containing count * 4 values then it is returned directly
  78464. * @param colors defines the array to check
  78465. * @param count defines the number of RGBA data to expect
  78466. * @returns an array containing count * 4 values (RGBA)
  78467. */
  78468. static CheckColors4(colors: number[], count: number): number[];
  78469. }
  78470. /**
  78471. * @hidden
  78472. */
  78473. export class TmpColors {
  78474. static Color3: Color3[];
  78475. static Color4: Color4[];
  78476. }
  78477. }
  78478. declare module BABYLON {
  78479. /**
  78480. * Defines an interface which represents an animation key frame
  78481. */
  78482. export interface IAnimationKey {
  78483. /**
  78484. * Frame of the key frame
  78485. */
  78486. frame: number;
  78487. /**
  78488. * Value at the specifies key frame
  78489. */
  78490. value: any;
  78491. /**
  78492. * The input tangent for the cubic hermite spline
  78493. */
  78494. inTangent?: any;
  78495. /**
  78496. * The output tangent for the cubic hermite spline
  78497. */
  78498. outTangent?: any;
  78499. /**
  78500. * The animation interpolation type
  78501. */
  78502. interpolation?: AnimationKeyInterpolation;
  78503. }
  78504. /**
  78505. * Enum for the animation key frame interpolation type
  78506. */
  78507. export enum AnimationKeyInterpolation {
  78508. /**
  78509. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  78510. */
  78511. STEP = 1
  78512. }
  78513. }
  78514. declare module BABYLON {
  78515. /**
  78516. * Represents the range of an animation
  78517. */
  78518. export class AnimationRange {
  78519. /**The name of the animation range**/
  78520. name: string;
  78521. /**The starting frame of the animation */
  78522. from: number;
  78523. /**The ending frame of the animation*/
  78524. to: number;
  78525. /**
  78526. * Initializes the range of an animation
  78527. * @param name The name of the animation range
  78528. * @param from The starting frame of the animation
  78529. * @param to The ending frame of the animation
  78530. */
  78531. constructor(
  78532. /**The name of the animation range**/
  78533. name: string,
  78534. /**The starting frame of the animation */
  78535. from: number,
  78536. /**The ending frame of the animation*/
  78537. to: number);
  78538. /**
  78539. * Makes a copy of the animation range
  78540. * @returns A copy of the animation range
  78541. */
  78542. clone(): AnimationRange;
  78543. }
  78544. }
  78545. declare module BABYLON {
  78546. /**
  78547. * Composed of a frame, and an action function
  78548. */
  78549. export class AnimationEvent {
  78550. /** The frame for which the event is triggered **/
  78551. frame: number;
  78552. /** The event to perform when triggered **/
  78553. action: (currentFrame: number) => void;
  78554. /** Specifies if the event should be triggered only once**/
  78555. onlyOnce?: boolean | undefined;
  78556. /**
  78557. * Specifies if the animation event is done
  78558. */
  78559. isDone: boolean;
  78560. /**
  78561. * Initializes the animation event
  78562. * @param frame The frame for which the event is triggered
  78563. * @param action The event to perform when triggered
  78564. * @param onlyOnce Specifies if the event should be triggered only once
  78565. */
  78566. constructor(
  78567. /** The frame for which the event is triggered **/
  78568. frame: number,
  78569. /** The event to perform when triggered **/
  78570. action: (currentFrame: number) => void,
  78571. /** Specifies if the event should be triggered only once**/
  78572. onlyOnce?: boolean | undefined);
  78573. /** @hidden */
  78574. _clone(): AnimationEvent;
  78575. }
  78576. }
  78577. declare module BABYLON {
  78578. /**
  78579. * Interface used to define a behavior
  78580. */
  78581. export interface Behavior<T> {
  78582. /** gets or sets behavior's name */
  78583. name: string;
  78584. /**
  78585. * Function called when the behavior needs to be initialized (after attaching it to a target)
  78586. */
  78587. init(): void;
  78588. /**
  78589. * Called when the behavior is attached to a target
  78590. * @param target defines the target where the behavior is attached to
  78591. */
  78592. attach(target: T): void;
  78593. /**
  78594. * Called when the behavior is detached from its target
  78595. */
  78596. detach(): void;
  78597. }
  78598. /**
  78599. * Interface implemented by classes supporting behaviors
  78600. */
  78601. export interface IBehaviorAware<T> {
  78602. /**
  78603. * Attach a behavior
  78604. * @param behavior defines the behavior to attach
  78605. * @returns the current host
  78606. */
  78607. addBehavior(behavior: Behavior<T>): T;
  78608. /**
  78609. * Remove a behavior from the current object
  78610. * @param behavior defines the behavior to detach
  78611. * @returns the current host
  78612. */
  78613. removeBehavior(behavior: Behavior<T>): T;
  78614. /**
  78615. * Gets a behavior using its name to search
  78616. * @param name defines the name to search
  78617. * @returns the behavior or null if not found
  78618. */
  78619. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  78620. }
  78621. }
  78622. declare module BABYLON {
  78623. /**
  78624. * Defines an array and its length.
  78625. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  78626. */
  78627. export interface ISmartArrayLike<T> {
  78628. /**
  78629. * The data of the array.
  78630. */
  78631. data: Array<T>;
  78632. /**
  78633. * The active length of the array.
  78634. */
  78635. length: number;
  78636. }
  78637. /**
  78638. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  78639. */
  78640. export class SmartArray<T> implements ISmartArrayLike<T> {
  78641. /**
  78642. * The full set of data from the array.
  78643. */
  78644. data: Array<T>;
  78645. /**
  78646. * The active length of the array.
  78647. */
  78648. length: number;
  78649. protected _id: number;
  78650. /**
  78651. * Instantiates a Smart Array.
  78652. * @param capacity defines the default capacity of the array.
  78653. */
  78654. constructor(capacity: number);
  78655. /**
  78656. * Pushes a value at the end of the active data.
  78657. * @param value defines the object to push in the array.
  78658. */
  78659. push(value: T): void;
  78660. /**
  78661. * Iterates over the active data and apply the lambda to them.
  78662. * @param func defines the action to apply on each value.
  78663. */
  78664. forEach(func: (content: T) => void): void;
  78665. /**
  78666. * Sorts the full sets of data.
  78667. * @param compareFn defines the comparison function to apply.
  78668. */
  78669. sort(compareFn: (a: T, b: T) => number): void;
  78670. /**
  78671. * Resets the active data to an empty array.
  78672. */
  78673. reset(): void;
  78674. /**
  78675. * Releases all the data from the array as well as the array.
  78676. */
  78677. dispose(): void;
  78678. /**
  78679. * Concats the active data with a given array.
  78680. * @param array defines the data to concatenate with.
  78681. */
  78682. concat(array: any): void;
  78683. /**
  78684. * Returns the position of a value in the active data.
  78685. * @param value defines the value to find the index for
  78686. * @returns the index if found in the active data otherwise -1
  78687. */
  78688. indexOf(value: T): number;
  78689. /**
  78690. * Returns whether an element is part of the active data.
  78691. * @param value defines the value to look for
  78692. * @returns true if found in the active data otherwise false
  78693. */
  78694. contains(value: T): boolean;
  78695. private static _GlobalId;
  78696. }
  78697. /**
  78698. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  78699. * The data in this array can only be present once
  78700. */
  78701. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  78702. private _duplicateId;
  78703. /**
  78704. * Pushes a value at the end of the active data.
  78705. * THIS DOES NOT PREVENT DUPPLICATE DATA
  78706. * @param value defines the object to push in the array.
  78707. */
  78708. push(value: T): void;
  78709. /**
  78710. * Pushes a value at the end of the active data.
  78711. * If the data is already present, it won t be added again
  78712. * @param value defines the object to push in the array.
  78713. * @returns true if added false if it was already present
  78714. */
  78715. pushNoDuplicate(value: T): boolean;
  78716. /**
  78717. * Resets the active data to an empty array.
  78718. */
  78719. reset(): void;
  78720. /**
  78721. * Concats the active data with a given array.
  78722. * This ensures no dupplicate will be present in the result.
  78723. * @param array defines the data to concatenate with.
  78724. */
  78725. concatWithNoDuplicate(array: any): void;
  78726. }
  78727. }
  78728. declare module BABYLON {
  78729. /**
  78730. * @ignore
  78731. * This is a list of all the different input types that are available in the application.
  78732. * Fo instance: ArcRotateCameraGamepadInput...
  78733. */
  78734. export var CameraInputTypes: {};
  78735. /**
  78736. * This is the contract to implement in order to create a new input class.
  78737. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  78738. */
  78739. export interface ICameraInput<TCamera extends Camera> {
  78740. /**
  78741. * Defines the camera the input is attached to.
  78742. */
  78743. camera: Nullable<TCamera>;
  78744. /**
  78745. * Gets the class name of the current intput.
  78746. * @returns the class name
  78747. */
  78748. getClassName(): string;
  78749. /**
  78750. * Get the friendly name associated with the input class.
  78751. * @returns the input friendly name
  78752. */
  78753. getSimpleName(): string;
  78754. /**
  78755. * Attach the input controls to a specific dom element to get the input from.
  78756. * @param element Defines the element the controls should be listened from
  78757. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  78758. */
  78759. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  78760. /**
  78761. * Detach the current controls from the specified dom element.
  78762. * @param element Defines the element to stop listening the inputs from
  78763. */
  78764. detachControl(element: Nullable<HTMLElement>): void;
  78765. /**
  78766. * Update the current camera state depending on the inputs that have been used this frame.
  78767. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  78768. */
  78769. checkInputs?: () => void;
  78770. }
  78771. /**
  78772. * Represents a map of input types to input instance or input index to input instance.
  78773. */
  78774. export interface CameraInputsMap<TCamera extends Camera> {
  78775. /**
  78776. * Accessor to the input by input type.
  78777. */
  78778. [name: string]: ICameraInput<TCamera>;
  78779. /**
  78780. * Accessor to the input by input index.
  78781. */
  78782. [idx: number]: ICameraInput<TCamera>;
  78783. }
  78784. /**
  78785. * This represents the input manager used within a camera.
  78786. * It helps dealing with all the different kind of input attached to a camera.
  78787. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  78788. */
  78789. export class CameraInputsManager<TCamera extends Camera> {
  78790. /**
  78791. * Defines the list of inputs attahed to the camera.
  78792. */
  78793. attached: CameraInputsMap<TCamera>;
  78794. /**
  78795. * Defines the dom element the camera is collecting inputs from.
  78796. * This is null if the controls have not been attached.
  78797. */
  78798. attachedElement: Nullable<HTMLElement>;
  78799. /**
  78800. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  78801. */
  78802. noPreventDefault: boolean;
  78803. /**
  78804. * Defined the camera the input manager belongs to.
  78805. */
  78806. camera: TCamera;
  78807. /**
  78808. * Update the current camera state depending on the inputs that have been used this frame.
  78809. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  78810. */
  78811. checkInputs: () => void;
  78812. /**
  78813. * Instantiate a new Camera Input Manager.
  78814. * @param camera Defines the camera the input manager blongs to
  78815. */
  78816. constructor(camera: TCamera);
  78817. /**
  78818. * Add an input method to a camera
  78819. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  78820. * @param input camera input method
  78821. */
  78822. add(input: ICameraInput<TCamera>): void;
  78823. /**
  78824. * Remove a specific input method from a camera
  78825. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  78826. * @param inputToRemove camera input method
  78827. */
  78828. remove(inputToRemove: ICameraInput<TCamera>): void;
  78829. /**
  78830. * Remove a specific input type from a camera
  78831. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  78832. * @param inputType the type of the input to remove
  78833. */
  78834. removeByType(inputType: string): void;
  78835. private _addCheckInputs;
  78836. /**
  78837. * Attach the input controls to the currently attached dom element to listen the events from.
  78838. * @param input Defines the input to attach
  78839. */
  78840. attachInput(input: ICameraInput<TCamera>): void;
  78841. /**
  78842. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  78843. * @param element Defines the dom element to collect the events from
  78844. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  78845. */
  78846. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  78847. /**
  78848. * Detach the current manager inputs controls from a specific dom element.
  78849. * @param element Defines the dom element to collect the events from
  78850. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  78851. */
  78852. detachElement(element: HTMLElement, disconnect?: boolean): void;
  78853. /**
  78854. * Rebuild the dynamic inputCheck function from the current list of
  78855. * defined inputs in the manager.
  78856. */
  78857. rebuildInputCheck(): void;
  78858. /**
  78859. * Remove all attached input methods from a camera
  78860. */
  78861. clear(): void;
  78862. /**
  78863. * Serialize the current input manager attached to a camera.
  78864. * This ensures than once parsed,
  78865. * the input associated to the camera will be identical to the current ones
  78866. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  78867. */
  78868. serialize(serializedCamera: any): void;
  78869. /**
  78870. * Parses an input manager serialized JSON to restore the previous list of inputs
  78871. * and states associated to a camera.
  78872. * @param parsedCamera Defines the JSON to parse
  78873. */
  78874. parse(parsedCamera: any): void;
  78875. }
  78876. }
  78877. declare module BABYLON {
  78878. /**
  78879. * Class used to store data that will be store in GPU memory
  78880. */
  78881. export class Buffer {
  78882. private _engine;
  78883. private _buffer;
  78884. /** @hidden */
  78885. _data: Nullable<DataArray>;
  78886. private _updatable;
  78887. private _instanced;
  78888. private _divisor;
  78889. /**
  78890. * Gets the byte stride.
  78891. */
  78892. readonly byteStride: number;
  78893. /**
  78894. * Constructor
  78895. * @param engine the engine
  78896. * @param data the data to use for this buffer
  78897. * @param updatable whether the data is updatable
  78898. * @param stride the stride (optional)
  78899. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  78900. * @param instanced whether the buffer is instanced (optional)
  78901. * @param useBytes set to true if the stride in in bytes (optional)
  78902. * @param divisor sets an optional divisor for instances (1 by default)
  78903. */
  78904. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  78905. /**
  78906. * Create a new VertexBuffer based on the current buffer
  78907. * @param kind defines the vertex buffer kind (position, normal, etc.)
  78908. * @param offset defines offset in the buffer (0 by default)
  78909. * @param size defines the size in floats of attributes (position is 3 for instance)
  78910. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  78911. * @param instanced defines if the vertex buffer contains indexed data
  78912. * @param useBytes defines if the offset and stride are in bytes *
  78913. * @param divisor sets an optional divisor for instances (1 by default)
  78914. * @returns the new vertex buffer
  78915. */
  78916. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  78917. /**
  78918. * Gets a boolean indicating if the Buffer is updatable?
  78919. * @returns true if the buffer is updatable
  78920. */
  78921. isUpdatable(): boolean;
  78922. /**
  78923. * Gets current buffer's data
  78924. * @returns a DataArray or null
  78925. */
  78926. getData(): Nullable<DataArray>;
  78927. /**
  78928. * Gets underlying native buffer
  78929. * @returns underlying native buffer
  78930. */
  78931. getBuffer(): Nullable<DataBuffer>;
  78932. /**
  78933. * Gets the stride in float32 units (i.e. byte stride / 4).
  78934. * May not be an integer if the byte stride is not divisible by 4.
  78935. * @returns the stride in float32 units
  78936. * @deprecated Please use byteStride instead.
  78937. */
  78938. getStrideSize(): number;
  78939. /**
  78940. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  78941. * @param data defines the data to store
  78942. */
  78943. create(data?: Nullable<DataArray>): void;
  78944. /** @hidden */
  78945. _rebuild(): void;
  78946. /**
  78947. * Update current buffer data
  78948. * @param data defines the data to store
  78949. */
  78950. update(data: DataArray): void;
  78951. /**
  78952. * Updates the data directly.
  78953. * @param data the new data
  78954. * @param offset the new offset
  78955. * @param vertexCount the vertex count (optional)
  78956. * @param useBytes set to true if the offset is in bytes
  78957. */
  78958. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  78959. /**
  78960. * Release all resources
  78961. */
  78962. dispose(): void;
  78963. }
  78964. /**
  78965. * Specialized buffer used to store vertex data
  78966. */
  78967. export class VertexBuffer {
  78968. /** @hidden */
  78969. _buffer: Buffer;
  78970. private _kind;
  78971. private _size;
  78972. private _ownsBuffer;
  78973. private _instanced;
  78974. private _instanceDivisor;
  78975. /**
  78976. * The byte type.
  78977. */
  78978. static readonly BYTE: number;
  78979. /**
  78980. * The unsigned byte type.
  78981. */
  78982. static readonly UNSIGNED_BYTE: number;
  78983. /**
  78984. * The short type.
  78985. */
  78986. static readonly SHORT: number;
  78987. /**
  78988. * The unsigned short type.
  78989. */
  78990. static readonly UNSIGNED_SHORT: number;
  78991. /**
  78992. * The integer type.
  78993. */
  78994. static readonly INT: number;
  78995. /**
  78996. * The unsigned integer type.
  78997. */
  78998. static readonly UNSIGNED_INT: number;
  78999. /**
  79000. * The float type.
  79001. */
  79002. static readonly FLOAT: number;
  79003. /**
  79004. * Gets or sets the instance divisor when in instanced mode
  79005. */
  79006. get instanceDivisor(): number;
  79007. set instanceDivisor(value: number);
  79008. /**
  79009. * Gets the byte stride.
  79010. */
  79011. readonly byteStride: number;
  79012. /**
  79013. * Gets the byte offset.
  79014. */
  79015. readonly byteOffset: number;
  79016. /**
  79017. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  79018. */
  79019. readonly normalized: boolean;
  79020. /**
  79021. * Gets the data type of each component in the array.
  79022. */
  79023. readonly type: number;
  79024. /**
  79025. * Constructor
  79026. * @param engine the engine
  79027. * @param data the data to use for this vertex buffer
  79028. * @param kind the vertex buffer kind
  79029. * @param updatable whether the data is updatable
  79030. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  79031. * @param stride the stride (optional)
  79032. * @param instanced whether the buffer is instanced (optional)
  79033. * @param offset the offset of the data (optional)
  79034. * @param size the number of components (optional)
  79035. * @param type the type of the component (optional)
  79036. * @param normalized whether the data contains normalized data (optional)
  79037. * @param useBytes set to true if stride and offset are in bytes (optional)
  79038. * @param divisor defines the instance divisor to use (1 by default)
  79039. */
  79040. constructor(engine: any, data: DataArray | Buffer, kind: string, updatable: boolean, postponeInternalCreation?: boolean, stride?: number, instanced?: boolean, offset?: number, size?: number, type?: number, normalized?: boolean, useBytes?: boolean, divisor?: number);
  79041. /** @hidden */
  79042. _rebuild(): void;
  79043. /**
  79044. * Returns the kind of the VertexBuffer (string)
  79045. * @returns a string
  79046. */
  79047. getKind(): string;
  79048. /**
  79049. * Gets a boolean indicating if the VertexBuffer is updatable?
  79050. * @returns true if the buffer is updatable
  79051. */
  79052. isUpdatable(): boolean;
  79053. /**
  79054. * Gets current buffer's data
  79055. * @returns a DataArray or null
  79056. */
  79057. getData(): Nullable<DataArray>;
  79058. /**
  79059. * Gets underlying native buffer
  79060. * @returns underlying native buffer
  79061. */
  79062. getBuffer(): Nullable<DataBuffer>;
  79063. /**
  79064. * Gets the stride in float32 units (i.e. byte stride / 4).
  79065. * May not be an integer if the byte stride is not divisible by 4.
  79066. * @returns the stride in float32 units
  79067. * @deprecated Please use byteStride instead.
  79068. */
  79069. getStrideSize(): number;
  79070. /**
  79071. * Returns the offset as a multiple of the type byte length.
  79072. * @returns the offset in bytes
  79073. * @deprecated Please use byteOffset instead.
  79074. */
  79075. getOffset(): number;
  79076. /**
  79077. * Returns the number of components per vertex attribute (integer)
  79078. * @returns the size in float
  79079. */
  79080. getSize(): number;
  79081. /**
  79082. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  79083. * @returns true if this buffer is instanced
  79084. */
  79085. getIsInstanced(): boolean;
  79086. /**
  79087. * Returns the instancing divisor, zero for non-instanced (integer).
  79088. * @returns a number
  79089. */
  79090. getInstanceDivisor(): number;
  79091. /**
  79092. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  79093. * @param data defines the data to store
  79094. */
  79095. create(data?: DataArray): void;
  79096. /**
  79097. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  79098. * This function will create a new buffer if the current one is not updatable
  79099. * @param data defines the data to store
  79100. */
  79101. update(data: DataArray): void;
  79102. /**
  79103. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  79104. * Returns the directly updated WebGLBuffer.
  79105. * @param data the new data
  79106. * @param offset the new offset
  79107. * @param useBytes set to true if the offset is in bytes
  79108. */
  79109. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  79110. /**
  79111. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  79112. */
  79113. dispose(): void;
  79114. /**
  79115. * Enumerates each value of this vertex buffer as numbers.
  79116. * @param count the number of values to enumerate
  79117. * @param callback the callback function called for each value
  79118. */
  79119. forEach(count: number, callback: (value: number, index: number) => void): void;
  79120. /**
  79121. * Positions
  79122. */
  79123. static readonly PositionKind: string;
  79124. /**
  79125. * Normals
  79126. */
  79127. static readonly NormalKind: string;
  79128. /**
  79129. * Tangents
  79130. */
  79131. static readonly TangentKind: string;
  79132. /**
  79133. * Texture coordinates
  79134. */
  79135. static readonly UVKind: string;
  79136. /**
  79137. * Texture coordinates 2
  79138. */
  79139. static readonly UV2Kind: string;
  79140. /**
  79141. * Texture coordinates 3
  79142. */
  79143. static readonly UV3Kind: string;
  79144. /**
  79145. * Texture coordinates 4
  79146. */
  79147. static readonly UV4Kind: string;
  79148. /**
  79149. * Texture coordinates 5
  79150. */
  79151. static readonly UV5Kind: string;
  79152. /**
  79153. * Texture coordinates 6
  79154. */
  79155. static readonly UV6Kind: string;
  79156. /**
  79157. * Colors
  79158. */
  79159. static readonly ColorKind: string;
  79160. /**
  79161. * Matrix indices (for bones)
  79162. */
  79163. static readonly MatricesIndicesKind: string;
  79164. /**
  79165. * Matrix weights (for bones)
  79166. */
  79167. static readonly MatricesWeightsKind: string;
  79168. /**
  79169. * Additional matrix indices (for bones)
  79170. */
  79171. static readonly MatricesIndicesExtraKind: string;
  79172. /**
  79173. * Additional matrix weights (for bones)
  79174. */
  79175. static readonly MatricesWeightsExtraKind: string;
  79176. /**
  79177. * Deduces the stride given a kind.
  79178. * @param kind The kind string to deduce
  79179. * @returns The deduced stride
  79180. */
  79181. static DeduceStride(kind: string): number;
  79182. /**
  79183. * Gets the byte length of the given type.
  79184. * @param type the type
  79185. * @returns the number of bytes
  79186. */
  79187. static GetTypeByteLength(type: number): number;
  79188. /**
  79189. * Enumerates each value of the given parameters as numbers.
  79190. * @param data the data to enumerate
  79191. * @param byteOffset the byte offset of the data
  79192. * @param byteStride the byte stride of the data
  79193. * @param componentCount the number of components per element
  79194. * @param componentType the type of the component
  79195. * @param count the number of values to enumerate
  79196. * @param normalized whether the data is normalized
  79197. * @param callback the callback function called for each value
  79198. */
  79199. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  79200. private static _GetFloatValue;
  79201. }
  79202. }
  79203. declare module BABYLON {
  79204. /**
  79205. * @hidden
  79206. */
  79207. export class IntersectionInfo {
  79208. bu: Nullable<number>;
  79209. bv: Nullable<number>;
  79210. distance: number;
  79211. faceId: number;
  79212. subMeshId: number;
  79213. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  79214. }
  79215. }
  79216. declare module BABYLON {
  79217. /**
  79218. * Represens a plane by the equation ax + by + cz + d = 0
  79219. */
  79220. export class Plane {
  79221. private static _TmpMatrix;
  79222. /**
  79223. * Normal of the plane (a,b,c)
  79224. */
  79225. normal: Vector3;
  79226. /**
  79227. * d component of the plane
  79228. */
  79229. d: number;
  79230. /**
  79231. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  79232. * @param a a component of the plane
  79233. * @param b b component of the plane
  79234. * @param c c component of the plane
  79235. * @param d d component of the plane
  79236. */
  79237. constructor(a: number, b: number, c: number, d: number);
  79238. /**
  79239. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  79240. */
  79241. asArray(): number[];
  79242. /**
  79243. * @returns a new plane copied from the current Plane.
  79244. */
  79245. clone(): Plane;
  79246. /**
  79247. * @returns the string "Plane".
  79248. */
  79249. getClassName(): string;
  79250. /**
  79251. * @returns the Plane hash code.
  79252. */
  79253. getHashCode(): number;
  79254. /**
  79255. * Normalize the current Plane in place.
  79256. * @returns the updated Plane.
  79257. */
  79258. normalize(): Plane;
  79259. /**
  79260. * Applies a transformation the plane and returns the result
  79261. * @param transformation the transformation matrix to be applied to the plane
  79262. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  79263. */
  79264. transform(transformation: DeepImmutable<Matrix>): Plane;
  79265. /**
  79266. * Calcualtte the dot product between the point and the plane normal
  79267. * @param point point to calculate the dot product with
  79268. * @returns the dot product (float) of the point coordinates and the plane normal.
  79269. */
  79270. dotCoordinate(point: DeepImmutable<Vector3>): number;
  79271. /**
  79272. * Updates the current Plane from the plane defined by the three given points.
  79273. * @param point1 one of the points used to contruct the plane
  79274. * @param point2 one of the points used to contruct the plane
  79275. * @param point3 one of the points used to contruct the plane
  79276. * @returns the updated Plane.
  79277. */
  79278. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  79279. /**
  79280. * Checks if the plane is facing a given direction
  79281. * @param direction the direction to check if the plane is facing
  79282. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  79283. * @returns True is the vector "direction" is the same side than the plane normal.
  79284. */
  79285. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  79286. /**
  79287. * Calculates the distance to a point
  79288. * @param point point to calculate distance to
  79289. * @returns the signed distance (float) from the given point to the Plane.
  79290. */
  79291. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  79292. /**
  79293. * Creates a plane from an array
  79294. * @param array the array to create a plane from
  79295. * @returns a new Plane from the given array.
  79296. */
  79297. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  79298. /**
  79299. * Creates a plane from three points
  79300. * @param point1 point used to create the plane
  79301. * @param point2 point used to create the plane
  79302. * @param point3 point used to create the plane
  79303. * @returns a new Plane defined by the three given points.
  79304. */
  79305. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  79306. /**
  79307. * Creates a plane from an origin point and a normal
  79308. * @param origin origin of the plane to be constructed
  79309. * @param normal normal of the plane to be constructed
  79310. * @returns a new Plane the normal vector to this plane at the given origin point.
  79311. * Note : the vector "normal" is updated because normalized.
  79312. */
  79313. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  79314. /**
  79315. * Calculates the distance from a plane and a point
  79316. * @param origin origin of the plane to be constructed
  79317. * @param normal normal of the plane to be constructed
  79318. * @param point point to calculate distance to
  79319. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  79320. */
  79321. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  79322. }
  79323. }
  79324. declare module BABYLON {
  79325. /**
  79326. * Class used to store bounding sphere information
  79327. */
  79328. export class BoundingSphere {
  79329. /**
  79330. * Gets the center of the bounding sphere in local space
  79331. */
  79332. readonly center: Vector3;
  79333. /**
  79334. * Radius of the bounding sphere in local space
  79335. */
  79336. radius: number;
  79337. /**
  79338. * Gets the center of the bounding sphere in world space
  79339. */
  79340. readonly centerWorld: Vector3;
  79341. /**
  79342. * Radius of the bounding sphere in world space
  79343. */
  79344. radiusWorld: number;
  79345. /**
  79346. * Gets the minimum vector in local space
  79347. */
  79348. readonly minimum: Vector3;
  79349. /**
  79350. * Gets the maximum vector in local space
  79351. */
  79352. readonly maximum: Vector3;
  79353. private _worldMatrix;
  79354. private static readonly TmpVector3;
  79355. /**
  79356. * Creates a new bounding sphere
  79357. * @param min defines the minimum vector (in local space)
  79358. * @param max defines the maximum vector (in local space)
  79359. * @param worldMatrix defines the new world matrix
  79360. */
  79361. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  79362. /**
  79363. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  79364. * @param min defines the new minimum vector (in local space)
  79365. * @param max defines the new maximum vector (in local space)
  79366. * @param worldMatrix defines the new world matrix
  79367. */
  79368. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  79369. /**
  79370. * Scale the current bounding sphere by applying a scale factor
  79371. * @param factor defines the scale factor to apply
  79372. * @returns the current bounding box
  79373. */
  79374. scale(factor: number): BoundingSphere;
  79375. /**
  79376. * Gets the world matrix of the bounding box
  79377. * @returns a matrix
  79378. */
  79379. getWorldMatrix(): DeepImmutable<Matrix>;
  79380. /** @hidden */
  79381. _update(worldMatrix: DeepImmutable<Matrix>): void;
  79382. /**
  79383. * Tests if the bounding sphere is intersecting the frustum planes
  79384. * @param frustumPlanes defines the frustum planes to test
  79385. * @returns true if there is an intersection
  79386. */
  79387. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79388. /**
  79389. * Tests if the bounding sphere center is in between the frustum planes.
  79390. * Used for optimistic fast inclusion.
  79391. * @param frustumPlanes defines the frustum planes to test
  79392. * @returns true if the sphere center is in between the frustum planes
  79393. */
  79394. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79395. /**
  79396. * Tests if a point is inside the bounding sphere
  79397. * @param point defines the point to test
  79398. * @returns true if the point is inside the bounding sphere
  79399. */
  79400. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  79401. /**
  79402. * Checks if two sphere intersct
  79403. * @param sphere0 sphere 0
  79404. * @param sphere1 sphere 1
  79405. * @returns true if the speres intersect
  79406. */
  79407. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  79408. }
  79409. }
  79410. declare module BABYLON {
  79411. /**
  79412. * Class used to store bounding box information
  79413. */
  79414. export class BoundingBox implements ICullable {
  79415. /**
  79416. * Gets the 8 vectors representing the bounding box in local space
  79417. */
  79418. readonly vectors: Vector3[];
  79419. /**
  79420. * Gets the center of the bounding box in local space
  79421. */
  79422. readonly center: Vector3;
  79423. /**
  79424. * Gets the center of the bounding box in world space
  79425. */
  79426. readonly centerWorld: Vector3;
  79427. /**
  79428. * Gets the extend size in local space
  79429. */
  79430. readonly extendSize: Vector3;
  79431. /**
  79432. * Gets the extend size in world space
  79433. */
  79434. readonly extendSizeWorld: Vector3;
  79435. /**
  79436. * Gets the OBB (object bounding box) directions
  79437. */
  79438. readonly directions: Vector3[];
  79439. /**
  79440. * Gets the 8 vectors representing the bounding box in world space
  79441. */
  79442. readonly vectorsWorld: Vector3[];
  79443. /**
  79444. * Gets the minimum vector in world space
  79445. */
  79446. readonly minimumWorld: Vector3;
  79447. /**
  79448. * Gets the maximum vector in world space
  79449. */
  79450. readonly maximumWorld: Vector3;
  79451. /**
  79452. * Gets the minimum vector in local space
  79453. */
  79454. readonly minimum: Vector3;
  79455. /**
  79456. * Gets the maximum vector in local space
  79457. */
  79458. readonly maximum: Vector3;
  79459. private _worldMatrix;
  79460. private static readonly TmpVector3;
  79461. /**
  79462. * @hidden
  79463. */
  79464. _tag: number;
  79465. /**
  79466. * Creates a new bounding box
  79467. * @param min defines the minimum vector (in local space)
  79468. * @param max defines the maximum vector (in local space)
  79469. * @param worldMatrix defines the new world matrix
  79470. */
  79471. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  79472. /**
  79473. * Recreates the entire bounding box from scratch as if we call the constructor in place
  79474. * @param min defines the new minimum vector (in local space)
  79475. * @param max defines the new maximum vector (in local space)
  79476. * @param worldMatrix defines the new world matrix
  79477. */
  79478. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  79479. /**
  79480. * Scale the current bounding box by applying a scale factor
  79481. * @param factor defines the scale factor to apply
  79482. * @returns the current bounding box
  79483. */
  79484. scale(factor: number): BoundingBox;
  79485. /**
  79486. * Gets the world matrix of the bounding box
  79487. * @returns a matrix
  79488. */
  79489. getWorldMatrix(): DeepImmutable<Matrix>;
  79490. /** @hidden */
  79491. _update(world: DeepImmutable<Matrix>): void;
  79492. /**
  79493. * Tests if the bounding box is intersecting the frustum planes
  79494. * @param frustumPlanes defines the frustum planes to test
  79495. * @returns true if there is an intersection
  79496. */
  79497. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79498. /**
  79499. * Tests if the bounding box is entirely inside the frustum planes
  79500. * @param frustumPlanes defines the frustum planes to test
  79501. * @returns true if there is an inclusion
  79502. */
  79503. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79504. /**
  79505. * Tests if a point is inside the bounding box
  79506. * @param point defines the point to test
  79507. * @returns true if the point is inside the bounding box
  79508. */
  79509. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  79510. /**
  79511. * Tests if the bounding box intersects with a bounding sphere
  79512. * @param sphere defines the sphere to test
  79513. * @returns true if there is an intersection
  79514. */
  79515. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  79516. /**
  79517. * Tests if the bounding box intersects with a box defined by a min and max vectors
  79518. * @param min defines the min vector to use
  79519. * @param max defines the max vector to use
  79520. * @returns true if there is an intersection
  79521. */
  79522. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  79523. /**
  79524. * Tests if two bounding boxes are intersections
  79525. * @param box0 defines the first box to test
  79526. * @param box1 defines the second box to test
  79527. * @returns true if there is an intersection
  79528. */
  79529. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  79530. /**
  79531. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  79532. * @param minPoint defines the minimum vector of the bounding box
  79533. * @param maxPoint defines the maximum vector of the bounding box
  79534. * @param sphereCenter defines the sphere center
  79535. * @param sphereRadius defines the sphere radius
  79536. * @returns true if there is an intersection
  79537. */
  79538. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  79539. /**
  79540. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  79541. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  79542. * @param frustumPlanes defines the frustum planes to test
  79543. * @return true if there is an inclusion
  79544. */
  79545. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79546. /**
  79547. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  79548. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  79549. * @param frustumPlanes defines the frustum planes to test
  79550. * @return true if there is an intersection
  79551. */
  79552. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79553. }
  79554. }
  79555. declare module BABYLON {
  79556. /** @hidden */
  79557. export class Collider {
  79558. /** Define if a collision was found */
  79559. collisionFound: boolean;
  79560. /**
  79561. * Define last intersection point in local space
  79562. */
  79563. intersectionPoint: Vector3;
  79564. /**
  79565. * Define last collided mesh
  79566. */
  79567. collidedMesh: Nullable<AbstractMesh>;
  79568. private _collisionPoint;
  79569. private _planeIntersectionPoint;
  79570. private _tempVector;
  79571. private _tempVector2;
  79572. private _tempVector3;
  79573. private _tempVector4;
  79574. private _edge;
  79575. private _baseToVertex;
  79576. private _destinationPoint;
  79577. private _slidePlaneNormal;
  79578. private _displacementVector;
  79579. /** @hidden */
  79580. _radius: Vector3;
  79581. /** @hidden */
  79582. _retry: number;
  79583. private _velocity;
  79584. private _basePoint;
  79585. private _epsilon;
  79586. /** @hidden */
  79587. _velocityWorldLength: number;
  79588. /** @hidden */
  79589. _basePointWorld: Vector3;
  79590. private _velocityWorld;
  79591. private _normalizedVelocity;
  79592. /** @hidden */
  79593. _initialVelocity: Vector3;
  79594. /** @hidden */
  79595. _initialPosition: Vector3;
  79596. private _nearestDistance;
  79597. private _collisionMask;
  79598. get collisionMask(): number;
  79599. set collisionMask(mask: number);
  79600. /**
  79601. * Gets the plane normal used to compute the sliding response (in local space)
  79602. */
  79603. get slidePlaneNormal(): Vector3;
  79604. /** @hidden */
  79605. _initialize(source: Vector3, dir: Vector3, e: number): void;
  79606. /** @hidden */
  79607. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  79608. /** @hidden */
  79609. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  79610. /** @hidden */
  79611. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  79612. /** @hidden */
  79613. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  79614. /** @hidden */
  79615. _getResponse(pos: Vector3, vel: Vector3): void;
  79616. }
  79617. }
  79618. declare module BABYLON {
  79619. /**
  79620. * Interface for cullable objects
  79621. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  79622. */
  79623. export interface ICullable {
  79624. /**
  79625. * Checks if the object or part of the object is in the frustum
  79626. * @param frustumPlanes Camera near/planes
  79627. * @returns true if the object is in frustum otherwise false
  79628. */
  79629. isInFrustum(frustumPlanes: Plane[]): boolean;
  79630. /**
  79631. * Checks if a cullable object (mesh...) is in the camera frustum
  79632. * Unlike isInFrustum this cheks the full bounding box
  79633. * @param frustumPlanes Camera near/planes
  79634. * @returns true if the object is in frustum otherwise false
  79635. */
  79636. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  79637. }
  79638. /**
  79639. * Info for a bounding data of a mesh
  79640. */
  79641. export class BoundingInfo implements ICullable {
  79642. /**
  79643. * Bounding box for the mesh
  79644. */
  79645. readonly boundingBox: BoundingBox;
  79646. /**
  79647. * Bounding sphere for the mesh
  79648. */
  79649. readonly boundingSphere: BoundingSphere;
  79650. private _isLocked;
  79651. private static readonly TmpVector3;
  79652. /**
  79653. * Constructs bounding info
  79654. * @param minimum min vector of the bounding box/sphere
  79655. * @param maximum max vector of the bounding box/sphere
  79656. * @param worldMatrix defines the new world matrix
  79657. */
  79658. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  79659. /**
  79660. * Recreates the entire bounding info from scratch as if we call the constructor in place
  79661. * @param min defines the new minimum vector (in local space)
  79662. * @param max defines the new maximum vector (in local space)
  79663. * @param worldMatrix defines the new world matrix
  79664. */
  79665. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  79666. /**
  79667. * min vector of the bounding box/sphere
  79668. */
  79669. get minimum(): Vector3;
  79670. /**
  79671. * max vector of the bounding box/sphere
  79672. */
  79673. get maximum(): Vector3;
  79674. /**
  79675. * If the info is locked and won't be updated to avoid perf overhead
  79676. */
  79677. get isLocked(): boolean;
  79678. set isLocked(value: boolean);
  79679. /**
  79680. * Updates the bounding sphere and box
  79681. * @param world world matrix to be used to update
  79682. */
  79683. update(world: DeepImmutable<Matrix>): void;
  79684. /**
  79685. * Recreate the bounding info to be centered around a specific point given a specific extend.
  79686. * @param center New center of the bounding info
  79687. * @param extend New extend of the bounding info
  79688. * @returns the current bounding info
  79689. */
  79690. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  79691. /**
  79692. * Scale the current bounding info by applying a scale factor
  79693. * @param factor defines the scale factor to apply
  79694. * @returns the current bounding info
  79695. */
  79696. scale(factor: number): BoundingInfo;
  79697. /**
  79698. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  79699. * @param frustumPlanes defines the frustum to test
  79700. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  79701. * @returns true if the bounding info is in the frustum planes
  79702. */
  79703. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  79704. /**
  79705. * Gets the world distance between the min and max points of the bounding box
  79706. */
  79707. get diagonalLength(): number;
  79708. /**
  79709. * Checks if a cullable object (mesh...) is in the camera frustum
  79710. * Unlike isInFrustum this cheks the full bounding box
  79711. * @param frustumPlanes Camera near/planes
  79712. * @returns true if the object is in frustum otherwise false
  79713. */
  79714. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  79715. /** @hidden */
  79716. _checkCollision(collider: Collider): boolean;
  79717. /**
  79718. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  79719. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  79720. * @param point the point to check intersection with
  79721. * @returns if the point intersects
  79722. */
  79723. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  79724. /**
  79725. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  79726. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  79727. * @param boundingInfo the bounding info to check intersection with
  79728. * @param precise if the intersection should be done using OBB
  79729. * @returns if the bounding info intersects
  79730. */
  79731. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  79732. }
  79733. }
  79734. declare module BABYLON {
  79735. /**
  79736. * Extracts minimum and maximum values from a list of indexed positions
  79737. * @param positions defines the positions to use
  79738. * @param indices defines the indices to the positions
  79739. * @param indexStart defines the start index
  79740. * @param indexCount defines the end index
  79741. * @param bias defines bias value to add to the result
  79742. * @return minimum and maximum values
  79743. */
  79744. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  79745. minimum: Vector3;
  79746. maximum: Vector3;
  79747. };
  79748. /**
  79749. * Extracts minimum and maximum values from a list of positions
  79750. * @param positions defines the positions to use
  79751. * @param start defines the start index in the positions array
  79752. * @param count defines the number of positions to handle
  79753. * @param bias defines bias value to add to the result
  79754. * @param stride defines the stride size to use (distance between two positions in the positions array)
  79755. * @return minimum and maximum values
  79756. */
  79757. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  79758. minimum: Vector3;
  79759. maximum: Vector3;
  79760. };
  79761. }
  79762. declare module BABYLON {
  79763. /** @hidden */
  79764. export class WebGLDataBuffer extends DataBuffer {
  79765. private _buffer;
  79766. constructor(resource: WebGLBuffer);
  79767. get underlyingResource(): any;
  79768. }
  79769. }
  79770. declare module BABYLON {
  79771. /** @hidden */
  79772. export class WebGLPipelineContext implements IPipelineContext {
  79773. engine: ThinEngine;
  79774. program: Nullable<WebGLProgram>;
  79775. context?: WebGLRenderingContext;
  79776. vertexShader?: WebGLShader;
  79777. fragmentShader?: WebGLShader;
  79778. isParallelCompiled: boolean;
  79779. onCompiled?: () => void;
  79780. transformFeedback?: WebGLTransformFeedback | null;
  79781. vertexCompilationError: Nullable<string>;
  79782. fragmentCompilationError: Nullable<string>;
  79783. programLinkError: Nullable<string>;
  79784. programValidationError: Nullable<string>;
  79785. get isAsync(): boolean;
  79786. get isReady(): boolean;
  79787. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  79788. }
  79789. }
  79790. declare module BABYLON {
  79791. interface ThinEngine {
  79792. /**
  79793. * Create an uniform buffer
  79794. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  79795. * @param elements defines the content of the uniform buffer
  79796. * @returns the webGL uniform buffer
  79797. */
  79798. createUniformBuffer(elements: FloatArray): DataBuffer;
  79799. /**
  79800. * Create a dynamic uniform buffer
  79801. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  79802. * @param elements defines the content of the uniform buffer
  79803. * @returns the webGL uniform buffer
  79804. */
  79805. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  79806. /**
  79807. * Update an existing uniform buffer
  79808. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  79809. * @param uniformBuffer defines the target uniform buffer
  79810. * @param elements defines the content to update
  79811. * @param offset defines the offset in the uniform buffer where update should start
  79812. * @param count defines the size of the data to update
  79813. */
  79814. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  79815. /**
  79816. * Bind an uniform buffer to the current webGL context
  79817. * @param buffer defines the buffer to bind
  79818. */
  79819. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  79820. /**
  79821. * Bind a buffer to the current webGL context at a given location
  79822. * @param buffer defines the buffer to bind
  79823. * @param location defines the index where to bind the buffer
  79824. */
  79825. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  79826. /**
  79827. * Bind a specific block at a given index in a specific shader program
  79828. * @param pipelineContext defines the pipeline context to use
  79829. * @param blockName defines the block name
  79830. * @param index defines the index where to bind the block
  79831. */
  79832. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  79833. }
  79834. }
  79835. declare module BABYLON {
  79836. /**
  79837. * Uniform buffer objects.
  79838. *
  79839. * Handles blocks of uniform on the GPU.
  79840. *
  79841. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  79842. *
  79843. * For more information, please refer to :
  79844. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  79845. */
  79846. export class UniformBuffer {
  79847. private _engine;
  79848. private _buffer;
  79849. private _data;
  79850. private _bufferData;
  79851. private _dynamic?;
  79852. private _uniformLocations;
  79853. private _uniformSizes;
  79854. private _uniformLocationPointer;
  79855. private _needSync;
  79856. private _noUBO;
  79857. private _currentEffect;
  79858. /** @hidden */
  79859. _alreadyBound: boolean;
  79860. private static _MAX_UNIFORM_SIZE;
  79861. private static _tempBuffer;
  79862. /**
  79863. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  79864. * This is dynamic to allow compat with webgl 1 and 2.
  79865. * You will need to pass the name of the uniform as well as the value.
  79866. */
  79867. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  79868. /**
  79869. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  79870. * This is dynamic to allow compat with webgl 1 and 2.
  79871. * You will need to pass the name of the uniform as well as the value.
  79872. */
  79873. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  79874. /**
  79875. * Lambda to Update a single float in a uniform buffer.
  79876. * This is dynamic to allow compat with webgl 1 and 2.
  79877. * You will need to pass the name of the uniform as well as the value.
  79878. */
  79879. updateFloat: (name: string, x: number) => void;
  79880. /**
  79881. * Lambda to Update a vec2 of float in a uniform buffer.
  79882. * This is dynamic to allow compat with webgl 1 and 2.
  79883. * You will need to pass the name of the uniform as well as the value.
  79884. */
  79885. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  79886. /**
  79887. * Lambda to Update a vec3 of float in a uniform buffer.
  79888. * This is dynamic to allow compat with webgl 1 and 2.
  79889. * You will need to pass the name of the uniform as well as the value.
  79890. */
  79891. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  79892. /**
  79893. * Lambda to Update a vec4 of float in a uniform buffer.
  79894. * This is dynamic to allow compat with webgl 1 and 2.
  79895. * You will need to pass the name of the uniform as well as the value.
  79896. */
  79897. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  79898. /**
  79899. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  79900. * This is dynamic to allow compat with webgl 1 and 2.
  79901. * You will need to pass the name of the uniform as well as the value.
  79902. */
  79903. updateMatrix: (name: string, mat: Matrix) => void;
  79904. /**
  79905. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  79906. * This is dynamic to allow compat with webgl 1 and 2.
  79907. * You will need to pass the name of the uniform as well as the value.
  79908. */
  79909. updateVector3: (name: string, vector: Vector3) => void;
  79910. /**
  79911. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  79912. * This is dynamic to allow compat with webgl 1 and 2.
  79913. * You will need to pass the name of the uniform as well as the value.
  79914. */
  79915. updateVector4: (name: string, vector: Vector4) => void;
  79916. /**
  79917. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  79918. * This is dynamic to allow compat with webgl 1 and 2.
  79919. * You will need to pass the name of the uniform as well as the value.
  79920. */
  79921. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  79922. /**
  79923. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  79924. * This is dynamic to allow compat with webgl 1 and 2.
  79925. * You will need to pass the name of the uniform as well as the value.
  79926. */
  79927. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  79928. /**
  79929. * Instantiates a new Uniform buffer objects.
  79930. *
  79931. * Handles blocks of uniform on the GPU.
  79932. *
  79933. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  79934. *
  79935. * For more information, please refer to :
  79936. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  79937. * @param engine Define the engine the buffer is associated with
  79938. * @param data Define the data contained in the buffer
  79939. * @param dynamic Define if the buffer is updatable
  79940. */
  79941. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  79942. /**
  79943. * Indicates if the buffer is using the WebGL2 UBO implementation,
  79944. * or just falling back on setUniformXXX calls.
  79945. */
  79946. get useUbo(): boolean;
  79947. /**
  79948. * Indicates if the WebGL underlying uniform buffer is in sync
  79949. * with the javascript cache data.
  79950. */
  79951. get isSync(): boolean;
  79952. /**
  79953. * Indicates if the WebGL underlying uniform buffer is dynamic.
  79954. * Also, a dynamic UniformBuffer will disable cache verification and always
  79955. * update the underlying WebGL uniform buffer to the GPU.
  79956. * @returns if Dynamic, otherwise false
  79957. */
  79958. isDynamic(): boolean;
  79959. /**
  79960. * The data cache on JS side.
  79961. * @returns the underlying data as a float array
  79962. */
  79963. getData(): Float32Array;
  79964. /**
  79965. * The underlying WebGL Uniform buffer.
  79966. * @returns the webgl buffer
  79967. */
  79968. getBuffer(): Nullable<DataBuffer>;
  79969. /**
  79970. * std140 layout specifies how to align data within an UBO structure.
  79971. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  79972. * for specs.
  79973. */
  79974. private _fillAlignment;
  79975. /**
  79976. * Adds an uniform in the buffer.
  79977. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  79978. * for the layout to be correct !
  79979. * @param name Name of the uniform, as used in the uniform block in the shader.
  79980. * @param size Data size, or data directly.
  79981. */
  79982. addUniform(name: string, size: number | number[]): void;
  79983. /**
  79984. * Adds a Matrix 4x4 to the uniform buffer.
  79985. * @param name Name of the uniform, as used in the uniform block in the shader.
  79986. * @param mat A 4x4 matrix.
  79987. */
  79988. addMatrix(name: string, mat: Matrix): void;
  79989. /**
  79990. * Adds a vec2 to the uniform buffer.
  79991. * @param name Name of the uniform, as used in the uniform block in the shader.
  79992. * @param x Define the x component value of the vec2
  79993. * @param y Define the y component value of the vec2
  79994. */
  79995. addFloat2(name: string, x: number, y: number): void;
  79996. /**
  79997. * Adds a vec3 to the uniform buffer.
  79998. * @param name Name of the uniform, as used in the uniform block in the shader.
  79999. * @param x Define the x component value of the vec3
  80000. * @param y Define the y component value of the vec3
  80001. * @param z Define the z component value of the vec3
  80002. */
  80003. addFloat3(name: string, x: number, y: number, z: number): void;
  80004. /**
  80005. * Adds a vec3 to the uniform buffer.
  80006. * @param name Name of the uniform, as used in the uniform block in the shader.
  80007. * @param color Define the vec3 from a Color
  80008. */
  80009. addColor3(name: string, color: Color3): void;
  80010. /**
  80011. * Adds a vec4 to the uniform buffer.
  80012. * @param name Name of the uniform, as used in the uniform block in the shader.
  80013. * @param color Define the rgb components from a Color
  80014. * @param alpha Define the a component of the vec4
  80015. */
  80016. addColor4(name: string, color: Color3, alpha: number): void;
  80017. /**
  80018. * Adds a vec3 to the uniform buffer.
  80019. * @param name Name of the uniform, as used in the uniform block in the shader.
  80020. * @param vector Define the vec3 components from a Vector
  80021. */
  80022. addVector3(name: string, vector: Vector3): void;
  80023. /**
  80024. * Adds a Matrix 3x3 to the uniform buffer.
  80025. * @param name Name of the uniform, as used in the uniform block in the shader.
  80026. */
  80027. addMatrix3x3(name: string): void;
  80028. /**
  80029. * Adds a Matrix 2x2 to the uniform buffer.
  80030. * @param name Name of the uniform, as used in the uniform block in the shader.
  80031. */
  80032. addMatrix2x2(name: string): void;
  80033. /**
  80034. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  80035. */
  80036. create(): void;
  80037. /** @hidden */
  80038. _rebuild(): void;
  80039. /**
  80040. * Updates the WebGL Uniform Buffer on the GPU.
  80041. * If the `dynamic` flag is set to true, no cache comparison is done.
  80042. * Otherwise, the buffer will be updated only if the cache differs.
  80043. */
  80044. update(): void;
  80045. /**
  80046. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  80047. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  80048. * @param data Define the flattened data
  80049. * @param size Define the size of the data.
  80050. */
  80051. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  80052. private _valueCache;
  80053. private _cacheMatrix;
  80054. private _updateMatrix3x3ForUniform;
  80055. private _updateMatrix3x3ForEffect;
  80056. private _updateMatrix2x2ForEffect;
  80057. private _updateMatrix2x2ForUniform;
  80058. private _updateFloatForEffect;
  80059. private _updateFloatForUniform;
  80060. private _updateFloat2ForEffect;
  80061. private _updateFloat2ForUniform;
  80062. private _updateFloat3ForEffect;
  80063. private _updateFloat3ForUniform;
  80064. private _updateFloat4ForEffect;
  80065. private _updateFloat4ForUniform;
  80066. private _updateMatrixForEffect;
  80067. private _updateMatrixForUniform;
  80068. private _updateVector3ForEffect;
  80069. private _updateVector3ForUniform;
  80070. private _updateVector4ForEffect;
  80071. private _updateVector4ForUniform;
  80072. private _updateColor3ForEffect;
  80073. private _updateColor3ForUniform;
  80074. private _updateColor4ForEffect;
  80075. private _updateColor4ForUniform;
  80076. /**
  80077. * Sets a sampler uniform on the effect.
  80078. * @param name Define the name of the sampler.
  80079. * @param texture Define the texture to set in the sampler
  80080. */
  80081. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  80082. /**
  80083. * Directly updates the value of the uniform in the cache AND on the GPU.
  80084. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  80085. * @param data Define the flattened data
  80086. */
  80087. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  80088. /**
  80089. * Binds this uniform buffer to an effect.
  80090. * @param effect Define the effect to bind the buffer to
  80091. * @param name Name of the uniform block in the shader.
  80092. */
  80093. bindToEffect(effect: Effect, name: string): void;
  80094. /**
  80095. * Disposes the uniform buffer.
  80096. */
  80097. dispose(): void;
  80098. }
  80099. }
  80100. declare module BABYLON {
  80101. /**
  80102. * Enum that determines the text-wrapping mode to use.
  80103. */
  80104. export enum InspectableType {
  80105. /**
  80106. * Checkbox for booleans
  80107. */
  80108. Checkbox = 0,
  80109. /**
  80110. * Sliders for numbers
  80111. */
  80112. Slider = 1,
  80113. /**
  80114. * Vector3
  80115. */
  80116. Vector3 = 2,
  80117. /**
  80118. * Quaternions
  80119. */
  80120. Quaternion = 3,
  80121. /**
  80122. * Color3
  80123. */
  80124. Color3 = 4,
  80125. /**
  80126. * String
  80127. */
  80128. String = 5
  80129. }
  80130. /**
  80131. * Interface used to define custom inspectable properties.
  80132. * This interface is used by the inspector to display custom property grids
  80133. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  80134. */
  80135. export interface IInspectable {
  80136. /**
  80137. * Gets the label to display
  80138. */
  80139. label: string;
  80140. /**
  80141. * Gets the name of the property to edit
  80142. */
  80143. propertyName: string;
  80144. /**
  80145. * Gets the type of the editor to use
  80146. */
  80147. type: InspectableType;
  80148. /**
  80149. * Gets the minimum value of the property when using in "slider" mode
  80150. */
  80151. min?: number;
  80152. /**
  80153. * Gets the maximum value of the property when using in "slider" mode
  80154. */
  80155. max?: number;
  80156. /**
  80157. * Gets the setp to use when using in "slider" mode
  80158. */
  80159. step?: number;
  80160. }
  80161. }
  80162. declare module BABYLON {
  80163. /**
  80164. * Class used to provide helper for timing
  80165. */
  80166. export class TimingTools {
  80167. /**
  80168. * Polyfill for setImmediate
  80169. * @param action defines the action to execute after the current execution block
  80170. */
  80171. static SetImmediate(action: () => void): void;
  80172. }
  80173. }
  80174. declare module BABYLON {
  80175. /**
  80176. * Class used to enable instatition of objects by class name
  80177. */
  80178. export class InstantiationTools {
  80179. /**
  80180. * Use this object to register external classes like custom textures or material
  80181. * to allow the laoders to instantiate them
  80182. */
  80183. static RegisteredExternalClasses: {
  80184. [key: string]: Object;
  80185. };
  80186. /**
  80187. * Tries to instantiate a new object from a given class name
  80188. * @param className defines the class name to instantiate
  80189. * @returns the new object or null if the system was not able to do the instantiation
  80190. */
  80191. static Instantiate(className: string): any;
  80192. }
  80193. }
  80194. declare module BABYLON {
  80195. /**
  80196. * Define options used to create a depth texture
  80197. */
  80198. export class DepthTextureCreationOptions {
  80199. /** Specifies whether or not a stencil should be allocated in the texture */
  80200. generateStencil?: boolean;
  80201. /** Specifies whether or not bilinear filtering is enable on the texture */
  80202. bilinearFiltering?: boolean;
  80203. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  80204. comparisonFunction?: number;
  80205. /** Specifies if the created texture is a cube texture */
  80206. isCube?: boolean;
  80207. }
  80208. }
  80209. declare module BABYLON {
  80210. interface ThinEngine {
  80211. /**
  80212. * Creates a depth stencil cube texture.
  80213. * This is only available in WebGL 2.
  80214. * @param size The size of face edge in the cube texture.
  80215. * @param options The options defining the cube texture.
  80216. * @returns The cube texture
  80217. */
  80218. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  80219. /**
  80220. * Creates a cube texture
  80221. * @param rootUrl defines the url where the files to load is located
  80222. * @param scene defines the current scene
  80223. * @param files defines the list of files to load (1 per face)
  80224. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  80225. * @param onLoad defines an optional callback raised when the texture is loaded
  80226. * @param onError defines an optional callback raised if there is an issue to load the texture
  80227. * @param format defines the format of the data
  80228. * @param forcedExtension defines the extension to use to pick the right loader
  80229. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  80230. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  80231. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  80232. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  80233. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  80234. * @returns the cube texture as an InternalTexture
  80235. */
  80236. 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;
  80237. /**
  80238. * Creates a cube texture
  80239. * @param rootUrl defines the url where the files to load is located
  80240. * @param scene defines the current scene
  80241. * @param files defines the list of files to load (1 per face)
  80242. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  80243. * @param onLoad defines an optional callback raised when the texture is loaded
  80244. * @param onError defines an optional callback raised if there is an issue to load the texture
  80245. * @param format defines the format of the data
  80246. * @param forcedExtension defines the extension to use to pick the right loader
  80247. * @returns the cube texture as an InternalTexture
  80248. */
  80249. 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;
  80250. /**
  80251. * Creates a cube texture
  80252. * @param rootUrl defines the url where the files to load is located
  80253. * @param scene defines the current scene
  80254. * @param files defines the list of files to load (1 per face)
  80255. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  80256. * @param onLoad defines an optional callback raised when the texture is loaded
  80257. * @param onError defines an optional callback raised if there is an issue to load the texture
  80258. * @param format defines the format of the data
  80259. * @param forcedExtension defines the extension to use to pick the right loader
  80260. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  80261. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  80262. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  80263. * @returns the cube texture as an InternalTexture
  80264. */
  80265. 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;
  80266. /** @hidden */
  80267. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  80268. /** @hidden */
  80269. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  80270. /** @hidden */
  80271. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  80272. /** @hidden */
  80273. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  80274. /**
  80275. * @hidden
  80276. */
  80277. _setCubeMapTextureParams(loadMipmap: boolean): void;
  80278. }
  80279. }
  80280. declare module BABYLON {
  80281. /**
  80282. * Class for creating a cube texture
  80283. */
  80284. export class CubeTexture extends BaseTexture {
  80285. private _delayedOnLoad;
  80286. /**
  80287. * The url of the texture
  80288. */
  80289. url: string;
  80290. /**
  80291. * Gets or sets the center of the bounding box associated with the cube texture.
  80292. * It must define where the camera used to render the texture was set
  80293. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  80294. */
  80295. boundingBoxPosition: Vector3;
  80296. private _boundingBoxSize;
  80297. /**
  80298. * Gets or sets the size of the bounding box associated with the cube texture
  80299. * When defined, the cubemap will switch to local mode
  80300. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  80301. * @example https://www.babylonjs-playground.com/#RNASML
  80302. */
  80303. set boundingBoxSize(value: Vector3);
  80304. /**
  80305. * Returns the bounding box size
  80306. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  80307. */
  80308. get boundingBoxSize(): Vector3;
  80309. protected _rotationY: number;
  80310. /**
  80311. * Sets texture matrix rotation angle around Y axis in radians.
  80312. */
  80313. set rotationY(value: number);
  80314. /**
  80315. * Gets texture matrix rotation angle around Y axis radians.
  80316. */
  80317. get rotationY(): number;
  80318. /**
  80319. * Are mip maps generated for this texture or not.
  80320. */
  80321. get noMipmap(): boolean;
  80322. private _noMipmap;
  80323. private _files;
  80324. protected _forcedExtension: Nullable<string>;
  80325. private _extensions;
  80326. private _textureMatrix;
  80327. private _format;
  80328. private _createPolynomials;
  80329. /** @hidden */
  80330. _prefiltered: boolean;
  80331. /**
  80332. * Creates a cube texture from an array of image urls
  80333. * @param files defines an array of image urls
  80334. * @param scene defines the hosting scene
  80335. * @param noMipmap specifies if mip maps are not used
  80336. * @returns a cube texture
  80337. */
  80338. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  80339. /**
  80340. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  80341. * @param url defines the url of the prefiltered texture
  80342. * @param scene defines the scene the texture is attached to
  80343. * @param forcedExtension defines the extension of the file if different from the url
  80344. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  80345. * @return the prefiltered texture
  80346. */
  80347. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  80348. /**
  80349. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  80350. * as prefiltered data.
  80351. * @param rootUrl defines the url of the texture or the root name of the six images
  80352. * @param scene defines the scene the texture is attached to
  80353. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  80354. * @param noMipmap defines if mipmaps should be created or not
  80355. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  80356. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  80357. * @param onError defines a callback triggered in case of error during load
  80358. * @param format defines the internal format to use for the texture once loaded
  80359. * @param prefiltered defines whether or not the texture is created from prefiltered data
  80360. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  80361. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  80362. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  80363. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  80364. * @return the cube texture
  80365. */
  80366. 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);
  80367. /**
  80368. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  80369. */
  80370. get isPrefiltered(): boolean;
  80371. /**
  80372. * Get the current class name of the texture useful for serialization or dynamic coding.
  80373. * @returns "CubeTexture"
  80374. */
  80375. getClassName(): string;
  80376. /**
  80377. * Update the url (and optional buffer) of this texture if url was null during construction.
  80378. * @param url the url of the texture
  80379. * @param forcedExtension defines the extension to use
  80380. * @param onLoad callback called when the texture is loaded (defaults to null)
  80381. * @param prefiltered Defines whether the updated texture is prefiltered or not
  80382. */
  80383. updateURL(url: string, forcedExtension?: string, onLoad?: () => void, prefiltered?: boolean): void;
  80384. /**
  80385. * Delays loading of the cube texture
  80386. * @param forcedExtension defines the extension to use
  80387. */
  80388. delayLoad(forcedExtension?: string): void;
  80389. /**
  80390. * Returns the reflection texture matrix
  80391. * @returns the reflection texture matrix
  80392. */
  80393. getReflectionTextureMatrix(): Matrix;
  80394. /**
  80395. * Sets the reflection texture matrix
  80396. * @param value Reflection texture matrix
  80397. */
  80398. setReflectionTextureMatrix(value: Matrix): void;
  80399. /**
  80400. * Parses text to create a cube texture
  80401. * @param parsedTexture define the serialized text to read from
  80402. * @param scene defines the hosting scene
  80403. * @param rootUrl defines the root url of the cube texture
  80404. * @returns a cube texture
  80405. */
  80406. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  80407. /**
  80408. * Makes a clone, or deep copy, of the cube texture
  80409. * @returns a new cube texture
  80410. */
  80411. clone(): CubeTexture;
  80412. }
  80413. }
  80414. declare module BABYLON {
  80415. /**
  80416. * Manages the defines for the Material
  80417. */
  80418. export class MaterialDefines {
  80419. /** @hidden */
  80420. protected _keys: string[];
  80421. private _isDirty;
  80422. /** @hidden */
  80423. _renderId: number;
  80424. /** @hidden */
  80425. _areLightsDirty: boolean;
  80426. /** @hidden */
  80427. _areLightsDisposed: boolean;
  80428. /** @hidden */
  80429. _areAttributesDirty: boolean;
  80430. /** @hidden */
  80431. _areTexturesDirty: boolean;
  80432. /** @hidden */
  80433. _areFresnelDirty: boolean;
  80434. /** @hidden */
  80435. _areMiscDirty: boolean;
  80436. /** @hidden */
  80437. _areImageProcessingDirty: boolean;
  80438. /** @hidden */
  80439. _normals: boolean;
  80440. /** @hidden */
  80441. _uvs: boolean;
  80442. /** @hidden */
  80443. _needNormals: boolean;
  80444. /** @hidden */
  80445. _needUVs: boolean;
  80446. [id: string]: any;
  80447. /**
  80448. * Specifies if the material needs to be re-calculated
  80449. */
  80450. get isDirty(): boolean;
  80451. /**
  80452. * Marks the material to indicate that it has been re-calculated
  80453. */
  80454. markAsProcessed(): void;
  80455. /**
  80456. * Marks the material to indicate that it needs to be re-calculated
  80457. */
  80458. markAsUnprocessed(): void;
  80459. /**
  80460. * Marks the material to indicate all of its defines need to be re-calculated
  80461. */
  80462. markAllAsDirty(): void;
  80463. /**
  80464. * Marks the material to indicate that image processing needs to be re-calculated
  80465. */
  80466. markAsImageProcessingDirty(): void;
  80467. /**
  80468. * Marks the material to indicate the lights need to be re-calculated
  80469. * @param disposed Defines whether the light is dirty due to dispose or not
  80470. */
  80471. markAsLightDirty(disposed?: boolean): void;
  80472. /**
  80473. * Marks the attribute state as changed
  80474. */
  80475. markAsAttributesDirty(): void;
  80476. /**
  80477. * Marks the texture state as changed
  80478. */
  80479. markAsTexturesDirty(): void;
  80480. /**
  80481. * Marks the fresnel state as changed
  80482. */
  80483. markAsFresnelDirty(): void;
  80484. /**
  80485. * Marks the misc state as changed
  80486. */
  80487. markAsMiscDirty(): void;
  80488. /**
  80489. * Rebuilds the material defines
  80490. */
  80491. rebuild(): void;
  80492. /**
  80493. * Specifies if two material defines are equal
  80494. * @param other - A material define instance to compare to
  80495. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  80496. */
  80497. isEqual(other: MaterialDefines): boolean;
  80498. /**
  80499. * Clones this instance's defines to another instance
  80500. * @param other - material defines to clone values to
  80501. */
  80502. cloneTo(other: MaterialDefines): void;
  80503. /**
  80504. * Resets the material define values
  80505. */
  80506. reset(): void;
  80507. /**
  80508. * Converts the material define values to a string
  80509. * @returns - String of material define information
  80510. */
  80511. toString(): string;
  80512. }
  80513. }
  80514. declare module BABYLON {
  80515. /**
  80516. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  80517. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  80518. * 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;
  80519. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  80520. */
  80521. export class ColorCurves {
  80522. private _dirty;
  80523. private _tempColor;
  80524. private _globalCurve;
  80525. private _highlightsCurve;
  80526. private _midtonesCurve;
  80527. private _shadowsCurve;
  80528. private _positiveCurve;
  80529. private _negativeCurve;
  80530. private _globalHue;
  80531. private _globalDensity;
  80532. private _globalSaturation;
  80533. private _globalExposure;
  80534. /**
  80535. * Gets the global Hue value.
  80536. * 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).
  80537. */
  80538. get globalHue(): number;
  80539. /**
  80540. * Sets the global Hue value.
  80541. * 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).
  80542. */
  80543. set globalHue(value: number);
  80544. /**
  80545. * Gets the global Density value.
  80546. * 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.
  80547. * Values less than zero provide a filter of opposite hue.
  80548. */
  80549. get globalDensity(): number;
  80550. /**
  80551. * Sets the global Density value.
  80552. * 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.
  80553. * Values less than zero provide a filter of opposite hue.
  80554. */
  80555. set globalDensity(value: number);
  80556. /**
  80557. * Gets the global Saturation value.
  80558. * 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.
  80559. */
  80560. get globalSaturation(): number;
  80561. /**
  80562. * Sets the global Saturation value.
  80563. * 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.
  80564. */
  80565. set globalSaturation(value: number);
  80566. /**
  80567. * Gets the global Exposure value.
  80568. * 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.
  80569. */
  80570. get globalExposure(): number;
  80571. /**
  80572. * Sets the global Exposure value.
  80573. * 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.
  80574. */
  80575. set globalExposure(value: number);
  80576. private _highlightsHue;
  80577. private _highlightsDensity;
  80578. private _highlightsSaturation;
  80579. private _highlightsExposure;
  80580. /**
  80581. * Gets the highlights Hue value.
  80582. * 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).
  80583. */
  80584. get highlightsHue(): number;
  80585. /**
  80586. * Sets the highlights Hue value.
  80587. * 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).
  80588. */
  80589. set highlightsHue(value: number);
  80590. /**
  80591. * Gets the highlights Density value.
  80592. * 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.
  80593. * Values less than zero provide a filter of opposite hue.
  80594. */
  80595. get highlightsDensity(): number;
  80596. /**
  80597. * Sets the highlights Density value.
  80598. * 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.
  80599. * Values less than zero provide a filter of opposite hue.
  80600. */
  80601. set highlightsDensity(value: number);
  80602. /**
  80603. * Gets the highlights Saturation value.
  80604. * 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.
  80605. */
  80606. get highlightsSaturation(): number;
  80607. /**
  80608. * Sets the highlights Saturation value.
  80609. * 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.
  80610. */
  80611. set highlightsSaturation(value: number);
  80612. /**
  80613. * Gets the highlights Exposure value.
  80614. * 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.
  80615. */
  80616. get highlightsExposure(): number;
  80617. /**
  80618. * Sets the highlights Exposure value.
  80619. * 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.
  80620. */
  80621. set highlightsExposure(value: number);
  80622. private _midtonesHue;
  80623. private _midtonesDensity;
  80624. private _midtonesSaturation;
  80625. private _midtonesExposure;
  80626. /**
  80627. * Gets the midtones Hue value.
  80628. * 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).
  80629. */
  80630. get midtonesHue(): number;
  80631. /**
  80632. * Sets the midtones Hue value.
  80633. * 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).
  80634. */
  80635. set midtonesHue(value: number);
  80636. /**
  80637. * Gets the midtones Density value.
  80638. * 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.
  80639. * Values less than zero provide a filter of opposite hue.
  80640. */
  80641. get midtonesDensity(): number;
  80642. /**
  80643. * Sets the midtones Density value.
  80644. * 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.
  80645. * Values less than zero provide a filter of opposite hue.
  80646. */
  80647. set midtonesDensity(value: number);
  80648. /**
  80649. * Gets the midtones Saturation value.
  80650. * 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.
  80651. */
  80652. get midtonesSaturation(): number;
  80653. /**
  80654. * Sets the midtones Saturation value.
  80655. * 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.
  80656. */
  80657. set midtonesSaturation(value: number);
  80658. /**
  80659. * Gets the midtones Exposure value.
  80660. * 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.
  80661. */
  80662. get midtonesExposure(): number;
  80663. /**
  80664. * Sets the midtones Exposure value.
  80665. * 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.
  80666. */
  80667. set midtonesExposure(value: number);
  80668. private _shadowsHue;
  80669. private _shadowsDensity;
  80670. private _shadowsSaturation;
  80671. private _shadowsExposure;
  80672. /**
  80673. * Gets the shadows Hue value.
  80674. * 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).
  80675. */
  80676. get shadowsHue(): number;
  80677. /**
  80678. * Sets the shadows Hue value.
  80679. * 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).
  80680. */
  80681. set shadowsHue(value: number);
  80682. /**
  80683. * Gets the shadows Density value.
  80684. * 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.
  80685. * Values less than zero provide a filter of opposite hue.
  80686. */
  80687. get shadowsDensity(): number;
  80688. /**
  80689. * Sets the shadows Density value.
  80690. * 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.
  80691. * Values less than zero provide a filter of opposite hue.
  80692. */
  80693. set shadowsDensity(value: number);
  80694. /**
  80695. * Gets the shadows Saturation value.
  80696. * 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.
  80697. */
  80698. get shadowsSaturation(): number;
  80699. /**
  80700. * Sets the shadows Saturation value.
  80701. * 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.
  80702. */
  80703. set shadowsSaturation(value: number);
  80704. /**
  80705. * Gets the shadows Exposure value.
  80706. * 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.
  80707. */
  80708. get shadowsExposure(): number;
  80709. /**
  80710. * Sets the shadows Exposure value.
  80711. * 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.
  80712. */
  80713. set shadowsExposure(value: number);
  80714. /**
  80715. * Returns the class name
  80716. * @returns The class name
  80717. */
  80718. getClassName(): string;
  80719. /**
  80720. * Binds the color curves to the shader.
  80721. * @param colorCurves The color curve to bind
  80722. * @param effect The effect to bind to
  80723. * @param positiveUniform The positive uniform shader parameter
  80724. * @param neutralUniform The neutral uniform shader parameter
  80725. * @param negativeUniform The negative uniform shader parameter
  80726. */
  80727. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  80728. /**
  80729. * Prepare the list of uniforms associated with the ColorCurves effects.
  80730. * @param uniformsList The list of uniforms used in the effect
  80731. */
  80732. static PrepareUniforms(uniformsList: string[]): void;
  80733. /**
  80734. * Returns color grading data based on a hue, density, saturation and exposure value.
  80735. * @param filterHue The hue of the color filter.
  80736. * @param filterDensity The density of the color filter.
  80737. * @param saturation The saturation.
  80738. * @param exposure The exposure.
  80739. * @param result The result data container.
  80740. */
  80741. private getColorGradingDataToRef;
  80742. /**
  80743. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  80744. * @param value The input slider value in range [-100,100].
  80745. * @returns Adjusted value.
  80746. */
  80747. private static applyColorGradingSliderNonlinear;
  80748. /**
  80749. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  80750. * @param hue The hue (H) input.
  80751. * @param saturation The saturation (S) input.
  80752. * @param brightness The brightness (B) input.
  80753. * @result An RGBA color represented as Vector4.
  80754. */
  80755. private static fromHSBToRef;
  80756. /**
  80757. * Returns a value clamped between min and max
  80758. * @param value The value to clamp
  80759. * @param min The minimum of value
  80760. * @param max The maximum of value
  80761. * @returns The clamped value.
  80762. */
  80763. private static clamp;
  80764. /**
  80765. * Clones the current color curve instance.
  80766. * @return The cloned curves
  80767. */
  80768. clone(): ColorCurves;
  80769. /**
  80770. * Serializes the current color curve instance to a json representation.
  80771. * @return a JSON representation
  80772. */
  80773. serialize(): any;
  80774. /**
  80775. * Parses the color curve from a json representation.
  80776. * @param source the JSON source to parse
  80777. * @return The parsed curves
  80778. */
  80779. static Parse(source: any): ColorCurves;
  80780. }
  80781. }
  80782. declare module BABYLON {
  80783. /**
  80784. * Interface to follow in your material defines to integrate easily the
  80785. * Image proccessing functions.
  80786. * @hidden
  80787. */
  80788. export interface IImageProcessingConfigurationDefines {
  80789. IMAGEPROCESSING: boolean;
  80790. VIGNETTE: boolean;
  80791. VIGNETTEBLENDMODEMULTIPLY: boolean;
  80792. VIGNETTEBLENDMODEOPAQUE: boolean;
  80793. TONEMAPPING: boolean;
  80794. TONEMAPPING_ACES: boolean;
  80795. CONTRAST: boolean;
  80796. EXPOSURE: boolean;
  80797. COLORCURVES: boolean;
  80798. COLORGRADING: boolean;
  80799. COLORGRADING3D: boolean;
  80800. SAMPLER3DGREENDEPTH: boolean;
  80801. SAMPLER3DBGRMAP: boolean;
  80802. IMAGEPROCESSINGPOSTPROCESS: boolean;
  80803. }
  80804. /**
  80805. * @hidden
  80806. */
  80807. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  80808. IMAGEPROCESSING: boolean;
  80809. VIGNETTE: boolean;
  80810. VIGNETTEBLENDMODEMULTIPLY: boolean;
  80811. VIGNETTEBLENDMODEOPAQUE: boolean;
  80812. TONEMAPPING: boolean;
  80813. TONEMAPPING_ACES: boolean;
  80814. CONTRAST: boolean;
  80815. COLORCURVES: boolean;
  80816. COLORGRADING: boolean;
  80817. COLORGRADING3D: boolean;
  80818. SAMPLER3DGREENDEPTH: boolean;
  80819. SAMPLER3DBGRMAP: boolean;
  80820. IMAGEPROCESSINGPOSTPROCESS: boolean;
  80821. EXPOSURE: boolean;
  80822. constructor();
  80823. }
  80824. /**
  80825. * This groups together the common properties used for image processing either in direct forward pass
  80826. * or through post processing effect depending on the use of the image processing pipeline in your scene
  80827. * or not.
  80828. */
  80829. export class ImageProcessingConfiguration {
  80830. /**
  80831. * Default tone mapping applied in BabylonJS.
  80832. */
  80833. static readonly TONEMAPPING_STANDARD: number;
  80834. /**
  80835. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  80836. * to other engines rendering to increase portability.
  80837. */
  80838. static readonly TONEMAPPING_ACES: number;
  80839. /**
  80840. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  80841. */
  80842. colorCurves: Nullable<ColorCurves>;
  80843. private _colorCurvesEnabled;
  80844. /**
  80845. * Gets wether the color curves effect is enabled.
  80846. */
  80847. get colorCurvesEnabled(): boolean;
  80848. /**
  80849. * Sets wether the color curves effect is enabled.
  80850. */
  80851. set colorCurvesEnabled(value: boolean);
  80852. private _colorGradingTexture;
  80853. /**
  80854. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  80855. */
  80856. get colorGradingTexture(): Nullable<BaseTexture>;
  80857. /**
  80858. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  80859. */
  80860. set colorGradingTexture(value: Nullable<BaseTexture>);
  80861. private _colorGradingEnabled;
  80862. /**
  80863. * Gets wether the color grading effect is enabled.
  80864. */
  80865. get colorGradingEnabled(): boolean;
  80866. /**
  80867. * Sets wether the color grading effect is enabled.
  80868. */
  80869. set colorGradingEnabled(value: boolean);
  80870. private _colorGradingWithGreenDepth;
  80871. /**
  80872. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  80873. */
  80874. get colorGradingWithGreenDepth(): boolean;
  80875. /**
  80876. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  80877. */
  80878. set colorGradingWithGreenDepth(value: boolean);
  80879. private _colorGradingBGR;
  80880. /**
  80881. * Gets wether the color grading texture contains BGR values.
  80882. */
  80883. get colorGradingBGR(): boolean;
  80884. /**
  80885. * Sets wether the color grading texture contains BGR values.
  80886. */
  80887. set colorGradingBGR(value: boolean);
  80888. /** @hidden */
  80889. _exposure: number;
  80890. /**
  80891. * Gets the Exposure used in the effect.
  80892. */
  80893. get exposure(): number;
  80894. /**
  80895. * Sets the Exposure used in the effect.
  80896. */
  80897. set exposure(value: number);
  80898. private _toneMappingEnabled;
  80899. /**
  80900. * Gets wether the tone mapping effect is enabled.
  80901. */
  80902. get toneMappingEnabled(): boolean;
  80903. /**
  80904. * Sets wether the tone mapping effect is enabled.
  80905. */
  80906. set toneMappingEnabled(value: boolean);
  80907. private _toneMappingType;
  80908. /**
  80909. * Gets the type of tone mapping effect.
  80910. */
  80911. get toneMappingType(): number;
  80912. /**
  80913. * Sets the type of tone mapping effect used in BabylonJS.
  80914. */
  80915. set toneMappingType(value: number);
  80916. protected _contrast: number;
  80917. /**
  80918. * Gets the contrast used in the effect.
  80919. */
  80920. get contrast(): number;
  80921. /**
  80922. * Sets the contrast used in the effect.
  80923. */
  80924. set contrast(value: number);
  80925. /**
  80926. * Vignette stretch size.
  80927. */
  80928. vignetteStretch: number;
  80929. /**
  80930. * Vignette centre X Offset.
  80931. */
  80932. vignetteCentreX: number;
  80933. /**
  80934. * Vignette centre Y Offset.
  80935. */
  80936. vignetteCentreY: number;
  80937. /**
  80938. * Vignette weight or intensity of the vignette effect.
  80939. */
  80940. vignetteWeight: number;
  80941. /**
  80942. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  80943. * if vignetteEnabled is set to true.
  80944. */
  80945. vignetteColor: Color4;
  80946. /**
  80947. * Camera field of view used by the Vignette effect.
  80948. */
  80949. vignetteCameraFov: number;
  80950. private _vignetteBlendMode;
  80951. /**
  80952. * Gets the vignette blend mode allowing different kind of effect.
  80953. */
  80954. get vignetteBlendMode(): number;
  80955. /**
  80956. * Sets the vignette blend mode allowing different kind of effect.
  80957. */
  80958. set vignetteBlendMode(value: number);
  80959. private _vignetteEnabled;
  80960. /**
  80961. * Gets wether the vignette effect is enabled.
  80962. */
  80963. get vignetteEnabled(): boolean;
  80964. /**
  80965. * Sets wether the vignette effect is enabled.
  80966. */
  80967. set vignetteEnabled(value: boolean);
  80968. private _applyByPostProcess;
  80969. /**
  80970. * Gets wether the image processing is applied through a post process or not.
  80971. */
  80972. get applyByPostProcess(): boolean;
  80973. /**
  80974. * Sets wether the image processing is applied through a post process or not.
  80975. */
  80976. set applyByPostProcess(value: boolean);
  80977. private _isEnabled;
  80978. /**
  80979. * Gets wether the image processing is enabled or not.
  80980. */
  80981. get isEnabled(): boolean;
  80982. /**
  80983. * Sets wether the image processing is enabled or not.
  80984. */
  80985. set isEnabled(value: boolean);
  80986. /**
  80987. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  80988. */
  80989. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  80990. /**
  80991. * Method called each time the image processing information changes requires to recompile the effect.
  80992. */
  80993. protected _updateParameters(): void;
  80994. /**
  80995. * Gets the current class name.
  80996. * @return "ImageProcessingConfiguration"
  80997. */
  80998. getClassName(): string;
  80999. /**
  81000. * Prepare the list of uniforms associated with the Image Processing effects.
  81001. * @param uniforms The list of uniforms used in the effect
  81002. * @param defines the list of defines currently in use
  81003. */
  81004. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  81005. /**
  81006. * Prepare the list of samplers associated with the Image Processing effects.
  81007. * @param samplersList The list of uniforms used in the effect
  81008. * @param defines the list of defines currently in use
  81009. */
  81010. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  81011. /**
  81012. * Prepare the list of defines associated to the shader.
  81013. * @param defines the list of defines to complete
  81014. * @param forPostProcess Define if we are currently in post process mode or not
  81015. */
  81016. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  81017. /**
  81018. * Returns true if all the image processing information are ready.
  81019. * @returns True if ready, otherwise, false
  81020. */
  81021. isReady(): boolean;
  81022. /**
  81023. * Binds the image processing to the shader.
  81024. * @param effect The effect to bind to
  81025. * @param overrideAspectRatio Override the aspect ratio of the effect
  81026. */
  81027. bind(effect: Effect, overrideAspectRatio?: number): void;
  81028. /**
  81029. * Clones the current image processing instance.
  81030. * @return The cloned image processing
  81031. */
  81032. clone(): ImageProcessingConfiguration;
  81033. /**
  81034. * Serializes the current image processing instance to a json representation.
  81035. * @return a JSON representation
  81036. */
  81037. serialize(): any;
  81038. /**
  81039. * Parses the image processing from a json representation.
  81040. * @param source the JSON source to parse
  81041. * @return The parsed image processing
  81042. */
  81043. static Parse(source: any): ImageProcessingConfiguration;
  81044. private static _VIGNETTEMODE_MULTIPLY;
  81045. private static _VIGNETTEMODE_OPAQUE;
  81046. /**
  81047. * Used to apply the vignette as a mix with the pixel color.
  81048. */
  81049. static get VIGNETTEMODE_MULTIPLY(): number;
  81050. /**
  81051. * Used to apply the vignette as a replacement of the pixel color.
  81052. */
  81053. static get VIGNETTEMODE_OPAQUE(): number;
  81054. }
  81055. }
  81056. declare module BABYLON {
  81057. /** @hidden */
  81058. export var postprocessVertexShader: {
  81059. name: string;
  81060. shader: string;
  81061. };
  81062. }
  81063. declare module BABYLON {
  81064. interface ThinEngine {
  81065. /**
  81066. * Creates a new render target texture
  81067. * @param size defines the size of the texture
  81068. * @param options defines the options used to create the texture
  81069. * @returns a new render target texture stored in an InternalTexture
  81070. */
  81071. createRenderTargetTexture(size: number | {
  81072. width: number;
  81073. height: number;
  81074. layers?: number;
  81075. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  81076. /**
  81077. * Creates a depth stencil texture.
  81078. * This is only available in WebGL 2 or with the depth texture extension available.
  81079. * @param size The size of face edge in the texture.
  81080. * @param options The options defining the texture.
  81081. * @returns The texture
  81082. */
  81083. createDepthStencilTexture(size: number | {
  81084. width: number;
  81085. height: number;
  81086. layers?: number;
  81087. }, options: DepthTextureCreationOptions): InternalTexture;
  81088. /** @hidden */
  81089. _createDepthStencilTexture(size: number | {
  81090. width: number;
  81091. height: number;
  81092. layers?: number;
  81093. }, options: DepthTextureCreationOptions): InternalTexture;
  81094. }
  81095. }
  81096. declare module BABYLON {
  81097. /** Defines supported spaces */
  81098. export enum Space {
  81099. /** Local (object) space */
  81100. LOCAL = 0,
  81101. /** World space */
  81102. WORLD = 1,
  81103. /** Bone space */
  81104. BONE = 2
  81105. }
  81106. /** Defines the 3 main axes */
  81107. export class Axis {
  81108. /** X axis */
  81109. static X: Vector3;
  81110. /** Y axis */
  81111. static Y: Vector3;
  81112. /** Z axis */
  81113. static Z: Vector3;
  81114. }
  81115. }
  81116. declare module BABYLON {
  81117. /**
  81118. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  81119. * This is the base of the follow, arc rotate cameras and Free camera
  81120. * @see http://doc.babylonjs.com/features/cameras
  81121. */
  81122. export class TargetCamera extends Camera {
  81123. private static _RigCamTransformMatrix;
  81124. private static _TargetTransformMatrix;
  81125. private static _TargetFocalPoint;
  81126. /**
  81127. * Define the current direction the camera is moving to
  81128. */
  81129. cameraDirection: Vector3;
  81130. /**
  81131. * Define the current rotation the camera is rotating to
  81132. */
  81133. cameraRotation: Vector2;
  81134. /**
  81135. * When set, the up vector of the camera will be updated by the rotation of the camera
  81136. */
  81137. updateUpVectorFromRotation: boolean;
  81138. private _tmpQuaternion;
  81139. /**
  81140. * Define the current rotation of the camera
  81141. */
  81142. rotation: Vector3;
  81143. /**
  81144. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  81145. */
  81146. rotationQuaternion: Quaternion;
  81147. /**
  81148. * Define the current speed of the camera
  81149. */
  81150. speed: number;
  81151. /**
  81152. * Add constraint to the camera to prevent it to move freely in all directions and
  81153. * around all axis.
  81154. */
  81155. noRotationConstraint: boolean;
  81156. /**
  81157. * Define the current target of the camera as an object or a position.
  81158. */
  81159. lockedTarget: any;
  81160. /** @hidden */
  81161. _currentTarget: Vector3;
  81162. /** @hidden */
  81163. _initialFocalDistance: number;
  81164. /** @hidden */
  81165. _viewMatrix: Matrix;
  81166. /** @hidden */
  81167. _camMatrix: Matrix;
  81168. /** @hidden */
  81169. _cameraTransformMatrix: Matrix;
  81170. /** @hidden */
  81171. _cameraRotationMatrix: Matrix;
  81172. /** @hidden */
  81173. _referencePoint: Vector3;
  81174. /** @hidden */
  81175. _transformedReferencePoint: Vector3;
  81176. protected _globalCurrentTarget: Vector3;
  81177. protected _globalCurrentUpVector: Vector3;
  81178. /** @hidden */
  81179. _reset: () => void;
  81180. private _defaultUp;
  81181. /**
  81182. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  81183. * This is the base of the follow, arc rotate cameras and Free camera
  81184. * @see http://doc.babylonjs.com/features/cameras
  81185. * @param name Defines the name of the camera in the scene
  81186. * @param position Defines the start position of the camera in the scene
  81187. * @param scene Defines the scene the camera belongs to
  81188. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  81189. */
  81190. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  81191. /**
  81192. * Gets the position in front of the camera at a given distance.
  81193. * @param distance The distance from the camera we want the position to be
  81194. * @returns the position
  81195. */
  81196. getFrontPosition(distance: number): Vector3;
  81197. /** @hidden */
  81198. _getLockedTargetPosition(): Nullable<Vector3>;
  81199. private _storedPosition;
  81200. private _storedRotation;
  81201. private _storedRotationQuaternion;
  81202. /**
  81203. * Store current camera state of the camera (fov, position, rotation, etc..)
  81204. * @returns the camera
  81205. */
  81206. storeState(): Camera;
  81207. /**
  81208. * Restored camera state. You must call storeState() first
  81209. * @returns whether it was successful or not
  81210. * @hidden
  81211. */
  81212. _restoreStateValues(): boolean;
  81213. /** @hidden */
  81214. _initCache(): void;
  81215. /** @hidden */
  81216. _updateCache(ignoreParentClass?: boolean): void;
  81217. /** @hidden */
  81218. _isSynchronizedViewMatrix(): boolean;
  81219. /** @hidden */
  81220. _computeLocalCameraSpeed(): number;
  81221. /**
  81222. * Defines the target the camera should look at.
  81223. * @param target Defines the new target as a Vector or a mesh
  81224. */
  81225. setTarget(target: Vector3): void;
  81226. /**
  81227. * Return the current target position of the camera. This value is expressed in local space.
  81228. * @returns the target position
  81229. */
  81230. getTarget(): Vector3;
  81231. /** @hidden */
  81232. _decideIfNeedsToMove(): boolean;
  81233. /** @hidden */
  81234. _updatePosition(): void;
  81235. /** @hidden */
  81236. _checkInputs(): void;
  81237. protected _updateCameraRotationMatrix(): void;
  81238. /**
  81239. * 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)
  81240. * @returns the current camera
  81241. */
  81242. private _rotateUpVectorWithCameraRotationMatrix;
  81243. private _cachedRotationZ;
  81244. private _cachedQuaternionRotationZ;
  81245. /** @hidden */
  81246. _getViewMatrix(): Matrix;
  81247. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  81248. /**
  81249. * @hidden
  81250. */
  81251. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  81252. /**
  81253. * @hidden
  81254. */
  81255. _updateRigCameras(): void;
  81256. private _getRigCamPositionAndTarget;
  81257. /**
  81258. * Gets the current object class name.
  81259. * @return the class name
  81260. */
  81261. getClassName(): string;
  81262. }
  81263. }
  81264. declare module BABYLON {
  81265. /**
  81266. * Gather the list of keyboard event types as constants.
  81267. */
  81268. export class KeyboardEventTypes {
  81269. /**
  81270. * The keydown event is fired when a key becomes active (pressed).
  81271. */
  81272. static readonly KEYDOWN: number;
  81273. /**
  81274. * The keyup event is fired when a key has been released.
  81275. */
  81276. static readonly KEYUP: number;
  81277. }
  81278. /**
  81279. * This class is used to store keyboard related info for the onKeyboardObservable event.
  81280. */
  81281. export class KeyboardInfo {
  81282. /**
  81283. * Defines the type of event (KeyboardEventTypes)
  81284. */
  81285. type: number;
  81286. /**
  81287. * Defines the related dom event
  81288. */
  81289. event: KeyboardEvent;
  81290. /**
  81291. * Instantiates a new keyboard info.
  81292. * This class is used to store keyboard related info for the onKeyboardObservable event.
  81293. * @param type Defines the type of event (KeyboardEventTypes)
  81294. * @param event Defines the related dom event
  81295. */
  81296. constructor(
  81297. /**
  81298. * Defines the type of event (KeyboardEventTypes)
  81299. */
  81300. type: number,
  81301. /**
  81302. * Defines the related dom event
  81303. */
  81304. event: KeyboardEvent);
  81305. }
  81306. /**
  81307. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  81308. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  81309. */
  81310. export class KeyboardInfoPre extends KeyboardInfo {
  81311. /**
  81312. * Defines the type of event (KeyboardEventTypes)
  81313. */
  81314. type: number;
  81315. /**
  81316. * Defines the related dom event
  81317. */
  81318. event: KeyboardEvent;
  81319. /**
  81320. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  81321. */
  81322. skipOnPointerObservable: boolean;
  81323. /**
  81324. * Instantiates a new keyboard pre info.
  81325. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  81326. * @param type Defines the type of event (KeyboardEventTypes)
  81327. * @param event Defines the related dom event
  81328. */
  81329. constructor(
  81330. /**
  81331. * Defines the type of event (KeyboardEventTypes)
  81332. */
  81333. type: number,
  81334. /**
  81335. * Defines the related dom event
  81336. */
  81337. event: KeyboardEvent);
  81338. }
  81339. }
  81340. declare module BABYLON {
  81341. /**
  81342. * Manage the keyboard inputs to control the movement of a free camera.
  81343. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81344. */
  81345. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  81346. /**
  81347. * Defines the camera the input is attached to.
  81348. */
  81349. camera: FreeCamera;
  81350. /**
  81351. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  81352. */
  81353. keysUp: number[];
  81354. /**
  81355. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  81356. */
  81357. keysDown: number[];
  81358. /**
  81359. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  81360. */
  81361. keysLeft: number[];
  81362. /**
  81363. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  81364. */
  81365. keysRight: number[];
  81366. private _keys;
  81367. private _onCanvasBlurObserver;
  81368. private _onKeyboardObserver;
  81369. private _engine;
  81370. private _scene;
  81371. /**
  81372. * Attach the input controls to a specific dom element to get the input from.
  81373. * @param element Defines the element the controls should be listened from
  81374. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81375. */
  81376. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  81377. /**
  81378. * Detach the current controls from the specified dom element.
  81379. * @param element Defines the element to stop listening the inputs from
  81380. */
  81381. detachControl(element: Nullable<HTMLElement>): void;
  81382. /**
  81383. * Update the current camera state depending on the inputs that have been used this frame.
  81384. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81385. */
  81386. checkInputs(): void;
  81387. /**
  81388. * Gets the class name of the current intput.
  81389. * @returns the class name
  81390. */
  81391. getClassName(): string;
  81392. /** @hidden */
  81393. _onLostFocus(): void;
  81394. /**
  81395. * Get the friendly name associated with the input class.
  81396. * @returns the input friendly name
  81397. */
  81398. getSimpleName(): string;
  81399. }
  81400. }
  81401. declare module BABYLON {
  81402. /**
  81403. * Interface describing all the common properties and methods a shadow light needs to implement.
  81404. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  81405. * as well as binding the different shadow properties to the effects.
  81406. */
  81407. export interface IShadowLight extends Light {
  81408. /**
  81409. * The light id in the scene (used in scene.findLighById for instance)
  81410. */
  81411. id: string;
  81412. /**
  81413. * The position the shdow will be casted from.
  81414. */
  81415. position: Vector3;
  81416. /**
  81417. * In 2d mode (needCube being false), the direction used to cast the shadow.
  81418. */
  81419. direction: Vector3;
  81420. /**
  81421. * The transformed position. Position of the light in world space taking parenting in account.
  81422. */
  81423. transformedPosition: Vector3;
  81424. /**
  81425. * The transformed direction. Direction of the light in world space taking parenting in account.
  81426. */
  81427. transformedDirection: Vector3;
  81428. /**
  81429. * The friendly name of the light in the scene.
  81430. */
  81431. name: string;
  81432. /**
  81433. * Defines the shadow projection clipping minimum z value.
  81434. */
  81435. shadowMinZ: number;
  81436. /**
  81437. * Defines the shadow projection clipping maximum z value.
  81438. */
  81439. shadowMaxZ: number;
  81440. /**
  81441. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  81442. * @returns true if the information has been computed, false if it does not need to (no parenting)
  81443. */
  81444. computeTransformedInformation(): boolean;
  81445. /**
  81446. * Gets the scene the light belongs to.
  81447. * @returns The scene
  81448. */
  81449. getScene(): Scene;
  81450. /**
  81451. * Callback defining a custom Projection Matrix Builder.
  81452. * This can be used to override the default projection matrix computation.
  81453. */
  81454. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  81455. /**
  81456. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  81457. * @param matrix The materix to updated with the projection information
  81458. * @param viewMatrix The transform matrix of the light
  81459. * @param renderList The list of mesh to render in the map
  81460. * @returns The current light
  81461. */
  81462. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  81463. /**
  81464. * Gets the current depth scale used in ESM.
  81465. * @returns The scale
  81466. */
  81467. getDepthScale(): number;
  81468. /**
  81469. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  81470. * @returns true if a cube texture needs to be use
  81471. */
  81472. needCube(): boolean;
  81473. /**
  81474. * Detects if the projection matrix requires to be recomputed this frame.
  81475. * @returns true if it requires to be recomputed otherwise, false.
  81476. */
  81477. needProjectionMatrixCompute(): boolean;
  81478. /**
  81479. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  81480. */
  81481. forceProjectionMatrixCompute(): void;
  81482. /**
  81483. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  81484. * @param faceIndex The index of the face we are computed the direction to generate shadow
  81485. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  81486. */
  81487. getShadowDirection(faceIndex?: number): Vector3;
  81488. /**
  81489. * Gets the minZ used for shadow according to both the scene and the light.
  81490. * @param activeCamera The camera we are returning the min for
  81491. * @returns the depth min z
  81492. */
  81493. getDepthMinZ(activeCamera: Camera): number;
  81494. /**
  81495. * Gets the maxZ used for shadow according to both the scene and the light.
  81496. * @param activeCamera The camera we are returning the max for
  81497. * @returns the depth max z
  81498. */
  81499. getDepthMaxZ(activeCamera: Camera): number;
  81500. }
  81501. /**
  81502. * Base implementation IShadowLight
  81503. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  81504. */
  81505. export abstract class ShadowLight extends Light implements IShadowLight {
  81506. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  81507. protected _position: Vector3;
  81508. protected _setPosition(value: Vector3): void;
  81509. /**
  81510. * Sets the position the shadow will be casted from. Also use as the light position for both
  81511. * point and spot lights.
  81512. */
  81513. get position(): Vector3;
  81514. /**
  81515. * Sets the position the shadow will be casted from. Also use as the light position for both
  81516. * point and spot lights.
  81517. */
  81518. set position(value: Vector3);
  81519. protected _direction: Vector3;
  81520. protected _setDirection(value: Vector3): void;
  81521. /**
  81522. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  81523. * Also use as the light direction on spot and directional lights.
  81524. */
  81525. get direction(): Vector3;
  81526. /**
  81527. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  81528. * Also use as the light direction on spot and directional lights.
  81529. */
  81530. set direction(value: Vector3);
  81531. protected _shadowMinZ: number;
  81532. /**
  81533. * Gets the shadow projection clipping minimum z value.
  81534. */
  81535. get shadowMinZ(): number;
  81536. /**
  81537. * Sets the shadow projection clipping minimum z value.
  81538. */
  81539. set shadowMinZ(value: number);
  81540. protected _shadowMaxZ: number;
  81541. /**
  81542. * Sets the shadow projection clipping maximum z value.
  81543. */
  81544. get shadowMaxZ(): number;
  81545. /**
  81546. * Gets the shadow projection clipping maximum z value.
  81547. */
  81548. set shadowMaxZ(value: number);
  81549. /**
  81550. * Callback defining a custom Projection Matrix Builder.
  81551. * This can be used to override the default projection matrix computation.
  81552. */
  81553. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  81554. /**
  81555. * The transformed position. Position of the light in world space taking parenting in account.
  81556. */
  81557. transformedPosition: Vector3;
  81558. /**
  81559. * The transformed direction. Direction of the light in world space taking parenting in account.
  81560. */
  81561. transformedDirection: Vector3;
  81562. private _needProjectionMatrixCompute;
  81563. /**
  81564. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  81565. * @returns true if the information has been computed, false if it does not need to (no parenting)
  81566. */
  81567. computeTransformedInformation(): boolean;
  81568. /**
  81569. * Return the depth scale used for the shadow map.
  81570. * @returns the depth scale.
  81571. */
  81572. getDepthScale(): number;
  81573. /**
  81574. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  81575. * @param faceIndex The index of the face we are computed the direction to generate shadow
  81576. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  81577. */
  81578. getShadowDirection(faceIndex?: number): Vector3;
  81579. /**
  81580. * Returns the ShadowLight absolute position in the World.
  81581. * @returns the position vector in world space
  81582. */
  81583. getAbsolutePosition(): Vector3;
  81584. /**
  81585. * Sets the ShadowLight direction toward the passed target.
  81586. * @param target The point to target in local space
  81587. * @returns the updated ShadowLight direction
  81588. */
  81589. setDirectionToTarget(target: Vector3): Vector3;
  81590. /**
  81591. * Returns the light rotation in euler definition.
  81592. * @returns the x y z rotation in local space.
  81593. */
  81594. getRotation(): Vector3;
  81595. /**
  81596. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  81597. * @returns true if a cube texture needs to be use
  81598. */
  81599. needCube(): boolean;
  81600. /**
  81601. * Detects if the projection matrix requires to be recomputed this frame.
  81602. * @returns true if it requires to be recomputed otherwise, false.
  81603. */
  81604. needProjectionMatrixCompute(): boolean;
  81605. /**
  81606. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  81607. */
  81608. forceProjectionMatrixCompute(): void;
  81609. /** @hidden */
  81610. _initCache(): void;
  81611. /** @hidden */
  81612. _isSynchronized(): boolean;
  81613. /**
  81614. * Computes the world matrix of the node
  81615. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  81616. * @returns the world matrix
  81617. */
  81618. computeWorldMatrix(force?: boolean): Matrix;
  81619. /**
  81620. * Gets the minZ used for shadow according to both the scene and the light.
  81621. * @param activeCamera The camera we are returning the min for
  81622. * @returns the depth min z
  81623. */
  81624. getDepthMinZ(activeCamera: Camera): number;
  81625. /**
  81626. * Gets the maxZ used for shadow according to both the scene and the light.
  81627. * @param activeCamera The camera we are returning the max for
  81628. * @returns the depth max z
  81629. */
  81630. getDepthMaxZ(activeCamera: Camera): number;
  81631. /**
  81632. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  81633. * @param matrix The materix to updated with the projection information
  81634. * @param viewMatrix The transform matrix of the light
  81635. * @param renderList The list of mesh to render in the map
  81636. * @returns The current light
  81637. */
  81638. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  81639. }
  81640. }
  81641. declare module BABYLON {
  81642. /**
  81643. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  81644. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  81645. */
  81646. export class EffectFallbacks implements IEffectFallbacks {
  81647. private _defines;
  81648. private _currentRank;
  81649. private _maxRank;
  81650. private _mesh;
  81651. /**
  81652. * Removes the fallback from the bound mesh.
  81653. */
  81654. unBindMesh(): void;
  81655. /**
  81656. * Adds a fallback on the specified property.
  81657. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  81658. * @param define The name of the define in the shader
  81659. */
  81660. addFallback(rank: number, define: string): void;
  81661. /**
  81662. * Sets the mesh to use CPU skinning when needing to fallback.
  81663. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  81664. * @param mesh The mesh to use the fallbacks.
  81665. */
  81666. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  81667. /**
  81668. * Checks to see if more fallbacks are still availible.
  81669. */
  81670. get hasMoreFallbacks(): boolean;
  81671. /**
  81672. * Removes the defines that should be removed when falling back.
  81673. * @param currentDefines defines the current define statements for the shader.
  81674. * @param effect defines the current effect we try to compile
  81675. * @returns The resulting defines with defines of the current rank removed.
  81676. */
  81677. reduce(currentDefines: string, effect: Effect): string;
  81678. }
  81679. }
  81680. declare module BABYLON {
  81681. /**
  81682. * "Static Class" containing the most commonly used helper while dealing with material for
  81683. * rendering purpose.
  81684. *
  81685. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  81686. *
  81687. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  81688. */
  81689. export class MaterialHelper {
  81690. /**
  81691. * Bind the current view position to an effect.
  81692. * @param effect The effect to be bound
  81693. * @param scene The scene the eyes position is used from
  81694. */
  81695. static BindEyePosition(effect: Effect, scene: Scene): void;
  81696. /**
  81697. * Helps preparing the defines values about the UVs in used in the effect.
  81698. * UVs are shared as much as we can accross channels in the shaders.
  81699. * @param texture The texture we are preparing the UVs for
  81700. * @param defines The defines to update
  81701. * @param key The channel key "diffuse", "specular"... used in the shader
  81702. */
  81703. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  81704. /**
  81705. * Binds a texture matrix value to its corrsponding uniform
  81706. * @param texture The texture to bind the matrix for
  81707. * @param uniformBuffer The uniform buffer receivin the data
  81708. * @param key The channel key "diffuse", "specular"... used in the shader
  81709. */
  81710. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  81711. /**
  81712. * Gets the current status of the fog (should it be enabled?)
  81713. * @param mesh defines the mesh to evaluate for fog support
  81714. * @param scene defines the hosting scene
  81715. * @returns true if fog must be enabled
  81716. */
  81717. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  81718. /**
  81719. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  81720. * @param mesh defines the current mesh
  81721. * @param scene defines the current scene
  81722. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  81723. * @param pointsCloud defines if point cloud rendering has to be turned on
  81724. * @param fogEnabled defines if fog has to be turned on
  81725. * @param alphaTest defines if alpha testing has to be turned on
  81726. * @param defines defines the current list of defines
  81727. */
  81728. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  81729. /**
  81730. * Helper used to prepare the list of defines associated with frame values for shader compilation
  81731. * @param scene defines the current scene
  81732. * @param engine defines the current engine
  81733. * @param defines specifies the list of active defines
  81734. * @param useInstances defines if instances have to be turned on
  81735. * @param useClipPlane defines if clip plane have to be turned on
  81736. */
  81737. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  81738. /**
  81739. * Prepares the defines for bones
  81740. * @param mesh The mesh containing the geometry data we will draw
  81741. * @param defines The defines to update
  81742. */
  81743. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  81744. /**
  81745. * Prepares the defines for morph targets
  81746. * @param mesh The mesh containing the geometry data we will draw
  81747. * @param defines The defines to update
  81748. */
  81749. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  81750. /**
  81751. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  81752. * @param mesh The mesh containing the geometry data we will draw
  81753. * @param defines The defines to update
  81754. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  81755. * @param useBones Precise whether bones should be used or not (override mesh info)
  81756. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  81757. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  81758. * @returns false if defines are considered not dirty and have not been checked
  81759. */
  81760. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  81761. /**
  81762. * Prepares the defines related to multiview
  81763. * @param scene The scene we are intending to draw
  81764. * @param defines The defines to update
  81765. */
  81766. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  81767. /**
  81768. * Prepares the defines related to the light information passed in parameter
  81769. * @param scene The scene we are intending to draw
  81770. * @param mesh The mesh the effect is compiling for
  81771. * @param light The light the effect is compiling for
  81772. * @param lightIndex The index of the light
  81773. * @param defines The defines to update
  81774. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  81775. * @param state Defines the current state regarding what is needed (normals, etc...)
  81776. */
  81777. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  81778. needNormals: boolean;
  81779. needRebuild: boolean;
  81780. shadowEnabled: boolean;
  81781. specularEnabled: boolean;
  81782. lightmapMode: boolean;
  81783. }): void;
  81784. /**
  81785. * Prepares the defines related to the light information passed in parameter
  81786. * @param scene The scene we are intending to draw
  81787. * @param mesh The mesh the effect is compiling for
  81788. * @param defines The defines to update
  81789. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  81790. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  81791. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  81792. * @returns true if normals will be required for the rest of the effect
  81793. */
  81794. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  81795. /**
  81796. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  81797. * @param lightIndex defines the light index
  81798. * @param uniformsList The uniform list
  81799. * @param samplersList The sampler list
  81800. * @param projectedLightTexture defines if projected texture must be used
  81801. * @param uniformBuffersList defines an optional list of uniform buffers
  81802. */
  81803. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  81804. /**
  81805. * Prepares the uniforms and samplers list to be used in the effect
  81806. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  81807. * @param samplersList The sampler list
  81808. * @param defines The defines helping in the list generation
  81809. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  81810. */
  81811. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  81812. /**
  81813. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  81814. * @param defines The defines to update while falling back
  81815. * @param fallbacks The authorized effect fallbacks
  81816. * @param maxSimultaneousLights The maximum number of lights allowed
  81817. * @param rank the current rank of the Effect
  81818. * @returns The newly affected rank
  81819. */
  81820. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  81821. private static _TmpMorphInfluencers;
  81822. /**
  81823. * Prepares the list of attributes required for morph targets according to the effect defines.
  81824. * @param attribs The current list of supported attribs
  81825. * @param mesh The mesh to prepare the morph targets attributes for
  81826. * @param influencers The number of influencers
  81827. */
  81828. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  81829. /**
  81830. * Prepares the list of attributes required for morph targets according to the effect defines.
  81831. * @param attribs The current list of supported attribs
  81832. * @param mesh The mesh to prepare the morph targets attributes for
  81833. * @param defines The current Defines of the effect
  81834. */
  81835. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  81836. /**
  81837. * Prepares the list of attributes required for bones according to the effect defines.
  81838. * @param attribs The current list of supported attribs
  81839. * @param mesh The mesh to prepare the bones attributes for
  81840. * @param defines The current Defines of the effect
  81841. * @param fallbacks The current efffect fallback strategy
  81842. */
  81843. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  81844. /**
  81845. * Check and prepare the list of attributes required for instances according to the effect defines.
  81846. * @param attribs The current list of supported attribs
  81847. * @param defines The current MaterialDefines of the effect
  81848. */
  81849. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  81850. /**
  81851. * Add the list of attributes required for instances to the attribs array.
  81852. * @param attribs The current list of supported attribs
  81853. */
  81854. static PushAttributesForInstances(attribs: string[]): void;
  81855. /**
  81856. * Binds the light information to the effect.
  81857. * @param light The light containing the generator
  81858. * @param effect The effect we are binding the data to
  81859. * @param lightIndex The light index in the effect used to render
  81860. */
  81861. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  81862. /**
  81863. * Binds the lights information from the scene to the effect for the given mesh.
  81864. * @param light Light to bind
  81865. * @param lightIndex Light index
  81866. * @param scene The scene where the light belongs to
  81867. * @param effect The effect we are binding the data to
  81868. * @param useSpecular Defines if specular is supported
  81869. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  81870. */
  81871. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel?: boolean): void;
  81872. /**
  81873. * Binds the lights information from the scene to the effect for the given mesh.
  81874. * @param scene The scene the lights belongs to
  81875. * @param mesh The mesh we are binding the information to render
  81876. * @param effect The effect we are binding the data to
  81877. * @param defines The generated defines for the effect
  81878. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  81879. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  81880. */
  81881. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, rebuildInParallel?: boolean): void;
  81882. private static _tempFogColor;
  81883. /**
  81884. * Binds the fog information from the scene to the effect for the given mesh.
  81885. * @param scene The scene the lights belongs to
  81886. * @param mesh The mesh we are binding the information to render
  81887. * @param effect The effect we are binding the data to
  81888. * @param linearSpace Defines if the fog effect is applied in linear space
  81889. */
  81890. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  81891. /**
  81892. * Binds the bones information from the mesh to the effect.
  81893. * @param mesh The mesh we are binding the information to render
  81894. * @param effect The effect we are binding the data to
  81895. */
  81896. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  81897. /**
  81898. * Binds the morph targets information from the mesh to the effect.
  81899. * @param abstractMesh The mesh we are binding the information to render
  81900. * @param effect The effect we are binding the data to
  81901. */
  81902. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  81903. /**
  81904. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  81905. * @param defines The generated defines used in the effect
  81906. * @param effect The effect we are binding the data to
  81907. * @param scene The scene we are willing to render with logarithmic scale for
  81908. */
  81909. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  81910. /**
  81911. * Binds the clip plane information from the scene to the effect.
  81912. * @param scene The scene the clip plane information are extracted from
  81913. * @param effect The effect we are binding the data to
  81914. */
  81915. static BindClipPlane(effect: Effect, scene: Scene): void;
  81916. }
  81917. }
  81918. declare module BABYLON {
  81919. /** @hidden */
  81920. export var packingFunctions: {
  81921. name: string;
  81922. shader: string;
  81923. };
  81924. }
  81925. declare module BABYLON {
  81926. /** @hidden */
  81927. export var shadowMapPixelShader: {
  81928. name: string;
  81929. shader: string;
  81930. };
  81931. }
  81932. declare module BABYLON {
  81933. /** @hidden */
  81934. export var bonesDeclaration: {
  81935. name: string;
  81936. shader: string;
  81937. };
  81938. }
  81939. declare module BABYLON {
  81940. /** @hidden */
  81941. export var morphTargetsVertexGlobalDeclaration: {
  81942. name: string;
  81943. shader: string;
  81944. };
  81945. }
  81946. declare module BABYLON {
  81947. /** @hidden */
  81948. export var morphTargetsVertexDeclaration: {
  81949. name: string;
  81950. shader: string;
  81951. };
  81952. }
  81953. declare module BABYLON {
  81954. /** @hidden */
  81955. export var instancesDeclaration: {
  81956. name: string;
  81957. shader: string;
  81958. };
  81959. }
  81960. declare module BABYLON {
  81961. /** @hidden */
  81962. export var helperFunctions: {
  81963. name: string;
  81964. shader: string;
  81965. };
  81966. }
  81967. declare module BABYLON {
  81968. /** @hidden */
  81969. export var morphTargetsVertex: {
  81970. name: string;
  81971. shader: string;
  81972. };
  81973. }
  81974. declare module BABYLON {
  81975. /** @hidden */
  81976. export var instancesVertex: {
  81977. name: string;
  81978. shader: string;
  81979. };
  81980. }
  81981. declare module BABYLON {
  81982. /** @hidden */
  81983. export var bonesVertex: {
  81984. name: string;
  81985. shader: string;
  81986. };
  81987. }
  81988. declare module BABYLON {
  81989. /** @hidden */
  81990. export var shadowMapVertexShader: {
  81991. name: string;
  81992. shader: string;
  81993. };
  81994. }
  81995. declare module BABYLON {
  81996. /** @hidden */
  81997. export var depthBoxBlurPixelShader: {
  81998. name: string;
  81999. shader: string;
  82000. };
  82001. }
  82002. declare module BABYLON {
  82003. /**
  82004. * Defines the options associated with the creation of a custom shader for a shadow generator.
  82005. */
  82006. export interface ICustomShaderOptions {
  82007. /**
  82008. * Gets or sets the custom shader name to use
  82009. */
  82010. shaderName: string;
  82011. /**
  82012. * The list of attribute names used in the shader
  82013. */
  82014. attributes?: string[];
  82015. /**
  82016. * The list of unifrom names used in the shader
  82017. */
  82018. uniforms?: string[];
  82019. /**
  82020. * The list of sampler names used in the shader
  82021. */
  82022. samplers?: string[];
  82023. /**
  82024. * The list of defines used in the shader
  82025. */
  82026. defines?: string[];
  82027. }
  82028. /**
  82029. * Interface to implement to create a shadow generator compatible with BJS.
  82030. */
  82031. export interface IShadowGenerator {
  82032. /**
  82033. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  82034. * @returns The render target texture if present otherwise, null
  82035. */
  82036. getShadowMap(): Nullable<RenderTargetTexture>;
  82037. /**
  82038. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  82039. * @param subMesh The submesh we want to render in the shadow map
  82040. * @param useInstances Defines wether will draw in the map using instances
  82041. * @returns true if ready otherwise, false
  82042. */
  82043. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  82044. /**
  82045. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  82046. * @param defines Defines of the material we want to update
  82047. * @param lightIndex Index of the light in the enabled light list of the material
  82048. */
  82049. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  82050. /**
  82051. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  82052. * defined in the generator but impacting the effect).
  82053. * It implies the unifroms available on the materials are the standard BJS ones.
  82054. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  82055. * @param effect The effect we are binfing the information for
  82056. */
  82057. bindShadowLight(lightIndex: string, effect: Effect): void;
  82058. /**
  82059. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  82060. * (eq to shadow prjection matrix * light transform matrix)
  82061. * @returns The transform matrix used to create the shadow map
  82062. */
  82063. getTransformMatrix(): Matrix;
  82064. /**
  82065. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  82066. * Cube and 2D textures for instance.
  82067. */
  82068. recreateShadowMap(): void;
  82069. /**
  82070. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  82071. * @param onCompiled Callback triggered at the and of the effects compilation
  82072. * @param options Sets of optional options forcing the compilation with different modes
  82073. */
  82074. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  82075. useInstances: boolean;
  82076. }>): void;
  82077. /**
  82078. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  82079. * @param options Sets of optional options forcing the compilation with different modes
  82080. * @returns A promise that resolves when the compilation completes
  82081. */
  82082. forceCompilationAsync(options?: Partial<{
  82083. useInstances: boolean;
  82084. }>): Promise<void>;
  82085. /**
  82086. * Serializes the shadow generator setup to a json object.
  82087. * @returns The serialized JSON object
  82088. */
  82089. serialize(): any;
  82090. /**
  82091. * Disposes the Shadow map and related Textures and effects.
  82092. */
  82093. dispose(): void;
  82094. }
  82095. /**
  82096. * Default implementation IShadowGenerator.
  82097. * This is the main object responsible of generating shadows in the framework.
  82098. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  82099. */
  82100. export class ShadowGenerator implements IShadowGenerator {
  82101. /**
  82102. * Shadow generator mode None: no filtering applied.
  82103. */
  82104. static readonly FILTER_NONE: number;
  82105. /**
  82106. * Shadow generator mode ESM: Exponential Shadow Mapping.
  82107. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  82108. */
  82109. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  82110. /**
  82111. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  82112. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  82113. */
  82114. static readonly FILTER_POISSONSAMPLING: number;
  82115. /**
  82116. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  82117. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  82118. */
  82119. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  82120. /**
  82121. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  82122. * edge artifacts on steep falloff.
  82123. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  82124. */
  82125. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  82126. /**
  82127. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  82128. * edge artifacts on steep falloff.
  82129. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  82130. */
  82131. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  82132. /**
  82133. * Shadow generator mode PCF: Percentage Closer Filtering
  82134. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  82135. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  82136. */
  82137. static readonly FILTER_PCF: number;
  82138. /**
  82139. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  82140. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  82141. * Contact Hardening
  82142. */
  82143. static readonly FILTER_PCSS: number;
  82144. /**
  82145. * Reserved for PCF and PCSS
  82146. * Highest Quality.
  82147. *
  82148. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  82149. *
  82150. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  82151. */
  82152. static readonly QUALITY_HIGH: number;
  82153. /**
  82154. * Reserved for PCF and PCSS
  82155. * Good tradeoff for quality/perf cross devices
  82156. *
  82157. * Execute PCF on a 3*3 kernel.
  82158. *
  82159. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  82160. */
  82161. static readonly QUALITY_MEDIUM: number;
  82162. /**
  82163. * Reserved for PCF and PCSS
  82164. * The lowest quality but the fastest.
  82165. *
  82166. * Execute PCF on a 1*1 kernel.
  82167. *
  82168. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  82169. */
  82170. static readonly QUALITY_LOW: number;
  82171. /** Gets or sets the custom shader name to use */
  82172. customShaderOptions: ICustomShaderOptions;
  82173. /**
  82174. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  82175. */
  82176. onBeforeShadowMapRenderObservable: Observable<Effect>;
  82177. /**
  82178. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  82179. */
  82180. onAfterShadowMapRenderObservable: Observable<Effect>;
  82181. /**
  82182. * Observable triggered before a mesh is rendered in the shadow map.
  82183. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  82184. */
  82185. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  82186. /**
  82187. * Observable triggered after a mesh is rendered in the shadow map.
  82188. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  82189. */
  82190. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  82191. private _bias;
  82192. /**
  82193. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  82194. */
  82195. get bias(): number;
  82196. /**
  82197. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  82198. */
  82199. set bias(bias: number);
  82200. private _normalBias;
  82201. /**
  82202. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  82203. */
  82204. get normalBias(): number;
  82205. /**
  82206. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  82207. */
  82208. set normalBias(normalBias: number);
  82209. private _blurBoxOffset;
  82210. /**
  82211. * Gets the blur box offset: offset applied during the blur pass.
  82212. * Only useful if useKernelBlur = false
  82213. */
  82214. get blurBoxOffset(): number;
  82215. /**
  82216. * Sets the blur box offset: offset applied during the blur pass.
  82217. * Only useful if useKernelBlur = false
  82218. */
  82219. set blurBoxOffset(value: number);
  82220. private _blurScale;
  82221. /**
  82222. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  82223. * 2 means half of the size.
  82224. */
  82225. get blurScale(): number;
  82226. /**
  82227. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  82228. * 2 means half of the size.
  82229. */
  82230. set blurScale(value: number);
  82231. private _blurKernel;
  82232. /**
  82233. * Gets the blur kernel: kernel size of the blur pass.
  82234. * Only useful if useKernelBlur = true
  82235. */
  82236. get blurKernel(): number;
  82237. /**
  82238. * Sets the blur kernel: kernel size of the blur pass.
  82239. * Only useful if useKernelBlur = true
  82240. */
  82241. set blurKernel(value: number);
  82242. private _useKernelBlur;
  82243. /**
  82244. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  82245. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  82246. */
  82247. get useKernelBlur(): boolean;
  82248. /**
  82249. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  82250. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  82251. */
  82252. set useKernelBlur(value: boolean);
  82253. private _depthScale;
  82254. /**
  82255. * Gets the depth scale used in ESM mode.
  82256. */
  82257. get depthScale(): number;
  82258. /**
  82259. * Sets the depth scale used in ESM mode.
  82260. * This can override the scale stored on the light.
  82261. */
  82262. set depthScale(value: number);
  82263. private _filter;
  82264. /**
  82265. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  82266. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  82267. */
  82268. get filter(): number;
  82269. /**
  82270. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  82271. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  82272. */
  82273. set filter(value: number);
  82274. /**
  82275. * Gets if the current filter is set to Poisson Sampling.
  82276. */
  82277. get usePoissonSampling(): boolean;
  82278. /**
  82279. * Sets the current filter to Poisson Sampling.
  82280. */
  82281. set usePoissonSampling(value: boolean);
  82282. /**
  82283. * Gets if the current filter is set to ESM.
  82284. */
  82285. get useExponentialShadowMap(): boolean;
  82286. /**
  82287. * Sets the current filter is to ESM.
  82288. */
  82289. set useExponentialShadowMap(value: boolean);
  82290. /**
  82291. * Gets if the current filter is set to filtered ESM.
  82292. */
  82293. get useBlurExponentialShadowMap(): boolean;
  82294. /**
  82295. * Gets if the current filter is set to filtered ESM.
  82296. */
  82297. set useBlurExponentialShadowMap(value: boolean);
  82298. /**
  82299. * Gets if the current filter is set to "close ESM" (using the inverse of the
  82300. * exponential to prevent steep falloff artifacts).
  82301. */
  82302. get useCloseExponentialShadowMap(): boolean;
  82303. /**
  82304. * Sets the current filter to "close ESM" (using the inverse of the
  82305. * exponential to prevent steep falloff artifacts).
  82306. */
  82307. set useCloseExponentialShadowMap(value: boolean);
  82308. /**
  82309. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  82310. * exponential to prevent steep falloff artifacts).
  82311. */
  82312. get useBlurCloseExponentialShadowMap(): boolean;
  82313. /**
  82314. * Sets the current filter to filtered "close ESM" (using the inverse of the
  82315. * exponential to prevent steep falloff artifacts).
  82316. */
  82317. set useBlurCloseExponentialShadowMap(value: boolean);
  82318. /**
  82319. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  82320. */
  82321. get usePercentageCloserFiltering(): boolean;
  82322. /**
  82323. * Sets the current filter to "PCF" (percentage closer filtering).
  82324. */
  82325. set usePercentageCloserFiltering(value: boolean);
  82326. private _filteringQuality;
  82327. /**
  82328. * Gets the PCF or PCSS Quality.
  82329. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  82330. */
  82331. get filteringQuality(): number;
  82332. /**
  82333. * Sets the PCF or PCSS Quality.
  82334. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  82335. */
  82336. set filteringQuality(filteringQuality: number);
  82337. /**
  82338. * Gets if the current filter is set to "PCSS" (contact hardening).
  82339. */
  82340. get useContactHardeningShadow(): boolean;
  82341. /**
  82342. * Sets the current filter to "PCSS" (contact hardening).
  82343. */
  82344. set useContactHardeningShadow(value: boolean);
  82345. private _contactHardeningLightSizeUVRatio;
  82346. /**
  82347. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  82348. * Using a ratio helps keeping shape stability independently of the map size.
  82349. *
  82350. * It does not account for the light projection as it was having too much
  82351. * instability during the light setup or during light position changes.
  82352. *
  82353. * Only valid if useContactHardeningShadow is true.
  82354. */
  82355. get contactHardeningLightSizeUVRatio(): number;
  82356. /**
  82357. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  82358. * Using a ratio helps keeping shape stability independently of the map size.
  82359. *
  82360. * It does not account for the light projection as it was having too much
  82361. * instability during the light setup or during light position changes.
  82362. *
  82363. * Only valid if useContactHardeningShadow is true.
  82364. */
  82365. set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
  82366. private _darkness;
  82367. /** Gets or sets the actual darkness of a shadow */
  82368. get darkness(): number;
  82369. set darkness(value: number);
  82370. /**
  82371. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  82372. * 0 means strongest and 1 would means no shadow.
  82373. * @returns the darkness.
  82374. */
  82375. getDarkness(): number;
  82376. /**
  82377. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  82378. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  82379. * @returns the shadow generator allowing fluent coding.
  82380. */
  82381. setDarkness(darkness: number): ShadowGenerator;
  82382. private _transparencyShadow;
  82383. /** Gets or sets the ability to have transparent shadow */
  82384. get transparencyShadow(): boolean;
  82385. set transparencyShadow(value: boolean);
  82386. /**
  82387. * Sets the ability to have transparent shadow (boolean).
  82388. * @param transparent True if transparent else False
  82389. * @returns the shadow generator allowing fluent coding
  82390. */
  82391. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  82392. private _shadowMap;
  82393. private _shadowMap2;
  82394. /**
  82395. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  82396. * @returns The render target texture if present otherwise, null
  82397. */
  82398. getShadowMap(): Nullable<RenderTargetTexture>;
  82399. /**
  82400. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  82401. * @returns The render target texture if the shadow map is present otherwise, null
  82402. */
  82403. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  82404. /**
  82405. * Gets the class name of that object
  82406. * @returns "ShadowGenerator"
  82407. */
  82408. getClassName(): string;
  82409. /**
  82410. * Helper function to add a mesh and its descendants to the list of shadow casters.
  82411. * @param mesh Mesh to add
  82412. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  82413. * @returns the Shadow Generator itself
  82414. */
  82415. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  82416. /**
  82417. * Helper function to remove a mesh and its descendants from the list of shadow casters
  82418. * @param mesh Mesh to remove
  82419. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  82420. * @returns the Shadow Generator itself
  82421. */
  82422. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  82423. /**
  82424. * Controls the extent to which the shadows fade out at the edge of the frustum
  82425. * Used only by directionals and spots
  82426. */
  82427. frustumEdgeFalloff: number;
  82428. private _light;
  82429. /**
  82430. * Returns the associated light object.
  82431. * @returns the light generating the shadow
  82432. */
  82433. getLight(): IShadowLight;
  82434. /**
  82435. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  82436. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  82437. * It might on the other hand introduce peter panning.
  82438. */
  82439. forceBackFacesOnly: boolean;
  82440. private _scene;
  82441. private _lightDirection;
  82442. private _effect;
  82443. private _viewMatrix;
  82444. private _projectionMatrix;
  82445. private _transformMatrix;
  82446. private _cachedPosition;
  82447. private _cachedDirection;
  82448. private _cachedDefines;
  82449. private _currentRenderID;
  82450. private _boxBlurPostprocess;
  82451. private _kernelBlurXPostprocess;
  82452. private _kernelBlurYPostprocess;
  82453. private _blurPostProcesses;
  82454. private _mapSize;
  82455. private _currentFaceIndex;
  82456. private _currentFaceIndexCache;
  82457. private _textureType;
  82458. private _defaultTextureMatrix;
  82459. private _storedUniqueId;
  82460. /** @hidden */
  82461. static _SceneComponentInitialization: (scene: Scene) => void;
  82462. /**
  82463. * Creates a ShadowGenerator object.
  82464. * A ShadowGenerator is the required tool to use the shadows.
  82465. * Each light casting shadows needs to use its own ShadowGenerator.
  82466. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  82467. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  82468. * @param light The light object generating the shadows.
  82469. * @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.
  82470. */
  82471. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  82472. private _initializeGenerator;
  82473. private _initializeShadowMap;
  82474. private _initializeBlurRTTAndPostProcesses;
  82475. private _renderForShadowMap;
  82476. private _renderSubMeshForShadowMap;
  82477. private _applyFilterValues;
  82478. /**
  82479. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  82480. * @param onCompiled Callback triggered at the and of the effects compilation
  82481. * @param options Sets of optional options forcing the compilation with different modes
  82482. */
  82483. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  82484. useInstances: boolean;
  82485. }>): void;
  82486. /**
  82487. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  82488. * @param options Sets of optional options forcing the compilation with different modes
  82489. * @returns A promise that resolves when the compilation completes
  82490. */
  82491. forceCompilationAsync(options?: Partial<{
  82492. useInstances: boolean;
  82493. }>): Promise<void>;
  82494. /**
  82495. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  82496. * @param subMesh The submesh we want to render in the shadow map
  82497. * @param useInstances Defines wether will draw in the map using instances
  82498. * @returns true if ready otherwise, false
  82499. */
  82500. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  82501. /**
  82502. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  82503. * @param defines Defines of the material we want to update
  82504. * @param lightIndex Index of the light in the enabled light list of the material
  82505. */
  82506. prepareDefines(defines: any, lightIndex: number): void;
  82507. /**
  82508. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  82509. * defined in the generator but impacting the effect).
  82510. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  82511. * @param effect The effect we are binfing the information for
  82512. */
  82513. bindShadowLight(lightIndex: string, effect: Effect): void;
  82514. /**
  82515. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  82516. * (eq to shadow prjection matrix * light transform matrix)
  82517. * @returns The transform matrix used to create the shadow map
  82518. */
  82519. getTransformMatrix(): Matrix;
  82520. /**
  82521. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  82522. * Cube and 2D textures for instance.
  82523. */
  82524. recreateShadowMap(): void;
  82525. private _disposeBlurPostProcesses;
  82526. private _disposeRTTandPostProcesses;
  82527. /**
  82528. * Disposes the ShadowGenerator.
  82529. * Returns nothing.
  82530. */
  82531. dispose(): void;
  82532. /**
  82533. * Serializes the shadow generator setup to a json object.
  82534. * @returns The serialized JSON object
  82535. */
  82536. serialize(): any;
  82537. /**
  82538. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  82539. * @param parsedShadowGenerator The JSON object to parse
  82540. * @param scene The scene to create the shadow map for
  82541. * @returns The parsed shadow generator
  82542. */
  82543. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  82544. }
  82545. }
  82546. declare module BABYLON {
  82547. /**
  82548. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  82549. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  82550. * 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.
  82551. */
  82552. export abstract class Light extends Node {
  82553. /**
  82554. * Falloff Default: light is falling off following the material specification:
  82555. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  82556. */
  82557. static readonly FALLOFF_DEFAULT: number;
  82558. /**
  82559. * Falloff Physical: light is falling off following the inverse squared distance law.
  82560. */
  82561. static readonly FALLOFF_PHYSICAL: number;
  82562. /**
  82563. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  82564. * to enhance interoperability with other engines.
  82565. */
  82566. static readonly FALLOFF_GLTF: number;
  82567. /**
  82568. * Falloff Standard: light is falling off like in the standard material
  82569. * to enhance interoperability with other materials.
  82570. */
  82571. static readonly FALLOFF_STANDARD: number;
  82572. /**
  82573. * If every light affecting the material is in this lightmapMode,
  82574. * material.lightmapTexture adds or multiplies
  82575. * (depends on material.useLightmapAsShadowmap)
  82576. * after every other light calculations.
  82577. */
  82578. static readonly LIGHTMAP_DEFAULT: number;
  82579. /**
  82580. * material.lightmapTexture as only diffuse lighting from this light
  82581. * adds only specular lighting from this light
  82582. * adds dynamic shadows
  82583. */
  82584. static readonly LIGHTMAP_SPECULAR: number;
  82585. /**
  82586. * material.lightmapTexture as only lighting
  82587. * no light calculation from this light
  82588. * only adds dynamic shadows from this light
  82589. */
  82590. static readonly LIGHTMAP_SHADOWSONLY: number;
  82591. /**
  82592. * Each light type uses the default quantity according to its type:
  82593. * point/spot lights use luminous intensity
  82594. * directional lights use illuminance
  82595. */
  82596. static readonly INTENSITYMODE_AUTOMATIC: number;
  82597. /**
  82598. * lumen (lm)
  82599. */
  82600. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  82601. /**
  82602. * candela (lm/sr)
  82603. */
  82604. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  82605. /**
  82606. * lux (lm/m^2)
  82607. */
  82608. static readonly INTENSITYMODE_ILLUMINANCE: number;
  82609. /**
  82610. * nit (cd/m^2)
  82611. */
  82612. static readonly INTENSITYMODE_LUMINANCE: number;
  82613. /**
  82614. * Light type const id of the point light.
  82615. */
  82616. static readonly LIGHTTYPEID_POINTLIGHT: number;
  82617. /**
  82618. * Light type const id of the directional light.
  82619. */
  82620. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  82621. /**
  82622. * Light type const id of the spot light.
  82623. */
  82624. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  82625. /**
  82626. * Light type const id of the hemispheric light.
  82627. */
  82628. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  82629. /**
  82630. * Diffuse gives the basic color to an object.
  82631. */
  82632. diffuse: Color3;
  82633. /**
  82634. * Specular produces a highlight color on an object.
  82635. * Note: This is note affecting PBR materials.
  82636. */
  82637. specular: Color3;
  82638. /**
  82639. * Defines the falloff type for this light. This lets overrriding how punctual light are
  82640. * falling off base on range or angle.
  82641. * This can be set to any values in Light.FALLOFF_x.
  82642. *
  82643. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  82644. * other types of materials.
  82645. */
  82646. falloffType: number;
  82647. /**
  82648. * Strength of the light.
  82649. * Note: By default it is define in the framework own unit.
  82650. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  82651. */
  82652. intensity: number;
  82653. private _range;
  82654. protected _inverseSquaredRange: number;
  82655. /**
  82656. * Defines how far from the source the light is impacting in scene units.
  82657. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  82658. */
  82659. get range(): number;
  82660. /**
  82661. * Defines how far from the source the light is impacting in scene units.
  82662. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  82663. */
  82664. set range(value: number);
  82665. /**
  82666. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  82667. * of light.
  82668. */
  82669. private _photometricScale;
  82670. private _intensityMode;
  82671. /**
  82672. * Gets the photometric scale used to interpret the intensity.
  82673. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  82674. */
  82675. get intensityMode(): number;
  82676. /**
  82677. * Sets the photometric scale used to interpret the intensity.
  82678. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  82679. */
  82680. set intensityMode(value: number);
  82681. private _radius;
  82682. /**
  82683. * Gets the light radius used by PBR Materials to simulate soft area lights.
  82684. */
  82685. get radius(): number;
  82686. /**
  82687. * sets the light radius used by PBR Materials to simulate soft area lights.
  82688. */
  82689. set radius(value: number);
  82690. private _renderPriority;
  82691. /**
  82692. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  82693. * exceeding the number allowed of the materials.
  82694. */
  82695. renderPriority: number;
  82696. private _shadowEnabled;
  82697. /**
  82698. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  82699. * the current shadow generator.
  82700. */
  82701. get shadowEnabled(): boolean;
  82702. /**
  82703. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  82704. * the current shadow generator.
  82705. */
  82706. set shadowEnabled(value: boolean);
  82707. private _includedOnlyMeshes;
  82708. /**
  82709. * Gets the only meshes impacted by this light.
  82710. */
  82711. get includedOnlyMeshes(): AbstractMesh[];
  82712. /**
  82713. * Sets the only meshes impacted by this light.
  82714. */
  82715. set includedOnlyMeshes(value: AbstractMesh[]);
  82716. private _excludedMeshes;
  82717. /**
  82718. * Gets the meshes not impacted by this light.
  82719. */
  82720. get excludedMeshes(): AbstractMesh[];
  82721. /**
  82722. * Sets the meshes not impacted by this light.
  82723. */
  82724. set excludedMeshes(value: AbstractMesh[]);
  82725. private _excludeWithLayerMask;
  82726. /**
  82727. * Gets the layer id use to find what meshes are not impacted by the light.
  82728. * Inactive if 0
  82729. */
  82730. get excludeWithLayerMask(): number;
  82731. /**
  82732. * Sets the layer id use to find what meshes are not impacted by the light.
  82733. * Inactive if 0
  82734. */
  82735. set excludeWithLayerMask(value: number);
  82736. private _includeOnlyWithLayerMask;
  82737. /**
  82738. * Gets the layer id use to find what meshes are impacted by the light.
  82739. * Inactive if 0
  82740. */
  82741. get includeOnlyWithLayerMask(): number;
  82742. /**
  82743. * Sets the layer id use to find what meshes are impacted by the light.
  82744. * Inactive if 0
  82745. */
  82746. set includeOnlyWithLayerMask(value: number);
  82747. private _lightmapMode;
  82748. /**
  82749. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  82750. */
  82751. get lightmapMode(): number;
  82752. /**
  82753. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  82754. */
  82755. set lightmapMode(value: number);
  82756. /**
  82757. * Shadow generator associted to the light.
  82758. * @hidden Internal use only.
  82759. */
  82760. _shadowGenerator: Nullable<IShadowGenerator>;
  82761. /**
  82762. * @hidden Internal use only.
  82763. */
  82764. _excludedMeshesIds: string[];
  82765. /**
  82766. * @hidden Internal use only.
  82767. */
  82768. _includedOnlyMeshesIds: string[];
  82769. /**
  82770. * The current light unifom buffer.
  82771. * @hidden Internal use only.
  82772. */
  82773. _uniformBuffer: UniformBuffer;
  82774. /** @hidden */
  82775. _renderId: number;
  82776. /**
  82777. * Creates a Light object in the scene.
  82778. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82779. * @param name The firendly name of the light
  82780. * @param scene The scene the light belongs too
  82781. */
  82782. constructor(name: string, scene: Scene);
  82783. protected abstract _buildUniformLayout(): void;
  82784. /**
  82785. * Sets the passed Effect "effect" with the Light information.
  82786. * @param effect The effect to update
  82787. * @param lightIndex The index of the light in the effect to update
  82788. * @returns The light
  82789. */
  82790. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  82791. /**
  82792. * Sets the passed Effect "effect" with the Light textures.
  82793. * @param effect The effect to update
  82794. * @param lightIndex The index of the light in the effect to update
  82795. * @returns The light
  82796. */
  82797. transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
  82798. /**
  82799. * Binds the lights information from the scene to the effect for the given mesh.
  82800. * @param lightIndex Light index
  82801. * @param scene The scene where the light belongs to
  82802. * @param effect The effect we are binding the data to
  82803. * @param useSpecular Defines if specular is supported
  82804. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  82805. */
  82806. _bindLight(lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, rebuildInParallel?: boolean): void;
  82807. /**
  82808. * Sets the passed Effect "effect" with the Light information.
  82809. * @param effect The effect to update
  82810. * @param lightDataUniformName The uniform used to store light data (position or direction)
  82811. * @returns The light
  82812. */
  82813. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  82814. /**
  82815. * Returns the string "Light".
  82816. * @returns the class name
  82817. */
  82818. getClassName(): string;
  82819. /** @hidden */
  82820. readonly _isLight: boolean;
  82821. /**
  82822. * Converts the light information to a readable string for debug purpose.
  82823. * @param fullDetails Supports for multiple levels of logging within scene loading
  82824. * @returns the human readable light info
  82825. */
  82826. toString(fullDetails?: boolean): string;
  82827. /** @hidden */
  82828. protected _syncParentEnabledState(): void;
  82829. /**
  82830. * Set the enabled state of this node.
  82831. * @param value - the new enabled state
  82832. */
  82833. setEnabled(value: boolean): void;
  82834. /**
  82835. * Returns the Light associated shadow generator if any.
  82836. * @return the associated shadow generator.
  82837. */
  82838. getShadowGenerator(): Nullable<IShadowGenerator>;
  82839. /**
  82840. * Returns a Vector3, the absolute light position in the World.
  82841. * @returns the world space position of the light
  82842. */
  82843. getAbsolutePosition(): Vector3;
  82844. /**
  82845. * Specifies if the light will affect the passed mesh.
  82846. * @param mesh The mesh to test against the light
  82847. * @return true the mesh is affected otherwise, false.
  82848. */
  82849. canAffectMesh(mesh: AbstractMesh): boolean;
  82850. /**
  82851. * Sort function to order lights for rendering.
  82852. * @param a First Light object to compare to second.
  82853. * @param b Second Light object to compare first.
  82854. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  82855. */
  82856. static CompareLightsPriority(a: Light, b: Light): number;
  82857. /**
  82858. * Releases resources associated with this node.
  82859. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82860. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82861. */
  82862. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82863. /**
  82864. * Returns the light type ID (integer).
  82865. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82866. */
  82867. getTypeID(): number;
  82868. /**
  82869. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  82870. * @returns the scaled intensity in intensity mode unit
  82871. */
  82872. getScaledIntensity(): number;
  82873. /**
  82874. * Returns a new Light object, named "name", from the current one.
  82875. * @param name The name of the cloned light
  82876. * @returns the new created light
  82877. */
  82878. clone(name: string): Nullable<Light>;
  82879. /**
  82880. * Serializes the current light into a Serialization object.
  82881. * @returns the serialized object.
  82882. */
  82883. serialize(): any;
  82884. /**
  82885. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  82886. * This new light is named "name" and added to the passed scene.
  82887. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  82888. * @param name The friendly name of the light
  82889. * @param scene The scene the new light will belong to
  82890. * @returns the constructor function
  82891. */
  82892. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  82893. /**
  82894. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  82895. * @param parsedLight The JSON representation of the light
  82896. * @param scene The scene to create the parsed light in
  82897. * @returns the created light after parsing
  82898. */
  82899. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  82900. private _hookArrayForExcluded;
  82901. private _hookArrayForIncludedOnly;
  82902. private _resyncMeshes;
  82903. /**
  82904. * Forces the meshes to update their light related information in their rendering used effects
  82905. * @hidden Internal Use Only
  82906. */
  82907. _markMeshesAsLightDirty(): void;
  82908. /**
  82909. * Recomputes the cached photometric scale if needed.
  82910. */
  82911. private _computePhotometricScale;
  82912. /**
  82913. * Returns the Photometric Scale according to the light type and intensity mode.
  82914. */
  82915. private _getPhotometricScale;
  82916. /**
  82917. * Reorder the light in the scene according to their defined priority.
  82918. * @hidden Internal Use Only
  82919. */
  82920. _reorderLightsInScene(): void;
  82921. /**
  82922. * Prepares the list of defines specific to the light type.
  82923. * @param defines the list of defines
  82924. * @param lightIndex defines the index of the light for the effect
  82925. */
  82926. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82927. }
  82928. }
  82929. declare module BABYLON {
  82930. /**
  82931. * Interface used to define Action
  82932. */
  82933. export interface IAction {
  82934. /**
  82935. * Trigger for the action
  82936. */
  82937. trigger: number;
  82938. /** Options of the trigger */
  82939. triggerOptions: any;
  82940. /**
  82941. * Gets the trigger parameters
  82942. * @returns the trigger parameters
  82943. */
  82944. getTriggerParameter(): any;
  82945. /**
  82946. * Internal only - executes current action event
  82947. * @hidden
  82948. */
  82949. _executeCurrent(evt?: ActionEvent): void;
  82950. /**
  82951. * Serialize placeholder for child classes
  82952. * @param parent of child
  82953. * @returns the serialized object
  82954. */
  82955. serialize(parent: any): any;
  82956. /**
  82957. * Internal only
  82958. * @hidden
  82959. */
  82960. _prepare(): void;
  82961. /**
  82962. * Internal only - manager for action
  82963. * @hidden
  82964. */
  82965. _actionManager: AbstractActionManager;
  82966. /**
  82967. * Adds action to chain of actions, may be a DoNothingAction
  82968. * @param action defines the next action to execute
  82969. * @returns The action passed in
  82970. * @see https://www.babylonjs-playground.com/#1T30HR#0
  82971. */
  82972. then(action: IAction): IAction;
  82973. }
  82974. /**
  82975. * The action to be carried out following a trigger
  82976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  82977. */
  82978. export class Action implements IAction {
  82979. /** the trigger, with or without parameters, for the action */
  82980. triggerOptions: any;
  82981. /**
  82982. * Trigger for the action
  82983. */
  82984. trigger: number;
  82985. /**
  82986. * Internal only - manager for action
  82987. * @hidden
  82988. */
  82989. _actionManager: ActionManager;
  82990. private _nextActiveAction;
  82991. private _child;
  82992. private _condition?;
  82993. private _triggerParameter;
  82994. /**
  82995. * An event triggered prior to action being executed.
  82996. */
  82997. onBeforeExecuteObservable: Observable<Action>;
  82998. /**
  82999. * Creates a new Action
  83000. * @param triggerOptions the trigger, with or without parameters, for the action
  83001. * @param condition an optional determinant of action
  83002. */
  83003. constructor(
  83004. /** the trigger, with or without parameters, for the action */
  83005. triggerOptions: any, condition?: Condition);
  83006. /**
  83007. * Internal only
  83008. * @hidden
  83009. */
  83010. _prepare(): void;
  83011. /**
  83012. * Gets the trigger parameters
  83013. * @returns the trigger parameters
  83014. */
  83015. getTriggerParameter(): any;
  83016. /**
  83017. * Internal only - executes current action event
  83018. * @hidden
  83019. */
  83020. _executeCurrent(evt?: ActionEvent): void;
  83021. /**
  83022. * Execute placeholder for child classes
  83023. * @param evt optional action event
  83024. */
  83025. execute(evt?: ActionEvent): void;
  83026. /**
  83027. * Skips to next active action
  83028. */
  83029. skipToNextActiveAction(): void;
  83030. /**
  83031. * Adds action to chain of actions, may be a DoNothingAction
  83032. * @param action defines the next action to execute
  83033. * @returns The action passed in
  83034. * @see https://www.babylonjs-playground.com/#1T30HR#0
  83035. */
  83036. then(action: Action): Action;
  83037. /**
  83038. * Internal only
  83039. * @hidden
  83040. */
  83041. _getProperty(propertyPath: string): string;
  83042. /**
  83043. * Internal only
  83044. * @hidden
  83045. */
  83046. _getEffectiveTarget(target: any, propertyPath: string): any;
  83047. /**
  83048. * Serialize placeholder for child classes
  83049. * @param parent of child
  83050. * @returns the serialized object
  83051. */
  83052. serialize(parent: any): any;
  83053. /**
  83054. * Internal only called by serialize
  83055. * @hidden
  83056. */
  83057. protected _serialize(serializedAction: any, parent?: any): any;
  83058. /**
  83059. * Internal only
  83060. * @hidden
  83061. */
  83062. static _SerializeValueAsString: (value: any) => string;
  83063. /**
  83064. * Internal only
  83065. * @hidden
  83066. */
  83067. static _GetTargetProperty: (target: Node | Scene) => {
  83068. name: string;
  83069. targetType: string;
  83070. value: string;
  83071. };
  83072. }
  83073. }
  83074. declare module BABYLON {
  83075. /**
  83076. * A Condition applied to an Action
  83077. */
  83078. export class Condition {
  83079. /**
  83080. * Internal only - manager for action
  83081. * @hidden
  83082. */
  83083. _actionManager: ActionManager;
  83084. /**
  83085. * Internal only
  83086. * @hidden
  83087. */
  83088. _evaluationId: number;
  83089. /**
  83090. * Internal only
  83091. * @hidden
  83092. */
  83093. _currentResult: boolean;
  83094. /**
  83095. * Creates a new Condition
  83096. * @param actionManager the manager of the action the condition is applied to
  83097. */
  83098. constructor(actionManager: ActionManager);
  83099. /**
  83100. * Check if the current condition is valid
  83101. * @returns a boolean
  83102. */
  83103. isValid(): boolean;
  83104. /**
  83105. * Internal only
  83106. * @hidden
  83107. */
  83108. _getProperty(propertyPath: string): string;
  83109. /**
  83110. * Internal only
  83111. * @hidden
  83112. */
  83113. _getEffectiveTarget(target: any, propertyPath: string): any;
  83114. /**
  83115. * Serialize placeholder for child classes
  83116. * @returns the serialized object
  83117. */
  83118. serialize(): any;
  83119. /**
  83120. * Internal only
  83121. * @hidden
  83122. */
  83123. protected _serialize(serializedCondition: any): any;
  83124. }
  83125. /**
  83126. * Defines specific conditional operators as extensions of Condition
  83127. */
  83128. export class ValueCondition extends Condition {
  83129. /** path to specify the property of the target the conditional operator uses */
  83130. propertyPath: string;
  83131. /** the value compared by the conditional operator against the current value of the property */
  83132. value: any;
  83133. /** the conditional operator, default ValueCondition.IsEqual */
  83134. operator: number;
  83135. /**
  83136. * Internal only
  83137. * @hidden
  83138. */
  83139. private static _IsEqual;
  83140. /**
  83141. * Internal only
  83142. * @hidden
  83143. */
  83144. private static _IsDifferent;
  83145. /**
  83146. * Internal only
  83147. * @hidden
  83148. */
  83149. private static _IsGreater;
  83150. /**
  83151. * Internal only
  83152. * @hidden
  83153. */
  83154. private static _IsLesser;
  83155. /**
  83156. * returns the number for IsEqual
  83157. */
  83158. static get IsEqual(): number;
  83159. /**
  83160. * Returns the number for IsDifferent
  83161. */
  83162. static get IsDifferent(): number;
  83163. /**
  83164. * Returns the number for IsGreater
  83165. */
  83166. static get IsGreater(): number;
  83167. /**
  83168. * Returns the number for IsLesser
  83169. */
  83170. static get IsLesser(): number;
  83171. /**
  83172. * Internal only The action manager for the condition
  83173. * @hidden
  83174. */
  83175. _actionManager: ActionManager;
  83176. /**
  83177. * Internal only
  83178. * @hidden
  83179. */
  83180. private _target;
  83181. /**
  83182. * Internal only
  83183. * @hidden
  83184. */
  83185. private _effectiveTarget;
  83186. /**
  83187. * Internal only
  83188. * @hidden
  83189. */
  83190. private _property;
  83191. /**
  83192. * Creates a new ValueCondition
  83193. * @param actionManager manager for the action the condition applies to
  83194. * @param target for the action
  83195. * @param propertyPath path to specify the property of the target the conditional operator uses
  83196. * @param value the value compared by the conditional operator against the current value of the property
  83197. * @param operator the conditional operator, default ValueCondition.IsEqual
  83198. */
  83199. constructor(actionManager: ActionManager, target: any,
  83200. /** path to specify the property of the target the conditional operator uses */
  83201. propertyPath: string,
  83202. /** the value compared by the conditional operator against the current value of the property */
  83203. value: any,
  83204. /** the conditional operator, default ValueCondition.IsEqual */
  83205. operator?: number);
  83206. /**
  83207. * Compares the given value with the property value for the specified conditional operator
  83208. * @returns the result of the comparison
  83209. */
  83210. isValid(): boolean;
  83211. /**
  83212. * Serialize the ValueCondition into a JSON compatible object
  83213. * @returns serialization object
  83214. */
  83215. serialize(): any;
  83216. /**
  83217. * Gets the name of the conditional operator for the ValueCondition
  83218. * @param operator the conditional operator
  83219. * @returns the name
  83220. */
  83221. static GetOperatorName(operator: number): string;
  83222. }
  83223. /**
  83224. * Defines a predicate condition as an extension of Condition
  83225. */
  83226. export class PredicateCondition extends Condition {
  83227. /** defines the predicate function used to validate the condition */
  83228. predicate: () => boolean;
  83229. /**
  83230. * Internal only - manager for action
  83231. * @hidden
  83232. */
  83233. _actionManager: ActionManager;
  83234. /**
  83235. * Creates a new PredicateCondition
  83236. * @param actionManager manager for the action the condition applies to
  83237. * @param predicate defines the predicate function used to validate the condition
  83238. */
  83239. constructor(actionManager: ActionManager,
  83240. /** defines the predicate function used to validate the condition */
  83241. predicate: () => boolean);
  83242. /**
  83243. * @returns the validity of the predicate condition
  83244. */
  83245. isValid(): boolean;
  83246. }
  83247. /**
  83248. * Defines a state condition as an extension of Condition
  83249. */
  83250. export class StateCondition extends Condition {
  83251. /** Value to compare with target state */
  83252. value: string;
  83253. /**
  83254. * Internal only - manager for action
  83255. * @hidden
  83256. */
  83257. _actionManager: ActionManager;
  83258. /**
  83259. * Internal only
  83260. * @hidden
  83261. */
  83262. private _target;
  83263. /**
  83264. * Creates a new StateCondition
  83265. * @param actionManager manager for the action the condition applies to
  83266. * @param target of the condition
  83267. * @param value to compare with target state
  83268. */
  83269. constructor(actionManager: ActionManager, target: any,
  83270. /** Value to compare with target state */
  83271. value: string);
  83272. /**
  83273. * Gets a boolean indicating if the current condition is met
  83274. * @returns the validity of the state
  83275. */
  83276. isValid(): boolean;
  83277. /**
  83278. * Serialize the StateCondition into a JSON compatible object
  83279. * @returns serialization object
  83280. */
  83281. serialize(): any;
  83282. }
  83283. }
  83284. declare module BABYLON {
  83285. /**
  83286. * This defines an action responsible to toggle a boolean once triggered.
  83287. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83288. */
  83289. export class SwitchBooleanAction extends Action {
  83290. /**
  83291. * The path to the boolean property in the target object
  83292. */
  83293. propertyPath: string;
  83294. private _target;
  83295. private _effectiveTarget;
  83296. private _property;
  83297. /**
  83298. * Instantiate the action
  83299. * @param triggerOptions defines the trigger options
  83300. * @param target defines the object containing the boolean
  83301. * @param propertyPath defines the path to the boolean property in the target object
  83302. * @param condition defines the trigger related conditions
  83303. */
  83304. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  83305. /** @hidden */
  83306. _prepare(): void;
  83307. /**
  83308. * Execute the action toggle the boolean value.
  83309. */
  83310. execute(): void;
  83311. /**
  83312. * Serializes the actions and its related information.
  83313. * @param parent defines the object to serialize in
  83314. * @returns the serialized object
  83315. */
  83316. serialize(parent: any): any;
  83317. }
  83318. /**
  83319. * This defines an action responsible to set a the state field of the target
  83320. * to a desired value once triggered.
  83321. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83322. */
  83323. export class SetStateAction extends Action {
  83324. /**
  83325. * The value to store in the state field.
  83326. */
  83327. value: string;
  83328. private _target;
  83329. /**
  83330. * Instantiate the action
  83331. * @param triggerOptions defines the trigger options
  83332. * @param target defines the object containing the state property
  83333. * @param value defines the value to store in the state field
  83334. * @param condition defines the trigger related conditions
  83335. */
  83336. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  83337. /**
  83338. * Execute the action and store the value on the target state property.
  83339. */
  83340. execute(): void;
  83341. /**
  83342. * Serializes the actions and its related information.
  83343. * @param parent defines the object to serialize in
  83344. * @returns the serialized object
  83345. */
  83346. serialize(parent: any): any;
  83347. }
  83348. /**
  83349. * This defines an action responsible to set a property of the target
  83350. * to a desired value once triggered.
  83351. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83352. */
  83353. export class SetValueAction extends Action {
  83354. /**
  83355. * The path of the property to set in the target.
  83356. */
  83357. propertyPath: string;
  83358. /**
  83359. * The value to set in the property
  83360. */
  83361. value: any;
  83362. private _target;
  83363. private _effectiveTarget;
  83364. private _property;
  83365. /**
  83366. * Instantiate the action
  83367. * @param triggerOptions defines the trigger options
  83368. * @param target defines the object containing the property
  83369. * @param propertyPath defines the path of the property to set in the target
  83370. * @param value defines the value to set in the property
  83371. * @param condition defines the trigger related conditions
  83372. */
  83373. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  83374. /** @hidden */
  83375. _prepare(): void;
  83376. /**
  83377. * Execute the action and set the targetted property to the desired value.
  83378. */
  83379. execute(): void;
  83380. /**
  83381. * Serializes the actions and its related information.
  83382. * @param parent defines the object to serialize in
  83383. * @returns the serialized object
  83384. */
  83385. serialize(parent: any): any;
  83386. }
  83387. /**
  83388. * This defines an action responsible to increment the target value
  83389. * to a desired value once triggered.
  83390. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83391. */
  83392. export class IncrementValueAction extends Action {
  83393. /**
  83394. * The path of the property to increment in the target.
  83395. */
  83396. propertyPath: string;
  83397. /**
  83398. * The value we should increment the property by.
  83399. */
  83400. value: any;
  83401. private _target;
  83402. private _effectiveTarget;
  83403. private _property;
  83404. /**
  83405. * Instantiate the action
  83406. * @param triggerOptions defines the trigger options
  83407. * @param target defines the object containing the property
  83408. * @param propertyPath defines the path of the property to increment in the target
  83409. * @param value defines the value value we should increment the property by
  83410. * @param condition defines the trigger related conditions
  83411. */
  83412. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  83413. /** @hidden */
  83414. _prepare(): void;
  83415. /**
  83416. * Execute the action and increment the target of the value amount.
  83417. */
  83418. execute(): void;
  83419. /**
  83420. * Serializes the actions and its related information.
  83421. * @param parent defines the object to serialize in
  83422. * @returns the serialized object
  83423. */
  83424. serialize(parent: any): any;
  83425. }
  83426. /**
  83427. * This defines an action responsible to start an animation once triggered.
  83428. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83429. */
  83430. export class PlayAnimationAction extends Action {
  83431. /**
  83432. * Where the animation should start (animation frame)
  83433. */
  83434. from: number;
  83435. /**
  83436. * Where the animation should stop (animation frame)
  83437. */
  83438. to: number;
  83439. /**
  83440. * Define if the animation should loop or stop after the first play.
  83441. */
  83442. loop?: boolean;
  83443. private _target;
  83444. /**
  83445. * Instantiate the action
  83446. * @param triggerOptions defines the trigger options
  83447. * @param target defines the target animation or animation name
  83448. * @param from defines from where the animation should start (animation frame)
  83449. * @param end defines where the animation should stop (animation frame)
  83450. * @param loop defines if the animation should loop or stop after the first play
  83451. * @param condition defines the trigger related conditions
  83452. */
  83453. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  83454. /** @hidden */
  83455. _prepare(): void;
  83456. /**
  83457. * Execute the action and play the animation.
  83458. */
  83459. execute(): void;
  83460. /**
  83461. * Serializes the actions and its related information.
  83462. * @param parent defines the object to serialize in
  83463. * @returns the serialized object
  83464. */
  83465. serialize(parent: any): any;
  83466. }
  83467. /**
  83468. * This defines an action responsible to stop an animation once triggered.
  83469. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83470. */
  83471. export class StopAnimationAction extends Action {
  83472. private _target;
  83473. /**
  83474. * Instantiate the action
  83475. * @param triggerOptions defines the trigger options
  83476. * @param target defines the target animation or animation name
  83477. * @param condition defines the trigger related conditions
  83478. */
  83479. constructor(triggerOptions: any, target: any, condition?: Condition);
  83480. /** @hidden */
  83481. _prepare(): void;
  83482. /**
  83483. * Execute the action and stop the animation.
  83484. */
  83485. execute(): void;
  83486. /**
  83487. * Serializes the actions and its related information.
  83488. * @param parent defines the object to serialize in
  83489. * @returns the serialized object
  83490. */
  83491. serialize(parent: any): any;
  83492. }
  83493. /**
  83494. * This defines an action responsible that does nothing once triggered.
  83495. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83496. */
  83497. export class DoNothingAction extends Action {
  83498. /**
  83499. * Instantiate the action
  83500. * @param triggerOptions defines the trigger options
  83501. * @param condition defines the trigger related conditions
  83502. */
  83503. constructor(triggerOptions?: any, condition?: Condition);
  83504. /**
  83505. * Execute the action and do nothing.
  83506. */
  83507. execute(): void;
  83508. /**
  83509. * Serializes the actions and its related information.
  83510. * @param parent defines the object to serialize in
  83511. * @returns the serialized object
  83512. */
  83513. serialize(parent: any): any;
  83514. }
  83515. /**
  83516. * This defines an action responsible to trigger several actions once triggered.
  83517. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83518. */
  83519. export class CombineAction extends Action {
  83520. /**
  83521. * The list of aggregated animations to run.
  83522. */
  83523. children: Action[];
  83524. /**
  83525. * Instantiate the action
  83526. * @param triggerOptions defines the trigger options
  83527. * @param children defines the list of aggregated animations to run
  83528. * @param condition defines the trigger related conditions
  83529. */
  83530. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  83531. /** @hidden */
  83532. _prepare(): void;
  83533. /**
  83534. * Execute the action and executes all the aggregated actions.
  83535. */
  83536. execute(evt: ActionEvent): void;
  83537. /**
  83538. * Serializes the actions and its related information.
  83539. * @param parent defines the object to serialize in
  83540. * @returns the serialized object
  83541. */
  83542. serialize(parent: any): any;
  83543. }
  83544. /**
  83545. * This defines an action responsible to run code (external event) once triggered.
  83546. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83547. */
  83548. export class ExecuteCodeAction extends Action {
  83549. /**
  83550. * The callback function to run.
  83551. */
  83552. func: (evt: ActionEvent) => void;
  83553. /**
  83554. * Instantiate the action
  83555. * @param triggerOptions defines the trigger options
  83556. * @param func defines the callback function to run
  83557. * @param condition defines the trigger related conditions
  83558. */
  83559. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  83560. /**
  83561. * Execute the action and run the attached code.
  83562. */
  83563. execute(evt: ActionEvent): void;
  83564. }
  83565. /**
  83566. * This defines an action responsible to set the parent property of the target once triggered.
  83567. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83568. */
  83569. export class SetParentAction extends Action {
  83570. private _parent;
  83571. private _target;
  83572. /**
  83573. * Instantiate the action
  83574. * @param triggerOptions defines the trigger options
  83575. * @param target defines the target containing the parent property
  83576. * @param parent defines from where the animation should start (animation frame)
  83577. * @param condition defines the trigger related conditions
  83578. */
  83579. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  83580. /** @hidden */
  83581. _prepare(): void;
  83582. /**
  83583. * Execute the action and set the parent property.
  83584. */
  83585. execute(): void;
  83586. /**
  83587. * Serializes the actions and its related information.
  83588. * @param parent defines the object to serialize in
  83589. * @returns the serialized object
  83590. */
  83591. serialize(parent: any): any;
  83592. }
  83593. }
  83594. declare module BABYLON {
  83595. /**
  83596. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  83597. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  83598. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  83599. */
  83600. export class ActionManager extends AbstractActionManager {
  83601. /**
  83602. * Nothing
  83603. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83604. */
  83605. static readonly NothingTrigger: number;
  83606. /**
  83607. * On pick
  83608. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83609. */
  83610. static readonly OnPickTrigger: number;
  83611. /**
  83612. * On left pick
  83613. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83614. */
  83615. static readonly OnLeftPickTrigger: number;
  83616. /**
  83617. * On right pick
  83618. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83619. */
  83620. static readonly OnRightPickTrigger: number;
  83621. /**
  83622. * On center pick
  83623. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83624. */
  83625. static readonly OnCenterPickTrigger: number;
  83626. /**
  83627. * On pick down
  83628. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83629. */
  83630. static readonly OnPickDownTrigger: number;
  83631. /**
  83632. * On double pick
  83633. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83634. */
  83635. static readonly OnDoublePickTrigger: number;
  83636. /**
  83637. * On pick up
  83638. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83639. */
  83640. static readonly OnPickUpTrigger: number;
  83641. /**
  83642. * On pick out.
  83643. * This trigger will only be raised if you also declared a OnPickDown
  83644. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83645. */
  83646. static readonly OnPickOutTrigger: number;
  83647. /**
  83648. * On long press
  83649. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83650. */
  83651. static readonly OnLongPressTrigger: number;
  83652. /**
  83653. * On pointer over
  83654. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83655. */
  83656. static readonly OnPointerOverTrigger: number;
  83657. /**
  83658. * On pointer out
  83659. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83660. */
  83661. static readonly OnPointerOutTrigger: number;
  83662. /**
  83663. * On every frame
  83664. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83665. */
  83666. static readonly OnEveryFrameTrigger: number;
  83667. /**
  83668. * On intersection enter
  83669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83670. */
  83671. static readonly OnIntersectionEnterTrigger: number;
  83672. /**
  83673. * On intersection exit
  83674. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83675. */
  83676. static readonly OnIntersectionExitTrigger: number;
  83677. /**
  83678. * On key down
  83679. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83680. */
  83681. static readonly OnKeyDownTrigger: number;
  83682. /**
  83683. * On key up
  83684. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  83685. */
  83686. static readonly OnKeyUpTrigger: number;
  83687. private _scene;
  83688. /**
  83689. * Creates a new action manager
  83690. * @param scene defines the hosting scene
  83691. */
  83692. constructor(scene: Scene);
  83693. /**
  83694. * Releases all associated resources
  83695. */
  83696. dispose(): void;
  83697. /**
  83698. * Gets hosting scene
  83699. * @returns the hosting scene
  83700. */
  83701. getScene(): Scene;
  83702. /**
  83703. * Does this action manager handles actions of any of the given triggers
  83704. * @param triggers defines the triggers to be tested
  83705. * @return a boolean indicating whether one (or more) of the triggers is handled
  83706. */
  83707. hasSpecificTriggers(triggers: number[]): boolean;
  83708. /**
  83709. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  83710. * speed.
  83711. * @param triggerA defines the trigger to be tested
  83712. * @param triggerB defines the trigger to be tested
  83713. * @return a boolean indicating whether one (or more) of the triggers is handled
  83714. */
  83715. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  83716. /**
  83717. * Does this action manager handles actions of a given trigger
  83718. * @param trigger defines the trigger to be tested
  83719. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  83720. * @return whether the trigger is handled
  83721. */
  83722. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  83723. /**
  83724. * Does this action manager has pointer triggers
  83725. */
  83726. get hasPointerTriggers(): boolean;
  83727. /**
  83728. * Does this action manager has pick triggers
  83729. */
  83730. get hasPickTriggers(): boolean;
  83731. /**
  83732. * Registers an action to this action manager
  83733. * @param action defines the action to be registered
  83734. * @return the action amended (prepared) after registration
  83735. */
  83736. registerAction(action: IAction): Nullable<IAction>;
  83737. /**
  83738. * Unregisters an action to this action manager
  83739. * @param action defines the action to be unregistered
  83740. * @return a boolean indicating whether the action has been unregistered
  83741. */
  83742. unregisterAction(action: IAction): Boolean;
  83743. /**
  83744. * Process a specific trigger
  83745. * @param trigger defines the trigger to process
  83746. * @param evt defines the event details to be processed
  83747. */
  83748. processTrigger(trigger: number, evt?: IActionEvent): void;
  83749. /** @hidden */
  83750. _getEffectiveTarget(target: any, propertyPath: string): any;
  83751. /** @hidden */
  83752. _getProperty(propertyPath: string): string;
  83753. /**
  83754. * Serialize this manager to a JSON object
  83755. * @param name defines the property name to store this manager
  83756. * @returns a JSON representation of this manager
  83757. */
  83758. serialize(name: string): any;
  83759. /**
  83760. * Creates a new ActionManager from a JSON data
  83761. * @param parsedActions defines the JSON data to read from
  83762. * @param object defines the hosting mesh
  83763. * @param scene defines the hosting scene
  83764. */
  83765. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  83766. /**
  83767. * Get a trigger name by index
  83768. * @param trigger defines the trigger index
  83769. * @returns a trigger name
  83770. */
  83771. static GetTriggerName(trigger: number): string;
  83772. }
  83773. }
  83774. declare module BABYLON {
  83775. /**
  83776. * Class representing a ray with position and direction
  83777. */
  83778. export class Ray {
  83779. /** origin point */
  83780. origin: Vector3;
  83781. /** direction */
  83782. direction: Vector3;
  83783. /** length of the ray */
  83784. length: number;
  83785. private static readonly TmpVector3;
  83786. private _tmpRay;
  83787. /**
  83788. * Creates a new ray
  83789. * @param origin origin point
  83790. * @param direction direction
  83791. * @param length length of the ray
  83792. */
  83793. constructor(
  83794. /** origin point */
  83795. origin: Vector3,
  83796. /** direction */
  83797. direction: Vector3,
  83798. /** length of the ray */
  83799. length?: number);
  83800. /**
  83801. * Checks if the ray intersects a box
  83802. * @param minimum bound of the box
  83803. * @param maximum bound of the box
  83804. * @param intersectionTreshold extra extend to be added to the box in all direction
  83805. * @returns if the box was hit
  83806. */
  83807. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  83808. /**
  83809. * Checks if the ray intersects a box
  83810. * @param box the bounding box to check
  83811. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  83812. * @returns if the box was hit
  83813. */
  83814. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  83815. /**
  83816. * If the ray hits a sphere
  83817. * @param sphere the bounding sphere to check
  83818. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  83819. * @returns true if it hits the sphere
  83820. */
  83821. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  83822. /**
  83823. * If the ray hits a triange
  83824. * @param vertex0 triangle vertex
  83825. * @param vertex1 triangle vertex
  83826. * @param vertex2 triangle vertex
  83827. * @returns intersection information if hit
  83828. */
  83829. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  83830. /**
  83831. * Checks if ray intersects a plane
  83832. * @param plane the plane to check
  83833. * @returns the distance away it was hit
  83834. */
  83835. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  83836. /**
  83837. * Calculate the intercept of a ray on a given axis
  83838. * @param axis to check 'x' | 'y' | 'z'
  83839. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  83840. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  83841. */
  83842. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  83843. /**
  83844. * Checks if ray intersects a mesh
  83845. * @param mesh the mesh to check
  83846. * @param fastCheck if only the bounding box should checked
  83847. * @returns picking info of the intersecton
  83848. */
  83849. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  83850. /**
  83851. * Checks if ray intersects a mesh
  83852. * @param meshes the meshes to check
  83853. * @param fastCheck if only the bounding box should checked
  83854. * @param results array to store result in
  83855. * @returns Array of picking infos
  83856. */
  83857. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  83858. private _comparePickingInfo;
  83859. private static smallnum;
  83860. private static rayl;
  83861. /**
  83862. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  83863. * @param sega the first point of the segment to test the intersection against
  83864. * @param segb the second point of the segment to test the intersection against
  83865. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  83866. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  83867. */
  83868. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  83869. /**
  83870. * Update the ray from viewport position
  83871. * @param x position
  83872. * @param y y position
  83873. * @param viewportWidth viewport width
  83874. * @param viewportHeight viewport height
  83875. * @param world world matrix
  83876. * @param view view matrix
  83877. * @param projection projection matrix
  83878. * @returns this ray updated
  83879. */
  83880. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  83881. /**
  83882. * Creates a ray with origin and direction of 0,0,0
  83883. * @returns the new ray
  83884. */
  83885. static Zero(): Ray;
  83886. /**
  83887. * Creates a new ray from screen space and viewport
  83888. * @param x position
  83889. * @param y y position
  83890. * @param viewportWidth viewport width
  83891. * @param viewportHeight viewport height
  83892. * @param world world matrix
  83893. * @param view view matrix
  83894. * @param projection projection matrix
  83895. * @returns new ray
  83896. */
  83897. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  83898. /**
  83899. * 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
  83900. * transformed to the given world matrix.
  83901. * @param origin The origin point
  83902. * @param end The end point
  83903. * @param world a matrix to transform the ray to. Default is the identity matrix.
  83904. * @returns the new ray
  83905. */
  83906. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  83907. /**
  83908. * Transforms a ray by a matrix
  83909. * @param ray ray to transform
  83910. * @param matrix matrix to apply
  83911. * @returns the resulting new ray
  83912. */
  83913. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  83914. /**
  83915. * Transforms a ray by a matrix
  83916. * @param ray ray to transform
  83917. * @param matrix matrix to apply
  83918. * @param result ray to store result in
  83919. */
  83920. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  83921. /**
  83922. * Unproject a ray from screen space to object space
  83923. * @param sourceX defines the screen space x coordinate to use
  83924. * @param sourceY defines the screen space y coordinate to use
  83925. * @param viewportWidth defines the current width of the viewport
  83926. * @param viewportHeight defines the current height of the viewport
  83927. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  83928. * @param view defines the view matrix to use
  83929. * @param projection defines the projection matrix to use
  83930. */
  83931. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  83932. }
  83933. /**
  83934. * Type used to define predicate used to select faces when a mesh intersection is detected
  83935. */
  83936. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  83937. interface Scene {
  83938. /** @hidden */
  83939. _tempPickingRay: Nullable<Ray>;
  83940. /** @hidden */
  83941. _cachedRayForTransform: Ray;
  83942. /** @hidden */
  83943. _pickWithRayInverseMatrix: Matrix;
  83944. /** @hidden */
  83945. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  83946. /** @hidden */
  83947. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  83948. }
  83949. }
  83950. declare module BABYLON {
  83951. /**
  83952. * Groups all the scene component constants in one place to ease maintenance.
  83953. * @hidden
  83954. */
  83955. export class SceneComponentConstants {
  83956. static readonly NAME_EFFECTLAYER: string;
  83957. static readonly NAME_LAYER: string;
  83958. static readonly NAME_LENSFLARESYSTEM: string;
  83959. static readonly NAME_BOUNDINGBOXRENDERER: string;
  83960. static readonly NAME_PARTICLESYSTEM: string;
  83961. static readonly NAME_GAMEPAD: string;
  83962. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  83963. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  83964. static readonly NAME_DEPTHRENDERER: string;
  83965. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  83966. static readonly NAME_SPRITE: string;
  83967. static readonly NAME_OUTLINERENDERER: string;
  83968. static readonly NAME_PROCEDURALTEXTURE: string;
  83969. static readonly NAME_SHADOWGENERATOR: string;
  83970. static readonly NAME_OCTREE: string;
  83971. static readonly NAME_PHYSICSENGINE: string;
  83972. static readonly NAME_AUDIO: string;
  83973. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  83974. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  83975. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  83976. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  83977. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  83978. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  83979. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  83980. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  83981. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  83982. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  83983. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  83984. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  83985. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  83986. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  83987. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  83988. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  83989. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  83990. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  83991. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  83992. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  83993. static readonly STEP_AFTERRENDER_AUDIO: number;
  83994. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  83995. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  83996. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  83997. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  83998. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  83999. static readonly STEP_POINTERMOVE_SPRITE: number;
  84000. static readonly STEP_POINTERDOWN_SPRITE: number;
  84001. static readonly STEP_POINTERUP_SPRITE: number;
  84002. }
  84003. /**
  84004. * This represents a scene component.
  84005. *
  84006. * This is used to decouple the dependency the scene is having on the different workloads like
  84007. * layers, post processes...
  84008. */
  84009. export interface ISceneComponent {
  84010. /**
  84011. * The name of the component. Each component must have a unique name.
  84012. */
  84013. name: string;
  84014. /**
  84015. * The scene the component belongs to.
  84016. */
  84017. scene: Scene;
  84018. /**
  84019. * Register the component to one instance of a scene.
  84020. */
  84021. register(): void;
  84022. /**
  84023. * Rebuilds the elements related to this component in case of
  84024. * context lost for instance.
  84025. */
  84026. rebuild(): void;
  84027. /**
  84028. * Disposes the component and the associated ressources.
  84029. */
  84030. dispose(): void;
  84031. }
  84032. /**
  84033. * This represents a SERIALIZABLE scene component.
  84034. *
  84035. * This extends Scene Component to add Serialization methods on top.
  84036. */
  84037. export interface ISceneSerializableComponent extends ISceneComponent {
  84038. /**
  84039. * Adds all the elements from the container to the scene
  84040. * @param container the container holding the elements
  84041. */
  84042. addFromContainer(container: AbstractScene): void;
  84043. /**
  84044. * Removes all the elements in the container from the scene
  84045. * @param container contains the elements to remove
  84046. * @param dispose if the removed element should be disposed (default: false)
  84047. */
  84048. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  84049. /**
  84050. * Serializes the component data to the specified json object
  84051. * @param serializationObject The object to serialize to
  84052. */
  84053. serialize(serializationObject: any): void;
  84054. }
  84055. /**
  84056. * Strong typing of a Mesh related stage step action
  84057. */
  84058. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  84059. /**
  84060. * Strong typing of a Evaluate Sub Mesh related stage step action
  84061. */
  84062. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  84063. /**
  84064. * Strong typing of a Active Mesh related stage step action
  84065. */
  84066. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  84067. /**
  84068. * Strong typing of a Camera related stage step action
  84069. */
  84070. export type CameraStageAction = (camera: Camera) => void;
  84071. /**
  84072. * Strong typing of a Camera Frame buffer related stage step action
  84073. */
  84074. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  84075. /**
  84076. * Strong typing of a Render Target related stage step action
  84077. */
  84078. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  84079. /**
  84080. * Strong typing of a RenderingGroup related stage step action
  84081. */
  84082. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  84083. /**
  84084. * Strong typing of a Mesh Render related stage step action
  84085. */
  84086. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  84087. /**
  84088. * Strong typing of a simple stage step action
  84089. */
  84090. export type SimpleStageAction = () => void;
  84091. /**
  84092. * Strong typing of a render target action.
  84093. */
  84094. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  84095. /**
  84096. * Strong typing of a pointer move action.
  84097. */
  84098. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  84099. /**
  84100. * Strong typing of a pointer up/down action.
  84101. */
  84102. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  84103. /**
  84104. * Representation of a stage in the scene (Basically a list of ordered steps)
  84105. * @hidden
  84106. */
  84107. export class Stage<T extends Function> extends Array<{
  84108. index: number;
  84109. component: ISceneComponent;
  84110. action: T;
  84111. }> {
  84112. /**
  84113. * Hide ctor from the rest of the world.
  84114. * @param items The items to add.
  84115. */
  84116. private constructor();
  84117. /**
  84118. * Creates a new Stage.
  84119. * @returns A new instance of a Stage
  84120. */
  84121. static Create<T extends Function>(): Stage<T>;
  84122. /**
  84123. * Registers a step in an ordered way in the targeted stage.
  84124. * @param index Defines the position to register the step in
  84125. * @param component Defines the component attached to the step
  84126. * @param action Defines the action to launch during the step
  84127. */
  84128. registerStep(index: number, component: ISceneComponent, action: T): void;
  84129. /**
  84130. * Clears all the steps from the stage.
  84131. */
  84132. clear(): void;
  84133. }
  84134. }
  84135. declare module BABYLON {
  84136. interface Scene {
  84137. /** @hidden */
  84138. _pointerOverSprite: Nullable<Sprite>;
  84139. /** @hidden */
  84140. _pickedDownSprite: Nullable<Sprite>;
  84141. /** @hidden */
  84142. _tempSpritePickingRay: Nullable<Ray>;
  84143. /**
  84144. * All of the sprite managers added to this scene
  84145. * @see http://doc.babylonjs.com/babylon101/sprites
  84146. */
  84147. spriteManagers: Array<ISpriteManager>;
  84148. /**
  84149. * An event triggered when sprites rendering is about to start
  84150. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  84151. */
  84152. onBeforeSpritesRenderingObservable: Observable<Scene>;
  84153. /**
  84154. * An event triggered when sprites rendering is done
  84155. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  84156. */
  84157. onAfterSpritesRenderingObservable: Observable<Scene>;
  84158. /** @hidden */
  84159. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  84160. /** Launch a ray to try to pick a sprite in the scene
  84161. * @param x position on screen
  84162. * @param y position on screen
  84163. * @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
  84164. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  84165. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  84166. * @returns a PickingInfo
  84167. */
  84168. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  84169. /** Use the given ray to pick a sprite in the scene
  84170. * @param ray The ray (in world space) to use to pick meshes
  84171. * @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
  84172. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  84173. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  84174. * @returns a PickingInfo
  84175. */
  84176. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  84177. /** @hidden */
  84178. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  84179. /** Launch a ray to try to pick sprites in the scene
  84180. * @param x position on screen
  84181. * @param y position on screen
  84182. * @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
  84183. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  84184. * @returns a PickingInfo array
  84185. */
  84186. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  84187. /** Use the given ray to pick sprites in the scene
  84188. * @param ray The ray (in world space) to use to pick meshes
  84189. * @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
  84190. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  84191. * @returns a PickingInfo array
  84192. */
  84193. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  84194. /**
  84195. * Force the sprite under the pointer
  84196. * @param sprite defines the sprite to use
  84197. */
  84198. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  84199. /**
  84200. * Gets the sprite under the pointer
  84201. * @returns a Sprite or null if no sprite is under the pointer
  84202. */
  84203. getPointerOverSprite(): Nullable<Sprite>;
  84204. }
  84205. /**
  84206. * Defines the sprite scene component responsible to manage sprites
  84207. * in a given scene.
  84208. */
  84209. export class SpriteSceneComponent implements ISceneComponent {
  84210. /**
  84211. * The component name helpfull to identify the component in the list of scene components.
  84212. */
  84213. readonly name: string;
  84214. /**
  84215. * The scene the component belongs to.
  84216. */
  84217. scene: Scene;
  84218. /** @hidden */
  84219. private _spritePredicate;
  84220. /**
  84221. * Creates a new instance of the component for the given scene
  84222. * @param scene Defines the scene to register the component in
  84223. */
  84224. constructor(scene: Scene);
  84225. /**
  84226. * Registers the component in a given scene
  84227. */
  84228. register(): void;
  84229. /**
  84230. * Rebuilds the elements related to this component in case of
  84231. * context lost for instance.
  84232. */
  84233. rebuild(): void;
  84234. /**
  84235. * Disposes the component and the associated ressources.
  84236. */
  84237. dispose(): void;
  84238. private _pickSpriteButKeepRay;
  84239. private _pointerMove;
  84240. private _pointerDown;
  84241. private _pointerUp;
  84242. }
  84243. }
  84244. declare module BABYLON {
  84245. /** @hidden */
  84246. export var fogFragmentDeclaration: {
  84247. name: string;
  84248. shader: string;
  84249. };
  84250. }
  84251. declare module BABYLON {
  84252. /** @hidden */
  84253. export var fogFragment: {
  84254. name: string;
  84255. shader: string;
  84256. };
  84257. }
  84258. declare module BABYLON {
  84259. /** @hidden */
  84260. export var spritesPixelShader: {
  84261. name: string;
  84262. shader: string;
  84263. };
  84264. }
  84265. declare module BABYLON {
  84266. /** @hidden */
  84267. export var fogVertexDeclaration: {
  84268. name: string;
  84269. shader: string;
  84270. };
  84271. }
  84272. declare module BABYLON {
  84273. /** @hidden */
  84274. export var spritesVertexShader: {
  84275. name: string;
  84276. shader: string;
  84277. };
  84278. }
  84279. declare module BABYLON {
  84280. /**
  84281. * Defines the minimum interface to fullfil in order to be a sprite manager.
  84282. */
  84283. export interface ISpriteManager extends IDisposable {
  84284. /**
  84285. * Restricts the camera to viewing objects with the same layerMask.
  84286. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  84287. */
  84288. layerMask: number;
  84289. /**
  84290. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  84291. */
  84292. isPickable: boolean;
  84293. /**
  84294. * Specifies the rendering group id for this mesh (0 by default)
  84295. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  84296. */
  84297. renderingGroupId: number;
  84298. /**
  84299. * Defines the list of sprites managed by the manager.
  84300. */
  84301. sprites: Array<Sprite>;
  84302. /**
  84303. * Tests the intersection of a sprite with a specific ray.
  84304. * @param ray The ray we are sending to test the collision
  84305. * @param camera The camera space we are sending rays in
  84306. * @param predicate A predicate allowing excluding sprites from the list of object to test
  84307. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  84308. * @returns picking info or null.
  84309. */
  84310. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  84311. /**
  84312. * Intersects the sprites with a ray
  84313. * @param ray defines the ray to intersect with
  84314. * @param camera defines the current active camera
  84315. * @param predicate defines a predicate used to select candidate sprites
  84316. * @returns null if no hit or a PickingInfo array
  84317. */
  84318. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  84319. /**
  84320. * Renders the list of sprites on screen.
  84321. */
  84322. render(): void;
  84323. }
  84324. /**
  84325. * Class used to manage multiple sprites on the same spritesheet
  84326. * @see http://doc.babylonjs.com/babylon101/sprites
  84327. */
  84328. export class SpriteManager implements ISpriteManager {
  84329. /** defines the manager's name */
  84330. name: string;
  84331. /** Gets the list of sprites */
  84332. sprites: Sprite[];
  84333. /** Gets or sets the rendering group id (0 by default) */
  84334. renderingGroupId: number;
  84335. /** Gets or sets camera layer mask */
  84336. layerMask: number;
  84337. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  84338. fogEnabled: boolean;
  84339. /** Gets or sets a boolean indicating if the sprites are pickable */
  84340. isPickable: boolean;
  84341. /** Defines the default width of a cell in the spritesheet */
  84342. cellWidth: number;
  84343. /** Defines the default height of a cell in the spritesheet */
  84344. cellHeight: number;
  84345. /** Associative array from JSON sprite data file */
  84346. private _cellData;
  84347. /** Array of sprite names from JSON sprite data file */
  84348. private _spriteMap;
  84349. /** True when packed cell data from JSON file is ready*/
  84350. private _packedAndReady;
  84351. /**
  84352. * An event triggered when the manager is disposed.
  84353. */
  84354. onDisposeObservable: Observable<SpriteManager>;
  84355. private _onDisposeObserver;
  84356. /**
  84357. * Callback called when the manager is disposed
  84358. */
  84359. set onDispose(callback: () => void);
  84360. private _capacity;
  84361. private _fromPacked;
  84362. private _spriteTexture;
  84363. private _epsilon;
  84364. private _scene;
  84365. private _vertexData;
  84366. private _buffer;
  84367. private _vertexBuffers;
  84368. private _indexBuffer;
  84369. private _effectBase;
  84370. private _effectFog;
  84371. /**
  84372. * Gets or sets the spritesheet texture
  84373. */
  84374. get texture(): Texture;
  84375. set texture(value: Texture);
  84376. /**
  84377. * Creates a new sprite manager
  84378. * @param name defines the manager's name
  84379. * @param imgUrl defines the sprite sheet url
  84380. * @param capacity defines the maximum allowed number of sprites
  84381. * @param cellSize defines the size of a sprite cell
  84382. * @param scene defines the hosting scene
  84383. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  84384. * @param samplingMode defines the smapling mode to use with spritesheet
  84385. * @param fromPacked set to false; do not alter
  84386. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  84387. */
  84388. constructor(
  84389. /** defines the manager's name */
  84390. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: any | null);
  84391. private _makePacked;
  84392. private _appendSpriteVertex;
  84393. /**
  84394. * Intersects the sprites with a ray
  84395. * @param ray defines the ray to intersect with
  84396. * @param camera defines the current active camera
  84397. * @param predicate defines a predicate used to select candidate sprites
  84398. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  84399. * @returns null if no hit or a PickingInfo
  84400. */
  84401. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  84402. /**
  84403. * Intersects the sprites with a ray
  84404. * @param ray defines the ray to intersect with
  84405. * @param camera defines the current active camera
  84406. * @param predicate defines a predicate used to select candidate sprites
  84407. * @returns null if no hit or a PickingInfo array
  84408. */
  84409. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  84410. /**
  84411. * Render all child sprites
  84412. */
  84413. render(): void;
  84414. /**
  84415. * Release associated resources
  84416. */
  84417. dispose(): void;
  84418. }
  84419. }
  84420. declare module BABYLON {
  84421. /**
  84422. * Class used to represent a sprite
  84423. * @see http://doc.babylonjs.com/babylon101/sprites
  84424. */
  84425. export class Sprite {
  84426. /** defines the name */
  84427. name: string;
  84428. /** Gets or sets the current world position */
  84429. position: Vector3;
  84430. /** Gets or sets the main color */
  84431. color: Color4;
  84432. /** Gets or sets the width */
  84433. width: number;
  84434. /** Gets or sets the height */
  84435. height: number;
  84436. /** Gets or sets rotation angle */
  84437. angle: number;
  84438. /** Gets or sets the cell index in the sprite sheet */
  84439. cellIndex: number;
  84440. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  84441. cellRef: string;
  84442. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  84443. invertU: number;
  84444. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  84445. invertV: number;
  84446. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  84447. disposeWhenFinishedAnimating: boolean;
  84448. /** Gets the list of attached animations */
  84449. animations: Animation[];
  84450. /** Gets or sets a boolean indicating if the sprite can be picked */
  84451. isPickable: boolean;
  84452. /**
  84453. * Gets or sets the associated action manager
  84454. */
  84455. actionManager: Nullable<ActionManager>;
  84456. private _animationStarted;
  84457. private _loopAnimation;
  84458. private _fromIndex;
  84459. private _toIndex;
  84460. private _delay;
  84461. private _direction;
  84462. private _manager;
  84463. private _time;
  84464. private _onAnimationEnd;
  84465. /**
  84466. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  84467. */
  84468. isVisible: boolean;
  84469. /**
  84470. * Gets or sets the sprite size
  84471. */
  84472. get size(): number;
  84473. set size(value: number);
  84474. /**
  84475. * Creates a new Sprite
  84476. * @param name defines the name
  84477. * @param manager defines the manager
  84478. */
  84479. constructor(
  84480. /** defines the name */
  84481. name: string, manager: ISpriteManager);
  84482. /**
  84483. * Starts an animation
  84484. * @param from defines the initial key
  84485. * @param to defines the end key
  84486. * @param loop defines if the animation must loop
  84487. * @param delay defines the start delay (in ms)
  84488. * @param onAnimationEnd defines a callback to call when animation ends
  84489. */
  84490. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  84491. /** Stops current animation (if any) */
  84492. stopAnimation(): void;
  84493. /** @hidden */
  84494. _animate(deltaTime: number): void;
  84495. /** Release associated resources */
  84496. dispose(): void;
  84497. }
  84498. }
  84499. declare module BABYLON {
  84500. /**
  84501. * Information about the result of picking within a scene
  84502. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  84503. */
  84504. export class PickingInfo {
  84505. /** @hidden */
  84506. _pickingUnavailable: boolean;
  84507. /**
  84508. * If the pick collided with an object
  84509. */
  84510. hit: boolean;
  84511. /**
  84512. * Distance away where the pick collided
  84513. */
  84514. distance: number;
  84515. /**
  84516. * The location of pick collision
  84517. */
  84518. pickedPoint: Nullable<Vector3>;
  84519. /**
  84520. * The mesh corresponding the the pick collision
  84521. */
  84522. pickedMesh: Nullable<AbstractMesh>;
  84523. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  84524. bu: number;
  84525. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  84526. bv: number;
  84527. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  84528. faceId: number;
  84529. /** Id of the the submesh that was picked */
  84530. subMeshId: number;
  84531. /** If a sprite was picked, this will be the sprite the pick collided with */
  84532. pickedSprite: Nullable<Sprite>;
  84533. /**
  84534. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  84535. */
  84536. originMesh: Nullable<AbstractMesh>;
  84537. /**
  84538. * The ray that was used to perform the picking.
  84539. */
  84540. ray: Nullable<Ray>;
  84541. /**
  84542. * Gets the normal correspodning to the face the pick collided with
  84543. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  84544. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  84545. * @returns The normal correspodning to the face the pick collided with
  84546. */
  84547. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  84548. /**
  84549. * Gets the texture coordinates of where the pick occured
  84550. * @returns the vector containing the coordnates of the texture
  84551. */
  84552. getTextureCoordinates(): Nullable<Vector2>;
  84553. }
  84554. }
  84555. declare module BABYLON {
  84556. /**
  84557. * Gather the list of pointer event types as constants.
  84558. */
  84559. export class PointerEventTypes {
  84560. /**
  84561. * 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.
  84562. */
  84563. static readonly POINTERDOWN: number;
  84564. /**
  84565. * The pointerup event is fired when a pointer is no longer active.
  84566. */
  84567. static readonly POINTERUP: number;
  84568. /**
  84569. * The pointermove event is fired when a pointer changes coordinates.
  84570. */
  84571. static readonly POINTERMOVE: number;
  84572. /**
  84573. * The pointerwheel event is fired when a mouse wheel has been rotated.
  84574. */
  84575. static readonly POINTERWHEEL: number;
  84576. /**
  84577. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  84578. */
  84579. static readonly POINTERPICK: number;
  84580. /**
  84581. * The pointertap event is fired when a the object has been touched and released without drag.
  84582. */
  84583. static readonly POINTERTAP: number;
  84584. /**
  84585. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  84586. */
  84587. static readonly POINTERDOUBLETAP: number;
  84588. }
  84589. /**
  84590. * Base class of pointer info types.
  84591. */
  84592. export class PointerInfoBase {
  84593. /**
  84594. * Defines the type of event (PointerEventTypes)
  84595. */
  84596. type: number;
  84597. /**
  84598. * Defines the related dom event
  84599. */
  84600. event: PointerEvent | MouseWheelEvent;
  84601. /**
  84602. * Instantiates the base class of pointers info.
  84603. * @param type Defines the type of event (PointerEventTypes)
  84604. * @param event Defines the related dom event
  84605. */
  84606. constructor(
  84607. /**
  84608. * Defines the type of event (PointerEventTypes)
  84609. */
  84610. type: number,
  84611. /**
  84612. * Defines the related dom event
  84613. */
  84614. event: PointerEvent | MouseWheelEvent);
  84615. }
  84616. /**
  84617. * This class is used to store pointer related info for the onPrePointerObservable event.
  84618. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  84619. */
  84620. export class PointerInfoPre extends PointerInfoBase {
  84621. /**
  84622. * Ray from a pointer if availible (eg. 6dof controller)
  84623. */
  84624. ray: Nullable<Ray>;
  84625. /**
  84626. * Defines the local position of the pointer on the canvas.
  84627. */
  84628. localPosition: Vector2;
  84629. /**
  84630. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  84631. */
  84632. skipOnPointerObservable: boolean;
  84633. /**
  84634. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  84635. * @param type Defines the type of event (PointerEventTypes)
  84636. * @param event Defines the related dom event
  84637. * @param localX Defines the local x coordinates of the pointer when the event occured
  84638. * @param localY Defines the local y coordinates of the pointer when the event occured
  84639. */
  84640. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  84641. }
  84642. /**
  84643. * This type contains all the data related to a pointer event in Babylon.js.
  84644. * 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.
  84645. */
  84646. export class PointerInfo extends PointerInfoBase {
  84647. /**
  84648. * Defines the picking info associated to the info (if any)\
  84649. */
  84650. pickInfo: Nullable<PickingInfo>;
  84651. /**
  84652. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  84653. * @param type Defines the type of event (PointerEventTypes)
  84654. * @param event Defines the related dom event
  84655. * @param pickInfo Defines the picking info associated to the info (if any)\
  84656. */
  84657. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  84658. /**
  84659. * Defines the picking info associated to the info (if any)\
  84660. */
  84661. pickInfo: Nullable<PickingInfo>);
  84662. }
  84663. /**
  84664. * Data relating to a touch event on the screen.
  84665. */
  84666. export interface PointerTouch {
  84667. /**
  84668. * X coordinate of touch.
  84669. */
  84670. x: number;
  84671. /**
  84672. * Y coordinate of touch.
  84673. */
  84674. y: number;
  84675. /**
  84676. * Id of touch. Unique for each finger.
  84677. */
  84678. pointerId: number;
  84679. /**
  84680. * Event type passed from DOM.
  84681. */
  84682. type: any;
  84683. }
  84684. }
  84685. declare module BABYLON {
  84686. /**
  84687. * Manage the mouse inputs to control the movement of a free camera.
  84688. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  84689. */
  84690. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  84691. /**
  84692. * Define if touch is enabled in the mouse input
  84693. */
  84694. touchEnabled: boolean;
  84695. /**
  84696. * Defines the camera the input is attached to.
  84697. */
  84698. camera: FreeCamera;
  84699. /**
  84700. * Defines the buttons associated with the input to handle camera move.
  84701. */
  84702. buttons: number[];
  84703. /**
  84704. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  84705. */
  84706. angularSensibility: number;
  84707. private _pointerInput;
  84708. private _onMouseMove;
  84709. private _observer;
  84710. private previousPosition;
  84711. /**
  84712. * Observable for when a pointer move event occurs containing the move offset
  84713. */
  84714. onPointerMovedObservable: Observable<{
  84715. offsetX: number;
  84716. offsetY: number;
  84717. }>;
  84718. /**
  84719. * @hidden
  84720. * If the camera should be rotated automatically based on pointer movement
  84721. */
  84722. _allowCameraRotation: boolean;
  84723. /**
  84724. * Manage the mouse inputs to control the movement of a free camera.
  84725. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  84726. * @param touchEnabled Defines if touch is enabled or not
  84727. */
  84728. constructor(
  84729. /**
  84730. * Define if touch is enabled in the mouse input
  84731. */
  84732. touchEnabled?: boolean);
  84733. /**
  84734. * Attach the input controls to a specific dom element to get the input from.
  84735. * @param element Defines the element the controls should be listened from
  84736. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  84737. */
  84738. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  84739. /**
  84740. * Called on JS contextmenu event.
  84741. * Override this method to provide functionality.
  84742. */
  84743. protected onContextMenu(evt: PointerEvent): void;
  84744. /**
  84745. * Detach the current controls from the specified dom element.
  84746. * @param element Defines the element to stop listening the inputs from
  84747. */
  84748. detachControl(element: Nullable<HTMLElement>): void;
  84749. /**
  84750. * Gets the class name of the current intput.
  84751. * @returns the class name
  84752. */
  84753. getClassName(): string;
  84754. /**
  84755. * Get the friendly name associated with the input class.
  84756. * @returns the input friendly name
  84757. */
  84758. getSimpleName(): string;
  84759. }
  84760. }
  84761. declare module BABYLON {
  84762. /**
  84763. * Manage the touch inputs to control the movement of a free camera.
  84764. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  84765. */
  84766. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  84767. /**
  84768. * Defines the camera the input is attached to.
  84769. */
  84770. camera: FreeCamera;
  84771. /**
  84772. * Defines the touch sensibility for rotation.
  84773. * The higher the faster.
  84774. */
  84775. touchAngularSensibility: number;
  84776. /**
  84777. * Defines the touch sensibility for move.
  84778. * The higher the faster.
  84779. */
  84780. touchMoveSensibility: number;
  84781. private _offsetX;
  84782. private _offsetY;
  84783. private _pointerPressed;
  84784. private _pointerInput;
  84785. private _observer;
  84786. private _onLostFocus;
  84787. /**
  84788. * Attach the input controls to a specific dom element to get the input from.
  84789. * @param element Defines the element the controls should be listened from
  84790. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  84791. */
  84792. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  84793. /**
  84794. * Detach the current controls from the specified dom element.
  84795. * @param element Defines the element to stop listening the inputs from
  84796. */
  84797. detachControl(element: Nullable<HTMLElement>): void;
  84798. /**
  84799. * Update the current camera state depending on the inputs that have been used this frame.
  84800. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  84801. */
  84802. checkInputs(): void;
  84803. /**
  84804. * Gets the class name of the current intput.
  84805. * @returns the class name
  84806. */
  84807. getClassName(): string;
  84808. /**
  84809. * Get the friendly name associated with the input class.
  84810. * @returns the input friendly name
  84811. */
  84812. getSimpleName(): string;
  84813. }
  84814. }
  84815. declare module BABYLON {
  84816. /**
  84817. * Default Inputs manager for the FreeCamera.
  84818. * It groups all the default supported inputs for ease of use.
  84819. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  84820. */
  84821. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  84822. /**
  84823. * @hidden
  84824. */
  84825. _mouseInput: Nullable<FreeCameraMouseInput>;
  84826. /**
  84827. * Instantiates a new FreeCameraInputsManager.
  84828. * @param camera Defines the camera the inputs belong to
  84829. */
  84830. constructor(camera: FreeCamera);
  84831. /**
  84832. * Add keyboard input support to the input manager.
  84833. * @returns the current input manager
  84834. */
  84835. addKeyboard(): FreeCameraInputsManager;
  84836. /**
  84837. * Add mouse input support to the input manager.
  84838. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  84839. * @returns the current input manager
  84840. */
  84841. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  84842. /**
  84843. * Removes the mouse input support from the manager
  84844. * @returns the current input manager
  84845. */
  84846. removeMouse(): FreeCameraInputsManager;
  84847. /**
  84848. * Add touch input support to the input manager.
  84849. * @returns the current input manager
  84850. */
  84851. addTouch(): FreeCameraInputsManager;
  84852. /**
  84853. * Remove all attached input methods from a camera
  84854. */
  84855. clear(): void;
  84856. }
  84857. }
  84858. declare module BABYLON {
  84859. /**
  84860. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  84861. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  84862. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84863. */
  84864. export class FreeCamera extends TargetCamera {
  84865. /**
  84866. * Define the collision ellipsoid of the camera.
  84867. * This is helpful to simulate a camera body like the player body around the camera
  84868. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  84869. */
  84870. ellipsoid: Vector3;
  84871. /**
  84872. * Define an offset for the position of the ellipsoid around the camera.
  84873. * This can be helpful to determine the center of the body near the gravity center of the body
  84874. * instead of its head.
  84875. */
  84876. ellipsoidOffset: Vector3;
  84877. /**
  84878. * Enable or disable collisions of the camera with the rest of the scene objects.
  84879. */
  84880. checkCollisions: boolean;
  84881. /**
  84882. * Enable or disable gravity on the camera.
  84883. */
  84884. applyGravity: boolean;
  84885. /**
  84886. * Define the input manager associated to the camera.
  84887. */
  84888. inputs: FreeCameraInputsManager;
  84889. /**
  84890. * Gets the input sensibility for a mouse input. (default is 2000.0)
  84891. * Higher values reduce sensitivity.
  84892. */
  84893. get angularSensibility(): number;
  84894. /**
  84895. * Sets the input sensibility for a mouse input. (default is 2000.0)
  84896. * Higher values reduce sensitivity.
  84897. */
  84898. set angularSensibility(value: number);
  84899. /**
  84900. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  84901. */
  84902. get keysUp(): number[];
  84903. set keysUp(value: number[]);
  84904. /**
  84905. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  84906. */
  84907. get keysDown(): number[];
  84908. set keysDown(value: number[]);
  84909. /**
  84910. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  84911. */
  84912. get keysLeft(): number[];
  84913. set keysLeft(value: number[]);
  84914. /**
  84915. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  84916. */
  84917. get keysRight(): number[];
  84918. set keysRight(value: number[]);
  84919. /**
  84920. * Event raised when the camera collide with a mesh in the scene.
  84921. */
  84922. onCollide: (collidedMesh: AbstractMesh) => void;
  84923. private _collider;
  84924. private _needMoveForGravity;
  84925. private _oldPosition;
  84926. private _diffPosition;
  84927. private _newPosition;
  84928. /** @hidden */
  84929. _localDirection: Vector3;
  84930. /** @hidden */
  84931. _transformedDirection: Vector3;
  84932. /**
  84933. * Instantiates a Free Camera.
  84934. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  84935. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  84936. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84937. * @param name Define the name of the camera in the scene
  84938. * @param position Define the start position of the camera in the scene
  84939. * @param scene Define the scene the camera belongs to
  84940. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  84941. */
  84942. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  84943. /**
  84944. * Attached controls to the current camera.
  84945. * @param element Defines the element the controls should be listened from
  84946. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  84947. */
  84948. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  84949. /**
  84950. * Detach the current controls from the camera.
  84951. * The camera will stop reacting to inputs.
  84952. * @param element Defines the element to stop listening the inputs from
  84953. */
  84954. detachControl(element: HTMLElement): void;
  84955. private _collisionMask;
  84956. /**
  84957. * Define a collision mask to limit the list of object the camera can collide with
  84958. */
  84959. get collisionMask(): number;
  84960. set collisionMask(mask: number);
  84961. /** @hidden */
  84962. _collideWithWorld(displacement: Vector3): void;
  84963. private _onCollisionPositionChange;
  84964. /** @hidden */
  84965. _checkInputs(): void;
  84966. /** @hidden */
  84967. _decideIfNeedsToMove(): boolean;
  84968. /** @hidden */
  84969. _updatePosition(): void;
  84970. /**
  84971. * Destroy the camera and release the current resources hold by it.
  84972. */
  84973. dispose(): void;
  84974. /**
  84975. * Gets the current object class name.
  84976. * @return the class name
  84977. */
  84978. getClassName(): string;
  84979. }
  84980. }
  84981. declare module BABYLON {
  84982. /**
  84983. * Represents a gamepad control stick position
  84984. */
  84985. export class StickValues {
  84986. /**
  84987. * The x component of the control stick
  84988. */
  84989. x: number;
  84990. /**
  84991. * The y component of the control stick
  84992. */
  84993. y: number;
  84994. /**
  84995. * Initializes the gamepad x and y control stick values
  84996. * @param x The x component of the gamepad control stick value
  84997. * @param y The y component of the gamepad control stick value
  84998. */
  84999. constructor(
  85000. /**
  85001. * The x component of the control stick
  85002. */
  85003. x: number,
  85004. /**
  85005. * The y component of the control stick
  85006. */
  85007. y: number);
  85008. }
  85009. /**
  85010. * An interface which manages callbacks for gamepad button changes
  85011. */
  85012. export interface GamepadButtonChanges {
  85013. /**
  85014. * Called when a gamepad has been changed
  85015. */
  85016. changed: boolean;
  85017. /**
  85018. * Called when a gamepad press event has been triggered
  85019. */
  85020. pressChanged: boolean;
  85021. /**
  85022. * Called when a touch event has been triggered
  85023. */
  85024. touchChanged: boolean;
  85025. /**
  85026. * Called when a value has changed
  85027. */
  85028. valueChanged: boolean;
  85029. }
  85030. /**
  85031. * Represents a gamepad
  85032. */
  85033. export class Gamepad {
  85034. /**
  85035. * The id of the gamepad
  85036. */
  85037. id: string;
  85038. /**
  85039. * The index of the gamepad
  85040. */
  85041. index: number;
  85042. /**
  85043. * The browser gamepad
  85044. */
  85045. browserGamepad: any;
  85046. /**
  85047. * Specifies what type of gamepad this represents
  85048. */
  85049. type: number;
  85050. private _leftStick;
  85051. private _rightStick;
  85052. /** @hidden */
  85053. _isConnected: boolean;
  85054. private _leftStickAxisX;
  85055. private _leftStickAxisY;
  85056. private _rightStickAxisX;
  85057. private _rightStickAxisY;
  85058. /**
  85059. * Triggered when the left control stick has been changed
  85060. */
  85061. private _onleftstickchanged;
  85062. /**
  85063. * Triggered when the right control stick has been changed
  85064. */
  85065. private _onrightstickchanged;
  85066. /**
  85067. * Represents a gamepad controller
  85068. */
  85069. static GAMEPAD: number;
  85070. /**
  85071. * Represents a generic controller
  85072. */
  85073. static GENERIC: number;
  85074. /**
  85075. * Represents an XBox controller
  85076. */
  85077. static XBOX: number;
  85078. /**
  85079. * Represents a pose-enabled controller
  85080. */
  85081. static POSE_ENABLED: number;
  85082. /**
  85083. * Represents an Dual Shock controller
  85084. */
  85085. static DUALSHOCK: number;
  85086. /**
  85087. * Specifies whether the left control stick should be Y-inverted
  85088. */
  85089. protected _invertLeftStickY: boolean;
  85090. /**
  85091. * Specifies if the gamepad has been connected
  85092. */
  85093. get isConnected(): boolean;
  85094. /**
  85095. * Initializes the gamepad
  85096. * @param id The id of the gamepad
  85097. * @param index The index of the gamepad
  85098. * @param browserGamepad The browser gamepad
  85099. * @param leftStickX The x component of the left joystick
  85100. * @param leftStickY The y component of the left joystick
  85101. * @param rightStickX The x component of the right joystick
  85102. * @param rightStickY The y component of the right joystick
  85103. */
  85104. constructor(
  85105. /**
  85106. * The id of the gamepad
  85107. */
  85108. id: string,
  85109. /**
  85110. * The index of the gamepad
  85111. */
  85112. index: number,
  85113. /**
  85114. * The browser gamepad
  85115. */
  85116. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  85117. /**
  85118. * Callback triggered when the left joystick has changed
  85119. * @param callback
  85120. */
  85121. onleftstickchanged(callback: (values: StickValues) => void): void;
  85122. /**
  85123. * Callback triggered when the right joystick has changed
  85124. * @param callback
  85125. */
  85126. onrightstickchanged(callback: (values: StickValues) => void): void;
  85127. /**
  85128. * Gets the left joystick
  85129. */
  85130. get leftStick(): StickValues;
  85131. /**
  85132. * Sets the left joystick values
  85133. */
  85134. set leftStick(newValues: StickValues);
  85135. /**
  85136. * Gets the right joystick
  85137. */
  85138. get rightStick(): StickValues;
  85139. /**
  85140. * Sets the right joystick value
  85141. */
  85142. set rightStick(newValues: StickValues);
  85143. /**
  85144. * Updates the gamepad joystick positions
  85145. */
  85146. update(): void;
  85147. /**
  85148. * Disposes the gamepad
  85149. */
  85150. dispose(): void;
  85151. }
  85152. /**
  85153. * Represents a generic gamepad
  85154. */
  85155. export class GenericPad extends Gamepad {
  85156. private _buttons;
  85157. private _onbuttondown;
  85158. private _onbuttonup;
  85159. /**
  85160. * Observable triggered when a button has been pressed
  85161. */
  85162. onButtonDownObservable: Observable<number>;
  85163. /**
  85164. * Observable triggered when a button has been released
  85165. */
  85166. onButtonUpObservable: Observable<number>;
  85167. /**
  85168. * Callback triggered when a button has been pressed
  85169. * @param callback Called when a button has been pressed
  85170. */
  85171. onbuttondown(callback: (buttonPressed: number) => void): void;
  85172. /**
  85173. * Callback triggered when a button has been released
  85174. * @param callback Called when a button has been released
  85175. */
  85176. onbuttonup(callback: (buttonReleased: number) => void): void;
  85177. /**
  85178. * Initializes the generic gamepad
  85179. * @param id The id of the generic gamepad
  85180. * @param index The index of the generic gamepad
  85181. * @param browserGamepad The browser gamepad
  85182. */
  85183. constructor(id: string, index: number, browserGamepad: any);
  85184. private _setButtonValue;
  85185. /**
  85186. * Updates the generic gamepad
  85187. */
  85188. update(): void;
  85189. /**
  85190. * Disposes the generic gamepad
  85191. */
  85192. dispose(): void;
  85193. }
  85194. }
  85195. declare module BABYLON {
  85196. interface Engine {
  85197. /**
  85198. * Creates a raw texture
  85199. * @param data defines the data to store in the texture
  85200. * @param width defines the width of the texture
  85201. * @param height defines the height of the texture
  85202. * @param format defines the format of the data
  85203. * @param generateMipMaps defines if the engine should generate the mip levels
  85204. * @param invertY defines if data must be stored with Y axis inverted
  85205. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  85206. * @param compression defines the compression used (null by default)
  85207. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85208. * @returns the raw texture inside an InternalTexture
  85209. */
  85210. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  85211. /**
  85212. * Update a raw texture
  85213. * @param texture defines the texture to update
  85214. * @param data defines the data to store in the texture
  85215. * @param format defines the format of the data
  85216. * @param invertY defines if data must be stored with Y axis inverted
  85217. */
  85218. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  85219. /**
  85220. * Update a raw texture
  85221. * @param texture defines the texture to update
  85222. * @param data defines the data to store in the texture
  85223. * @param format defines the format of the data
  85224. * @param invertY defines if data must be stored with Y axis inverted
  85225. * @param compression defines the compression used (null by default)
  85226. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85227. */
  85228. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  85229. /**
  85230. * Creates a new raw cube texture
  85231. * @param data defines the array of data to use to create each face
  85232. * @param size defines the size of the textures
  85233. * @param format defines the format of the data
  85234. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  85235. * @param generateMipMaps defines if the engine should generate the mip levels
  85236. * @param invertY defines if data must be stored with Y axis inverted
  85237. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  85238. * @param compression defines the compression used (null by default)
  85239. * @returns the cube texture as an InternalTexture
  85240. */
  85241. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  85242. /**
  85243. * Update a raw cube texture
  85244. * @param texture defines the texture to udpdate
  85245. * @param data defines the data to store
  85246. * @param format defines the data format
  85247. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85248. * @param invertY defines if data must be stored with Y axis inverted
  85249. */
  85250. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  85251. /**
  85252. * Update a raw cube texture
  85253. * @param texture defines the texture to udpdate
  85254. * @param data defines the data to store
  85255. * @param format defines the data format
  85256. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85257. * @param invertY defines if data must be stored with Y axis inverted
  85258. * @param compression defines the compression used (null by default)
  85259. */
  85260. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  85261. /**
  85262. * Update a raw cube texture
  85263. * @param texture defines the texture to udpdate
  85264. * @param data defines the data to store
  85265. * @param format defines the data format
  85266. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  85267. * @param invertY defines if data must be stored with Y axis inverted
  85268. * @param compression defines the compression used (null by default)
  85269. * @param level defines which level of the texture to update
  85270. */
  85271. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  85272. /**
  85273. * Creates a new raw cube texture from a specified url
  85274. * @param url defines the url where the data is located
  85275. * @param scene defines the current scene
  85276. * @param size defines the size of the textures
  85277. * @param format defines the format of the data
  85278. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  85279. * @param noMipmap defines if the engine should avoid generating the mip levels
  85280. * @param callback defines a callback used to extract texture data from loaded data
  85281. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  85282. * @param onLoad defines a callback called when texture is loaded
  85283. * @param onError defines a callback called if there is an error
  85284. * @returns the cube texture as an InternalTexture
  85285. */
  85286. 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;
  85287. /**
  85288. * Creates a new raw cube texture from a specified url
  85289. * @param url defines the url where the data is located
  85290. * @param scene defines the current scene
  85291. * @param size defines the size of the textures
  85292. * @param format defines the format of the data
  85293. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  85294. * @param noMipmap defines if the engine should avoid generating the mip levels
  85295. * @param callback defines a callback used to extract texture data from loaded data
  85296. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  85297. * @param onLoad defines a callback called when texture is loaded
  85298. * @param onError defines a callback called if there is an error
  85299. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  85300. * @param invertY defines if data must be stored with Y axis inverted
  85301. * @returns the cube texture as an InternalTexture
  85302. */
  85303. 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;
  85304. /**
  85305. * Creates a new raw 3D texture
  85306. * @param data defines the data used to create the texture
  85307. * @param width defines the width of the texture
  85308. * @param height defines the height of the texture
  85309. * @param depth defines the depth of the texture
  85310. * @param format defines the format of the texture
  85311. * @param generateMipMaps defines if the engine must generate mip levels
  85312. * @param invertY defines if data must be stored with Y axis inverted
  85313. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  85314. * @param compression defines the compressed used (can be null)
  85315. * @param textureType defines the compressed used (can be null)
  85316. * @returns a new raw 3D texture (stored in an InternalTexture)
  85317. */
  85318. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  85319. /**
  85320. * Update a raw 3D texture
  85321. * @param texture defines the texture to update
  85322. * @param data defines the data to store
  85323. * @param format defines the data format
  85324. * @param invertY defines if data must be stored with Y axis inverted
  85325. */
  85326. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  85327. /**
  85328. * Update a raw 3D texture
  85329. * @param texture defines the texture to update
  85330. * @param data defines the data to store
  85331. * @param format defines the data format
  85332. * @param invertY defines if data must be stored with Y axis inverted
  85333. * @param compression defines the used compression (can be null)
  85334. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  85335. */
  85336. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  85337. /**
  85338. * Creates a new raw 2D array texture
  85339. * @param data defines the data used to create the texture
  85340. * @param width defines the width of the texture
  85341. * @param height defines the height of the texture
  85342. * @param depth defines the number of layers of the texture
  85343. * @param format defines the format of the texture
  85344. * @param generateMipMaps defines if the engine must generate mip levels
  85345. * @param invertY defines if data must be stored with Y axis inverted
  85346. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  85347. * @param compression defines the compressed used (can be null)
  85348. * @param textureType defines the compressed used (can be null)
  85349. * @returns a new raw 2D array texture (stored in an InternalTexture)
  85350. */
  85351. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  85352. /**
  85353. * Update a raw 2D array texture
  85354. * @param texture defines the texture to update
  85355. * @param data defines the data to store
  85356. * @param format defines the data format
  85357. * @param invertY defines if data must be stored with Y axis inverted
  85358. */
  85359. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  85360. /**
  85361. * Update a raw 2D array texture
  85362. * @param texture defines the texture to update
  85363. * @param data defines the data to store
  85364. * @param format defines the data format
  85365. * @param invertY defines if data must be stored with Y axis inverted
  85366. * @param compression defines the used compression (can be null)
  85367. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  85368. */
  85369. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  85370. }
  85371. }
  85372. declare module BABYLON {
  85373. /**
  85374. * Raw texture can help creating a texture directly from an array of data.
  85375. * This can be super useful if you either get the data from an uncompressed source or
  85376. * if you wish to create your texture pixel by pixel.
  85377. */
  85378. export class RawTexture extends Texture {
  85379. /**
  85380. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  85381. */
  85382. format: number;
  85383. private _engine;
  85384. /**
  85385. * Instantiates a new RawTexture.
  85386. * Raw texture can help creating a texture directly from an array of data.
  85387. * This can be super useful if you either get the data from an uncompressed source or
  85388. * if you wish to create your texture pixel by pixel.
  85389. * @param data define the array of data to use to create the texture
  85390. * @param width define the width of the texture
  85391. * @param height define the height of the texture
  85392. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  85393. * @param scene define the scene the texture belongs to
  85394. * @param generateMipMaps define whether mip maps should be generated or not
  85395. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85396. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85397. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  85398. */
  85399. constructor(data: ArrayBufferView, width: number, height: number,
  85400. /**
  85401. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  85402. */
  85403. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  85404. /**
  85405. * Updates the texture underlying data.
  85406. * @param data Define the new data of the texture
  85407. */
  85408. update(data: ArrayBufferView): void;
  85409. /**
  85410. * Creates a luminance texture from some data.
  85411. * @param data Define the texture data
  85412. * @param width Define the width of the texture
  85413. * @param height Define the height of the texture
  85414. * @param scene Define the scene the texture belongs to
  85415. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85416. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85417. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85418. * @returns the luminance texture
  85419. */
  85420. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  85421. /**
  85422. * Creates a luminance alpha texture from some data.
  85423. * @param data Define the texture data
  85424. * @param width Define the width of the texture
  85425. * @param height Define the height of the texture
  85426. * @param scene Define the scene the texture belongs to
  85427. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85428. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85429. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85430. * @returns the luminance alpha texture
  85431. */
  85432. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  85433. /**
  85434. * Creates an alpha texture from some data.
  85435. * @param data Define the texture data
  85436. * @param width Define the width of the texture
  85437. * @param height Define the height of the texture
  85438. * @param scene Define the scene the texture belongs to
  85439. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85440. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85441. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85442. * @returns the alpha texture
  85443. */
  85444. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  85445. /**
  85446. * Creates a RGB texture from some data.
  85447. * @param data Define the texture data
  85448. * @param width Define the width of the texture
  85449. * @param height Define the height of the texture
  85450. * @param scene Define the scene the texture belongs to
  85451. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85452. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85453. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85454. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  85455. * @returns the RGB alpha texture
  85456. */
  85457. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  85458. /**
  85459. * Creates a RGBA texture from some data.
  85460. * @param data Define the texture data
  85461. * @param width Define the width of the texture
  85462. * @param height Define the height of the texture
  85463. * @param scene Define the scene the texture belongs to
  85464. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85465. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85466. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85467. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  85468. * @returns the RGBA texture
  85469. */
  85470. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  85471. /**
  85472. * Creates a R texture from some data.
  85473. * @param data Define the texture data
  85474. * @param width Define the width of the texture
  85475. * @param height Define the height of the texture
  85476. * @param scene Define the scene the texture belongs to
  85477. * @param generateMipMaps Define whether or not to create mip maps for the texture
  85478. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  85479. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  85480. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  85481. * @returns the R texture
  85482. */
  85483. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  85484. }
  85485. }
  85486. declare module BABYLON {
  85487. /**
  85488. * Interface for the size containing width and height
  85489. */
  85490. export interface ISize {
  85491. /**
  85492. * Width
  85493. */
  85494. width: number;
  85495. /**
  85496. * Heighht
  85497. */
  85498. height: number;
  85499. }
  85500. /**
  85501. * Size containing widht and height
  85502. */
  85503. export class Size implements ISize {
  85504. /**
  85505. * Width
  85506. */
  85507. width: number;
  85508. /**
  85509. * Height
  85510. */
  85511. height: number;
  85512. /**
  85513. * Creates a Size object from the given width and height (floats).
  85514. * @param width width of the new size
  85515. * @param height height of the new size
  85516. */
  85517. constructor(width: number, height: number);
  85518. /**
  85519. * Returns a string with the Size width and height
  85520. * @returns a string with the Size width and height
  85521. */
  85522. toString(): string;
  85523. /**
  85524. * "Size"
  85525. * @returns the string "Size"
  85526. */
  85527. getClassName(): string;
  85528. /**
  85529. * Returns the Size hash code.
  85530. * @returns a hash code for a unique width and height
  85531. */
  85532. getHashCode(): number;
  85533. /**
  85534. * Updates the current size from the given one.
  85535. * @param src the given size
  85536. */
  85537. copyFrom(src: Size): void;
  85538. /**
  85539. * Updates in place the current Size from the given floats.
  85540. * @param width width of the new size
  85541. * @param height height of the new size
  85542. * @returns the updated Size.
  85543. */
  85544. copyFromFloats(width: number, height: number): Size;
  85545. /**
  85546. * Updates in place the current Size from the given floats.
  85547. * @param width width to set
  85548. * @param height height to set
  85549. * @returns the updated Size.
  85550. */
  85551. set(width: number, height: number): Size;
  85552. /**
  85553. * Multiplies the width and height by numbers
  85554. * @param w factor to multiple the width by
  85555. * @param h factor to multiple the height by
  85556. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  85557. */
  85558. multiplyByFloats(w: number, h: number): Size;
  85559. /**
  85560. * Clones the size
  85561. * @returns a new Size copied from the given one.
  85562. */
  85563. clone(): Size;
  85564. /**
  85565. * True if the current Size and the given one width and height are strictly equal.
  85566. * @param other the other size to compare against
  85567. * @returns True if the current Size and the given one width and height are strictly equal.
  85568. */
  85569. equals(other: Size): boolean;
  85570. /**
  85571. * The surface of the Size : width * height (float).
  85572. */
  85573. get surface(): number;
  85574. /**
  85575. * Create a new size of zero
  85576. * @returns a new Size set to (0.0, 0.0)
  85577. */
  85578. static Zero(): Size;
  85579. /**
  85580. * Sums the width and height of two sizes
  85581. * @param otherSize size to add to this size
  85582. * @returns a new Size set as the addition result of the current Size and the given one.
  85583. */
  85584. add(otherSize: Size): Size;
  85585. /**
  85586. * Subtracts the width and height of two
  85587. * @param otherSize size to subtract to this size
  85588. * @returns a new Size set as the subtraction result of the given one from the current Size.
  85589. */
  85590. subtract(otherSize: Size): Size;
  85591. /**
  85592. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  85593. * @param start starting size to lerp between
  85594. * @param end end size to lerp between
  85595. * @param amount amount to lerp between the start and end values
  85596. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  85597. */
  85598. static Lerp(start: Size, end: Size, amount: number): Size;
  85599. }
  85600. }
  85601. declare module BABYLON {
  85602. /**
  85603. * Defines a runtime animation
  85604. */
  85605. export class RuntimeAnimation {
  85606. private _events;
  85607. /**
  85608. * The current frame of the runtime animation
  85609. */
  85610. private _currentFrame;
  85611. /**
  85612. * The animation used by the runtime animation
  85613. */
  85614. private _animation;
  85615. /**
  85616. * The target of the runtime animation
  85617. */
  85618. private _target;
  85619. /**
  85620. * The initiating animatable
  85621. */
  85622. private _host;
  85623. /**
  85624. * The original value of the runtime animation
  85625. */
  85626. private _originalValue;
  85627. /**
  85628. * The original blend value of the runtime animation
  85629. */
  85630. private _originalBlendValue;
  85631. /**
  85632. * The offsets cache of the runtime animation
  85633. */
  85634. private _offsetsCache;
  85635. /**
  85636. * The high limits cache of the runtime animation
  85637. */
  85638. private _highLimitsCache;
  85639. /**
  85640. * Specifies if the runtime animation has been stopped
  85641. */
  85642. private _stopped;
  85643. /**
  85644. * The blending factor of the runtime animation
  85645. */
  85646. private _blendingFactor;
  85647. /**
  85648. * The BabylonJS scene
  85649. */
  85650. private _scene;
  85651. /**
  85652. * The current value of the runtime animation
  85653. */
  85654. private _currentValue;
  85655. /** @hidden */
  85656. _animationState: _IAnimationState;
  85657. /**
  85658. * The active target of the runtime animation
  85659. */
  85660. private _activeTargets;
  85661. private _currentActiveTarget;
  85662. private _directTarget;
  85663. /**
  85664. * The target path of the runtime animation
  85665. */
  85666. private _targetPath;
  85667. /**
  85668. * The weight of the runtime animation
  85669. */
  85670. private _weight;
  85671. /**
  85672. * The ratio offset of the runtime animation
  85673. */
  85674. private _ratioOffset;
  85675. /**
  85676. * The previous delay of the runtime animation
  85677. */
  85678. private _previousDelay;
  85679. /**
  85680. * The previous ratio of the runtime animation
  85681. */
  85682. private _previousRatio;
  85683. private _enableBlending;
  85684. private _keys;
  85685. private _minFrame;
  85686. private _maxFrame;
  85687. private _minValue;
  85688. private _maxValue;
  85689. private _targetIsArray;
  85690. /**
  85691. * Gets the current frame of the runtime animation
  85692. */
  85693. get currentFrame(): number;
  85694. /**
  85695. * Gets the weight of the runtime animation
  85696. */
  85697. get weight(): number;
  85698. /**
  85699. * Gets the current value of the runtime animation
  85700. */
  85701. get currentValue(): any;
  85702. /**
  85703. * Gets the target path of the runtime animation
  85704. */
  85705. get targetPath(): string;
  85706. /**
  85707. * Gets the actual target of the runtime animation
  85708. */
  85709. get target(): any;
  85710. /** @hidden */
  85711. _onLoop: () => void;
  85712. /**
  85713. * Create a new RuntimeAnimation object
  85714. * @param target defines the target of the animation
  85715. * @param animation defines the source animation object
  85716. * @param scene defines the hosting scene
  85717. * @param host defines the initiating Animatable
  85718. */
  85719. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  85720. private _preparePath;
  85721. /**
  85722. * Gets the animation from the runtime animation
  85723. */
  85724. get animation(): Animation;
  85725. /**
  85726. * Resets the runtime animation to the beginning
  85727. * @param restoreOriginal defines whether to restore the target property to the original value
  85728. */
  85729. reset(restoreOriginal?: boolean): void;
  85730. /**
  85731. * Specifies if the runtime animation is stopped
  85732. * @returns Boolean specifying if the runtime animation is stopped
  85733. */
  85734. isStopped(): boolean;
  85735. /**
  85736. * Disposes of the runtime animation
  85737. */
  85738. dispose(): void;
  85739. /**
  85740. * Apply the interpolated value to the target
  85741. * @param currentValue defines the value computed by the animation
  85742. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  85743. */
  85744. setValue(currentValue: any, weight: number): void;
  85745. private _getOriginalValues;
  85746. private _setValue;
  85747. /**
  85748. * Gets the loop pmode of the runtime animation
  85749. * @returns Loop Mode
  85750. */
  85751. private _getCorrectLoopMode;
  85752. /**
  85753. * Move the current animation to a given frame
  85754. * @param frame defines the frame to move to
  85755. */
  85756. goToFrame(frame: number): void;
  85757. /**
  85758. * @hidden Internal use only
  85759. */
  85760. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  85761. /**
  85762. * Execute the current animation
  85763. * @param delay defines the delay to add to the current frame
  85764. * @param from defines the lower bound of the animation range
  85765. * @param to defines the upper bound of the animation range
  85766. * @param loop defines if the current animation must loop
  85767. * @param speedRatio defines the current speed ratio
  85768. * @param weight defines the weight of the animation (default is -1 so no weight)
  85769. * @param onLoop optional callback called when animation loops
  85770. * @returns a boolean indicating if the animation is running
  85771. */
  85772. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  85773. }
  85774. }
  85775. declare module BABYLON {
  85776. /**
  85777. * Class used to store an actual running animation
  85778. */
  85779. export class Animatable {
  85780. /** defines the target object */
  85781. target: any;
  85782. /** defines the starting frame number (default is 0) */
  85783. fromFrame: number;
  85784. /** defines the ending frame number (default is 100) */
  85785. toFrame: number;
  85786. /** defines if the animation must loop (default is false) */
  85787. loopAnimation: boolean;
  85788. /** defines a callback to call when animation ends if it is not looping */
  85789. onAnimationEnd?: (() => void) | null | undefined;
  85790. /** defines a callback to call when animation loops */
  85791. onAnimationLoop?: (() => void) | null | undefined;
  85792. private _localDelayOffset;
  85793. private _pausedDelay;
  85794. private _runtimeAnimations;
  85795. private _paused;
  85796. private _scene;
  85797. private _speedRatio;
  85798. private _weight;
  85799. private _syncRoot;
  85800. /**
  85801. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  85802. * This will only apply for non looping animation (default is true)
  85803. */
  85804. disposeOnEnd: boolean;
  85805. /**
  85806. * Gets a boolean indicating if the animation has started
  85807. */
  85808. animationStarted: boolean;
  85809. /**
  85810. * Observer raised when the animation ends
  85811. */
  85812. onAnimationEndObservable: Observable<Animatable>;
  85813. /**
  85814. * Observer raised when the animation loops
  85815. */
  85816. onAnimationLoopObservable: Observable<Animatable>;
  85817. /**
  85818. * Gets the root Animatable used to synchronize and normalize animations
  85819. */
  85820. get syncRoot(): Nullable<Animatable>;
  85821. /**
  85822. * Gets the current frame of the first RuntimeAnimation
  85823. * Used to synchronize Animatables
  85824. */
  85825. get masterFrame(): number;
  85826. /**
  85827. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  85828. */
  85829. get weight(): number;
  85830. set weight(value: number);
  85831. /**
  85832. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  85833. */
  85834. get speedRatio(): number;
  85835. set speedRatio(value: number);
  85836. /**
  85837. * Creates a new Animatable
  85838. * @param scene defines the hosting scene
  85839. * @param target defines the target object
  85840. * @param fromFrame defines the starting frame number (default is 0)
  85841. * @param toFrame defines the ending frame number (default is 100)
  85842. * @param loopAnimation defines if the animation must loop (default is false)
  85843. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  85844. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  85845. * @param animations defines a group of animation to add to the new Animatable
  85846. * @param onAnimationLoop defines a callback to call when animation loops
  85847. */
  85848. constructor(scene: Scene,
  85849. /** defines the target object */
  85850. target: any,
  85851. /** defines the starting frame number (default is 0) */
  85852. fromFrame?: number,
  85853. /** defines the ending frame number (default is 100) */
  85854. toFrame?: number,
  85855. /** defines if the animation must loop (default is false) */
  85856. loopAnimation?: boolean, speedRatio?: number,
  85857. /** defines a callback to call when animation ends if it is not looping */
  85858. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  85859. /** defines a callback to call when animation loops */
  85860. onAnimationLoop?: (() => void) | null | undefined);
  85861. /**
  85862. * Synchronize and normalize current Animatable with a source Animatable
  85863. * This is useful when using animation weights and when animations are not of the same length
  85864. * @param root defines the root Animatable to synchronize with
  85865. * @returns the current Animatable
  85866. */
  85867. syncWith(root: Animatable): Animatable;
  85868. /**
  85869. * Gets the list of runtime animations
  85870. * @returns an array of RuntimeAnimation
  85871. */
  85872. getAnimations(): RuntimeAnimation[];
  85873. /**
  85874. * Adds more animations to the current animatable
  85875. * @param target defines the target of the animations
  85876. * @param animations defines the new animations to add
  85877. */
  85878. appendAnimations(target: any, animations: Animation[]): void;
  85879. /**
  85880. * Gets the source animation for a specific property
  85881. * @param property defines the propertyu to look for
  85882. * @returns null or the source animation for the given property
  85883. */
  85884. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  85885. /**
  85886. * Gets the runtime animation for a specific property
  85887. * @param property defines the propertyu to look for
  85888. * @returns null or the runtime animation for the given property
  85889. */
  85890. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  85891. /**
  85892. * Resets the animatable to its original state
  85893. */
  85894. reset(): void;
  85895. /**
  85896. * Allows the animatable to blend with current running animations
  85897. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  85898. * @param blendingSpeed defines the blending speed to use
  85899. */
  85900. enableBlending(blendingSpeed: number): void;
  85901. /**
  85902. * Disable animation blending
  85903. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  85904. */
  85905. disableBlending(): void;
  85906. /**
  85907. * Jump directly to a given frame
  85908. * @param frame defines the frame to jump to
  85909. */
  85910. goToFrame(frame: number): void;
  85911. /**
  85912. * Pause the animation
  85913. */
  85914. pause(): void;
  85915. /**
  85916. * Restart the animation
  85917. */
  85918. restart(): void;
  85919. private _raiseOnAnimationEnd;
  85920. /**
  85921. * Stop and delete the current animation
  85922. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  85923. * @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)
  85924. */
  85925. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  85926. /**
  85927. * Wait asynchronously for the animation to end
  85928. * @returns a promise which will be fullfilled when the animation ends
  85929. */
  85930. waitAsync(): Promise<Animatable>;
  85931. /** @hidden */
  85932. _animate(delay: number): boolean;
  85933. }
  85934. interface Scene {
  85935. /** @hidden */
  85936. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  85937. /** @hidden */
  85938. _processLateAnimationBindingsForMatrices(holder: {
  85939. totalWeight: number;
  85940. animations: RuntimeAnimation[];
  85941. originalValue: Matrix;
  85942. }): any;
  85943. /** @hidden */
  85944. _processLateAnimationBindingsForQuaternions(holder: {
  85945. totalWeight: number;
  85946. animations: RuntimeAnimation[];
  85947. originalValue: Quaternion;
  85948. }, refQuaternion: Quaternion): Quaternion;
  85949. /** @hidden */
  85950. _processLateAnimationBindings(): void;
  85951. /**
  85952. * Will start the animation sequence of a given target
  85953. * @param target defines the target
  85954. * @param from defines from which frame should animation start
  85955. * @param to defines until which frame should animation run.
  85956. * @param weight defines the weight to apply to the animation (1.0 by default)
  85957. * @param loop defines if the animation loops
  85958. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  85959. * @param onAnimationEnd defines the function to be executed when the animation ends
  85960. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  85961. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  85962. * @param onAnimationLoop defines the callback to call when an animation loops
  85963. * @returns the animatable object created for this animation
  85964. */
  85965. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  85966. /**
  85967. * Will start the animation sequence of a given target
  85968. * @param target defines the target
  85969. * @param from defines from which frame should animation start
  85970. * @param to defines until which frame should animation run.
  85971. * @param loop defines if the animation loops
  85972. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  85973. * @param onAnimationEnd defines the function to be executed when the animation ends
  85974. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  85975. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  85976. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  85977. * @param onAnimationLoop defines the callback to call when an animation loops
  85978. * @returns the animatable object created for this animation
  85979. */
  85980. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  85981. /**
  85982. * Will start the animation sequence of a given target and its hierarchy
  85983. * @param target defines the target
  85984. * @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.
  85985. * @param from defines from which frame should animation start
  85986. * @param to defines until which frame should animation run.
  85987. * @param loop defines if the animation loops
  85988. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  85989. * @param onAnimationEnd defines the function to be executed when the animation ends
  85990. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  85991. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  85992. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  85993. * @param onAnimationLoop defines the callback to call when an animation loops
  85994. * @returns the list of created animatables
  85995. */
  85996. 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[];
  85997. /**
  85998. * Begin a new animation on a given node
  85999. * @param target defines the target where the animation will take place
  86000. * @param animations defines the list of animations to start
  86001. * @param from defines the initial value
  86002. * @param to defines the final value
  86003. * @param loop defines if you want animation to loop (off by default)
  86004. * @param speedRatio defines the speed ratio to apply to all animations
  86005. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  86006. * @param onAnimationLoop defines the callback to call when an animation loops
  86007. * @returns the list of created animatables
  86008. */
  86009. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  86010. /**
  86011. * Begin a new animation on a given node and its hierarchy
  86012. * @param target defines the root node where the animation will take place
  86013. * @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.
  86014. * @param animations defines the list of animations to start
  86015. * @param from defines the initial value
  86016. * @param to defines the final value
  86017. * @param loop defines if you want animation to loop (off by default)
  86018. * @param speedRatio defines the speed ratio to apply to all animations
  86019. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  86020. * @param onAnimationLoop defines the callback to call when an animation loops
  86021. * @returns the list of animatables created for all nodes
  86022. */
  86023. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  86024. /**
  86025. * Gets the animatable associated with a specific target
  86026. * @param target defines the target of the animatable
  86027. * @returns the required animatable if found
  86028. */
  86029. getAnimatableByTarget(target: any): Nullable<Animatable>;
  86030. /**
  86031. * Gets all animatables associated with a given target
  86032. * @param target defines the target to look animatables for
  86033. * @returns an array of Animatables
  86034. */
  86035. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  86036. /**
  86037. * Stops and removes all animations that have been applied to the scene
  86038. */
  86039. stopAllAnimations(): void;
  86040. /**
  86041. * Gets the current delta time used by animation engine
  86042. */
  86043. deltaTime: number;
  86044. }
  86045. interface Bone {
  86046. /**
  86047. * Copy an animation range from another bone
  86048. * @param source defines the source bone
  86049. * @param rangeName defines the range name to copy
  86050. * @param frameOffset defines the frame offset
  86051. * @param rescaleAsRequired defines if rescaling must be applied if required
  86052. * @param skelDimensionsRatio defines the scaling ratio
  86053. * @returns true if operation was successful
  86054. */
  86055. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  86056. }
  86057. }
  86058. declare module BABYLON {
  86059. /**
  86060. * Class used to override all child animations of a given target
  86061. */
  86062. export class AnimationPropertiesOverride {
  86063. /**
  86064. * Gets or sets a value indicating if animation blending must be used
  86065. */
  86066. enableBlending: boolean;
  86067. /**
  86068. * Gets or sets the blending speed to use when enableBlending is true
  86069. */
  86070. blendingSpeed: number;
  86071. /**
  86072. * Gets or sets the default loop mode to use
  86073. */
  86074. loopMode: number;
  86075. }
  86076. }
  86077. declare module BABYLON {
  86078. /**
  86079. * Class used to handle skinning animations
  86080. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  86081. */
  86082. export class Skeleton implements IAnimatable {
  86083. /** defines the skeleton name */
  86084. name: string;
  86085. /** defines the skeleton Id */
  86086. id: string;
  86087. /**
  86088. * Defines the list of child bones
  86089. */
  86090. bones: Bone[];
  86091. /**
  86092. * Defines an estimate of the dimension of the skeleton at rest
  86093. */
  86094. dimensionsAtRest: Vector3;
  86095. /**
  86096. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  86097. */
  86098. needInitialSkinMatrix: boolean;
  86099. /**
  86100. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  86101. */
  86102. overrideMesh: Nullable<AbstractMesh>;
  86103. /**
  86104. * Gets the list of animations attached to this skeleton
  86105. */
  86106. animations: Array<Animation>;
  86107. private _scene;
  86108. private _isDirty;
  86109. private _transformMatrices;
  86110. private _transformMatrixTexture;
  86111. private _meshesWithPoseMatrix;
  86112. private _animatables;
  86113. private _identity;
  86114. private _synchronizedWithMesh;
  86115. private _ranges;
  86116. private _lastAbsoluteTransformsUpdateId;
  86117. private _canUseTextureForBones;
  86118. private _uniqueId;
  86119. /** @hidden */
  86120. _numBonesWithLinkedTransformNode: number;
  86121. /** @hidden */
  86122. _hasWaitingData: Nullable<boolean>;
  86123. /**
  86124. * Specifies if the skeleton should be serialized
  86125. */
  86126. doNotSerialize: boolean;
  86127. private _useTextureToStoreBoneMatrices;
  86128. /**
  86129. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  86130. * Please note that this option is not available if the hardware does not support it
  86131. */
  86132. get useTextureToStoreBoneMatrices(): boolean;
  86133. set useTextureToStoreBoneMatrices(value: boolean);
  86134. private _animationPropertiesOverride;
  86135. /**
  86136. * Gets or sets the animation properties override
  86137. */
  86138. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  86139. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  86140. /**
  86141. * List of inspectable custom properties (used by the Inspector)
  86142. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  86143. */
  86144. inspectableCustomProperties: IInspectable[];
  86145. /**
  86146. * An observable triggered before computing the skeleton's matrices
  86147. */
  86148. onBeforeComputeObservable: Observable<Skeleton>;
  86149. /**
  86150. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  86151. */
  86152. get isUsingTextureForMatrices(): boolean;
  86153. /**
  86154. * Gets the unique ID of this skeleton
  86155. */
  86156. get uniqueId(): number;
  86157. /**
  86158. * Creates a new skeleton
  86159. * @param name defines the skeleton name
  86160. * @param id defines the skeleton Id
  86161. * @param scene defines the hosting scene
  86162. */
  86163. constructor(
  86164. /** defines the skeleton name */
  86165. name: string,
  86166. /** defines the skeleton Id */
  86167. id: string, scene: Scene);
  86168. /**
  86169. * Gets the current object class name.
  86170. * @return the class name
  86171. */
  86172. getClassName(): string;
  86173. /**
  86174. * Returns an array containing the root bones
  86175. * @returns an array containing the root bones
  86176. */
  86177. getChildren(): Array<Bone>;
  86178. /**
  86179. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  86180. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  86181. * @returns a Float32Array containing matrices data
  86182. */
  86183. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  86184. /**
  86185. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  86186. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  86187. * @returns a raw texture containing the data
  86188. */
  86189. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  86190. /**
  86191. * Gets the current hosting scene
  86192. * @returns a scene object
  86193. */
  86194. getScene(): Scene;
  86195. /**
  86196. * Gets a string representing the current skeleton data
  86197. * @param fullDetails defines a boolean indicating if we want a verbose version
  86198. * @returns a string representing the current skeleton data
  86199. */
  86200. toString(fullDetails?: boolean): string;
  86201. /**
  86202. * Get bone's index searching by name
  86203. * @param name defines bone's name to search for
  86204. * @return the indice of the bone. Returns -1 if not found
  86205. */
  86206. getBoneIndexByName(name: string): number;
  86207. /**
  86208. * Creater a new animation range
  86209. * @param name defines the name of the range
  86210. * @param from defines the start key
  86211. * @param to defines the end key
  86212. */
  86213. createAnimationRange(name: string, from: number, to: number): void;
  86214. /**
  86215. * Delete a specific animation range
  86216. * @param name defines the name of the range
  86217. * @param deleteFrames defines if frames must be removed as well
  86218. */
  86219. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  86220. /**
  86221. * Gets a specific animation range
  86222. * @param name defines the name of the range to look for
  86223. * @returns the requested animation range or null if not found
  86224. */
  86225. getAnimationRange(name: string): Nullable<AnimationRange>;
  86226. /**
  86227. * Gets the list of all animation ranges defined on this skeleton
  86228. * @returns an array
  86229. */
  86230. getAnimationRanges(): Nullable<AnimationRange>[];
  86231. /**
  86232. * Copy animation range from a source skeleton.
  86233. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  86234. * @param source defines the source skeleton
  86235. * @param name defines the name of the range to copy
  86236. * @param rescaleAsRequired defines if rescaling must be applied if required
  86237. * @returns true if operation was successful
  86238. */
  86239. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  86240. /**
  86241. * Forces the skeleton to go to rest pose
  86242. */
  86243. returnToRest(): void;
  86244. private _getHighestAnimationFrame;
  86245. /**
  86246. * Begin a specific animation range
  86247. * @param name defines the name of the range to start
  86248. * @param loop defines if looping must be turned on (false by default)
  86249. * @param speedRatio defines the speed ratio to apply (1 by default)
  86250. * @param onAnimationEnd defines a callback which will be called when animation will end
  86251. * @returns a new animatable
  86252. */
  86253. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  86254. /** @hidden */
  86255. _markAsDirty(): void;
  86256. /** @hidden */
  86257. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  86258. /** @hidden */
  86259. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  86260. private _computeTransformMatrices;
  86261. /**
  86262. * Build all resources required to render a skeleton
  86263. */
  86264. prepare(): void;
  86265. /**
  86266. * Gets the list of animatables currently running for this skeleton
  86267. * @returns an array of animatables
  86268. */
  86269. getAnimatables(): IAnimatable[];
  86270. /**
  86271. * Clone the current skeleton
  86272. * @param name defines the name of the new skeleton
  86273. * @param id defines the id of the new skeleton
  86274. * @returns the new skeleton
  86275. */
  86276. clone(name: string, id?: string): Skeleton;
  86277. /**
  86278. * Enable animation blending for this skeleton
  86279. * @param blendingSpeed defines the blending speed to apply
  86280. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  86281. */
  86282. enableBlending(blendingSpeed?: number): void;
  86283. /**
  86284. * Releases all resources associated with the current skeleton
  86285. */
  86286. dispose(): void;
  86287. /**
  86288. * Serialize the skeleton in a JSON object
  86289. * @returns a JSON object
  86290. */
  86291. serialize(): any;
  86292. /**
  86293. * Creates a new skeleton from serialized data
  86294. * @param parsedSkeleton defines the serialized data
  86295. * @param scene defines the hosting scene
  86296. * @returns a new skeleton
  86297. */
  86298. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  86299. /**
  86300. * Compute all node absolute transforms
  86301. * @param forceUpdate defines if computation must be done even if cache is up to date
  86302. */
  86303. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  86304. /**
  86305. * Gets the root pose matrix
  86306. * @returns a matrix
  86307. */
  86308. getPoseMatrix(): Nullable<Matrix>;
  86309. /**
  86310. * Sorts bones per internal index
  86311. */
  86312. sortBones(): void;
  86313. private _sortBones;
  86314. }
  86315. }
  86316. declare module BABYLON {
  86317. /**
  86318. * Class used to store bone information
  86319. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  86320. */
  86321. export class Bone extends Node {
  86322. /**
  86323. * defines the bone name
  86324. */
  86325. name: string;
  86326. private static _tmpVecs;
  86327. private static _tmpQuat;
  86328. private static _tmpMats;
  86329. /**
  86330. * Gets the list of child bones
  86331. */
  86332. children: Bone[];
  86333. /** Gets the animations associated with this bone */
  86334. animations: Animation[];
  86335. /**
  86336. * Gets or sets bone length
  86337. */
  86338. length: number;
  86339. /**
  86340. * @hidden Internal only
  86341. * Set this value to map this bone to a different index in the transform matrices
  86342. * Set this value to -1 to exclude the bone from the transform matrices
  86343. */
  86344. _index: Nullable<number>;
  86345. private _skeleton;
  86346. private _localMatrix;
  86347. private _restPose;
  86348. private _baseMatrix;
  86349. private _absoluteTransform;
  86350. private _invertedAbsoluteTransform;
  86351. private _parent;
  86352. private _scalingDeterminant;
  86353. private _worldTransform;
  86354. private _localScaling;
  86355. private _localRotation;
  86356. private _localPosition;
  86357. private _needToDecompose;
  86358. private _needToCompose;
  86359. /** @hidden */
  86360. _linkedTransformNode: Nullable<TransformNode>;
  86361. /** @hidden */
  86362. _waitingTransformNodeId: Nullable<string>;
  86363. /** @hidden */
  86364. get _matrix(): Matrix;
  86365. /** @hidden */
  86366. set _matrix(value: Matrix);
  86367. /**
  86368. * Create a new bone
  86369. * @param name defines the bone name
  86370. * @param skeleton defines the parent skeleton
  86371. * @param parentBone defines the parent (can be null if the bone is the root)
  86372. * @param localMatrix defines the local matrix
  86373. * @param restPose defines the rest pose matrix
  86374. * @param baseMatrix defines the base matrix
  86375. * @param index defines index of the bone in the hiearchy
  86376. */
  86377. constructor(
  86378. /**
  86379. * defines the bone name
  86380. */
  86381. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  86382. /**
  86383. * Gets the current object class name.
  86384. * @return the class name
  86385. */
  86386. getClassName(): string;
  86387. /**
  86388. * Gets the parent skeleton
  86389. * @returns a skeleton
  86390. */
  86391. getSkeleton(): Skeleton;
  86392. /**
  86393. * Gets parent bone
  86394. * @returns a bone or null if the bone is the root of the bone hierarchy
  86395. */
  86396. getParent(): Nullable<Bone>;
  86397. /**
  86398. * Returns an array containing the root bones
  86399. * @returns an array containing the root bones
  86400. */
  86401. getChildren(): Array<Bone>;
  86402. /**
  86403. * Gets the node index in matrix array generated for rendering
  86404. * @returns the node index
  86405. */
  86406. getIndex(): number;
  86407. /**
  86408. * Sets the parent bone
  86409. * @param parent defines the parent (can be null if the bone is the root)
  86410. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  86411. */
  86412. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  86413. /**
  86414. * Gets the local matrix
  86415. * @returns a matrix
  86416. */
  86417. getLocalMatrix(): Matrix;
  86418. /**
  86419. * Gets the base matrix (initial matrix which remains unchanged)
  86420. * @returns a matrix
  86421. */
  86422. getBaseMatrix(): Matrix;
  86423. /**
  86424. * Gets the rest pose matrix
  86425. * @returns a matrix
  86426. */
  86427. getRestPose(): Matrix;
  86428. /**
  86429. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  86430. */
  86431. getWorldMatrix(): Matrix;
  86432. /**
  86433. * Sets the local matrix to rest pose matrix
  86434. */
  86435. returnToRest(): void;
  86436. /**
  86437. * Gets the inverse of the absolute transform matrix.
  86438. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  86439. * @returns a matrix
  86440. */
  86441. getInvertedAbsoluteTransform(): Matrix;
  86442. /**
  86443. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  86444. * @returns a matrix
  86445. */
  86446. getAbsoluteTransform(): Matrix;
  86447. /**
  86448. * Links with the given transform node.
  86449. * The local matrix of this bone is copied from the transform node every frame.
  86450. * @param transformNode defines the transform node to link to
  86451. */
  86452. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  86453. /**
  86454. * Gets the node used to drive the bone's transformation
  86455. * @returns a transform node or null
  86456. */
  86457. getTransformNode(): Nullable<TransformNode>;
  86458. /** Gets or sets current position (in local space) */
  86459. get position(): Vector3;
  86460. set position(newPosition: Vector3);
  86461. /** Gets or sets current rotation (in local space) */
  86462. get rotation(): Vector3;
  86463. set rotation(newRotation: Vector3);
  86464. /** Gets or sets current rotation quaternion (in local space) */
  86465. get rotationQuaternion(): Quaternion;
  86466. set rotationQuaternion(newRotation: Quaternion);
  86467. /** Gets or sets current scaling (in local space) */
  86468. get scaling(): Vector3;
  86469. set scaling(newScaling: Vector3);
  86470. /**
  86471. * Gets the animation properties override
  86472. */
  86473. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  86474. private _decompose;
  86475. private _compose;
  86476. /**
  86477. * Update the base and local matrices
  86478. * @param matrix defines the new base or local matrix
  86479. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  86480. * @param updateLocalMatrix defines if the local matrix should be updated
  86481. */
  86482. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  86483. /** @hidden */
  86484. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  86485. /**
  86486. * Flag the bone as dirty (Forcing it to update everything)
  86487. */
  86488. markAsDirty(): void;
  86489. /** @hidden */
  86490. _markAsDirtyAndCompose(): void;
  86491. private _markAsDirtyAndDecompose;
  86492. /**
  86493. * Translate the bone in local or world space
  86494. * @param vec The amount to translate the bone
  86495. * @param space The space that the translation is in
  86496. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86497. */
  86498. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  86499. /**
  86500. * Set the postion of the bone in local or world space
  86501. * @param position The position to set the bone
  86502. * @param space The space that the position is in
  86503. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86504. */
  86505. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  86506. /**
  86507. * Set the absolute position of the bone (world space)
  86508. * @param position The position to set the bone
  86509. * @param mesh The mesh that this bone is attached to
  86510. */
  86511. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  86512. /**
  86513. * Scale the bone on the x, y and z axes (in local space)
  86514. * @param x The amount to scale the bone on the x axis
  86515. * @param y The amount to scale the bone on the y axis
  86516. * @param z The amount to scale the bone on the z axis
  86517. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  86518. */
  86519. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  86520. /**
  86521. * Set the bone scaling in local space
  86522. * @param scale defines the scaling vector
  86523. */
  86524. setScale(scale: Vector3): void;
  86525. /**
  86526. * Gets the current scaling in local space
  86527. * @returns the current scaling vector
  86528. */
  86529. getScale(): Vector3;
  86530. /**
  86531. * Gets the current scaling in local space and stores it in a target vector
  86532. * @param result defines the target vector
  86533. */
  86534. getScaleToRef(result: Vector3): void;
  86535. /**
  86536. * Set the yaw, pitch, and roll of the bone in local or world space
  86537. * @param yaw The rotation of the bone on the y axis
  86538. * @param pitch The rotation of the bone on the x axis
  86539. * @param roll The rotation of the bone on the z axis
  86540. * @param space The space that the axes of rotation are in
  86541. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86542. */
  86543. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  86544. /**
  86545. * Add a rotation to the bone on an axis in local or world space
  86546. * @param axis The axis to rotate the bone on
  86547. * @param amount The amount to rotate the bone
  86548. * @param space The space that the axis is in
  86549. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86550. */
  86551. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  86552. /**
  86553. * Set the rotation of the bone to a particular axis angle in local or world space
  86554. * @param axis The axis to rotate the bone on
  86555. * @param angle The angle that the bone should be rotated to
  86556. * @param space The space that the axis is in
  86557. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86558. */
  86559. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  86560. /**
  86561. * Set the euler rotation of the bone in local of world space
  86562. * @param rotation The euler rotation that the bone should be set to
  86563. * @param space The space that the rotation is in
  86564. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86565. */
  86566. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  86567. /**
  86568. * Set the quaternion rotation of the bone in local of world space
  86569. * @param quat The quaternion rotation that the bone should be set to
  86570. * @param space The space that the rotation is in
  86571. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86572. */
  86573. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  86574. /**
  86575. * Set the rotation matrix of the bone in local of world space
  86576. * @param rotMat The rotation matrix that the bone should be set to
  86577. * @param space The space that the rotation is in
  86578. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86579. */
  86580. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  86581. private _rotateWithMatrix;
  86582. private _getNegativeRotationToRef;
  86583. /**
  86584. * Get the position of the bone in local or world space
  86585. * @param space The space that the returned position is in
  86586. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86587. * @returns The position of the bone
  86588. */
  86589. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  86590. /**
  86591. * Copy the position of the bone to a vector3 in local or world space
  86592. * @param space The space that the returned position is in
  86593. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86594. * @param result The vector3 to copy the position to
  86595. */
  86596. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  86597. /**
  86598. * Get the absolute position of the bone (world space)
  86599. * @param mesh The mesh that this bone is attached to
  86600. * @returns The absolute position of the bone
  86601. */
  86602. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  86603. /**
  86604. * Copy the absolute position of the bone (world space) to the result param
  86605. * @param mesh The mesh that this bone is attached to
  86606. * @param result The vector3 to copy the absolute position to
  86607. */
  86608. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  86609. /**
  86610. * Compute the absolute transforms of this bone and its children
  86611. */
  86612. computeAbsoluteTransforms(): void;
  86613. /**
  86614. * Get the world direction from an axis that is in the local space of the bone
  86615. * @param localAxis The local direction that is used to compute the world direction
  86616. * @param mesh The mesh that this bone is attached to
  86617. * @returns The world direction
  86618. */
  86619. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  86620. /**
  86621. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  86622. * @param localAxis The local direction that is used to compute the world direction
  86623. * @param mesh The mesh that this bone is attached to
  86624. * @param result The vector3 that the world direction will be copied to
  86625. */
  86626. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  86627. /**
  86628. * Get the euler rotation of the bone in local or world space
  86629. * @param space The space that the rotation should be in
  86630. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86631. * @returns The euler rotation
  86632. */
  86633. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  86634. /**
  86635. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  86636. * @param space The space that the rotation should be in
  86637. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86638. * @param result The vector3 that the rotation should be copied to
  86639. */
  86640. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  86641. /**
  86642. * Get the quaternion rotation of the bone in either local or world space
  86643. * @param space The space that the rotation should be in
  86644. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86645. * @returns The quaternion rotation
  86646. */
  86647. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  86648. /**
  86649. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  86650. * @param space The space that the rotation should be in
  86651. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86652. * @param result The quaternion that the rotation should be copied to
  86653. */
  86654. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  86655. /**
  86656. * Get the rotation matrix of the bone in local or world space
  86657. * @param space The space that the rotation should be in
  86658. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86659. * @returns The rotation matrix
  86660. */
  86661. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  86662. /**
  86663. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  86664. * @param space The space that the rotation should be in
  86665. * @param mesh The mesh that this bone is attached to. This is only used in world space
  86666. * @param result The quaternion that the rotation should be copied to
  86667. */
  86668. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  86669. /**
  86670. * Get the world position of a point that is in the local space of the bone
  86671. * @param position The local position
  86672. * @param mesh The mesh that this bone is attached to
  86673. * @returns The world position
  86674. */
  86675. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  86676. /**
  86677. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  86678. * @param position The local position
  86679. * @param mesh The mesh that this bone is attached to
  86680. * @param result The vector3 that the world position should be copied to
  86681. */
  86682. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  86683. /**
  86684. * Get the local position of a point that is in world space
  86685. * @param position The world position
  86686. * @param mesh The mesh that this bone is attached to
  86687. * @returns The local position
  86688. */
  86689. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  86690. /**
  86691. * Get the local position of a point that is in world space and copy it to the result param
  86692. * @param position The world position
  86693. * @param mesh The mesh that this bone is attached to
  86694. * @param result The vector3 that the local position should be copied to
  86695. */
  86696. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  86697. }
  86698. }
  86699. declare module BABYLON {
  86700. /**
  86701. * 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.
  86702. * @see https://doc.babylonjs.com/how_to/transformnode
  86703. */
  86704. export class TransformNode extends Node {
  86705. /**
  86706. * Object will not rotate to face the camera
  86707. */
  86708. static BILLBOARDMODE_NONE: number;
  86709. /**
  86710. * Object will rotate to face the camera but only on the x axis
  86711. */
  86712. static BILLBOARDMODE_X: number;
  86713. /**
  86714. * Object will rotate to face the camera but only on the y axis
  86715. */
  86716. static BILLBOARDMODE_Y: number;
  86717. /**
  86718. * Object will rotate to face the camera but only on the z axis
  86719. */
  86720. static BILLBOARDMODE_Z: number;
  86721. /**
  86722. * Object will rotate to face the camera
  86723. */
  86724. static BILLBOARDMODE_ALL: number;
  86725. /**
  86726. * Object will rotate to face the camera's position instead of orientation
  86727. */
  86728. static BILLBOARDMODE_USE_POSITION: number;
  86729. private _forward;
  86730. private _forwardInverted;
  86731. private _up;
  86732. private _right;
  86733. private _rightInverted;
  86734. private _position;
  86735. private _rotation;
  86736. private _rotationQuaternion;
  86737. protected _scaling: Vector3;
  86738. protected _isDirty: boolean;
  86739. private _transformToBoneReferal;
  86740. private _isAbsoluteSynced;
  86741. private _billboardMode;
  86742. /**
  86743. * Gets or sets the billboard mode. Default is 0.
  86744. *
  86745. * | Value | Type | Description |
  86746. * | --- | --- | --- |
  86747. * | 0 | BILLBOARDMODE_NONE | |
  86748. * | 1 | BILLBOARDMODE_X | |
  86749. * | 2 | BILLBOARDMODE_Y | |
  86750. * | 4 | BILLBOARDMODE_Z | |
  86751. * | 7 | BILLBOARDMODE_ALL | |
  86752. *
  86753. */
  86754. get billboardMode(): number;
  86755. set billboardMode(value: number);
  86756. private _preserveParentRotationForBillboard;
  86757. /**
  86758. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  86759. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  86760. */
  86761. get preserveParentRotationForBillboard(): boolean;
  86762. set preserveParentRotationForBillboard(value: boolean);
  86763. /**
  86764. * 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
  86765. */
  86766. scalingDeterminant: number;
  86767. private _infiniteDistance;
  86768. /**
  86769. * Gets or sets the distance of the object to max, often used by skybox
  86770. */
  86771. get infiniteDistance(): boolean;
  86772. set infiniteDistance(value: boolean);
  86773. /**
  86774. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  86775. * By default the system will update normals to compensate
  86776. */
  86777. ignoreNonUniformScaling: boolean;
  86778. /**
  86779. * 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
  86780. */
  86781. reIntegrateRotationIntoRotationQuaternion: boolean;
  86782. /** @hidden */
  86783. _poseMatrix: Nullable<Matrix>;
  86784. /** @hidden */
  86785. _localMatrix: Matrix;
  86786. private _usePivotMatrix;
  86787. private _absolutePosition;
  86788. private _absoluteScaling;
  86789. private _absoluteRotationQuaternion;
  86790. private _pivotMatrix;
  86791. private _pivotMatrixInverse;
  86792. protected _postMultiplyPivotMatrix: boolean;
  86793. protected _isWorldMatrixFrozen: boolean;
  86794. /** @hidden */
  86795. _indexInSceneTransformNodesArray: number;
  86796. /**
  86797. * An event triggered after the world matrix is updated
  86798. */
  86799. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  86800. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  86801. /**
  86802. * Gets a string identifying the name of the class
  86803. * @returns "TransformNode" string
  86804. */
  86805. getClassName(): string;
  86806. /**
  86807. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  86808. */
  86809. get position(): Vector3;
  86810. set position(newPosition: Vector3);
  86811. /**
  86812. * 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)).
  86813. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  86814. */
  86815. get rotation(): Vector3;
  86816. set rotation(newRotation: Vector3);
  86817. /**
  86818. * 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)).
  86819. */
  86820. get scaling(): Vector3;
  86821. set scaling(newScaling: Vector3);
  86822. /**
  86823. * 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).
  86824. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  86825. */
  86826. get rotationQuaternion(): Nullable<Quaternion>;
  86827. set rotationQuaternion(quaternion: Nullable<Quaternion>);
  86828. /**
  86829. * The forward direction of that transform in world space.
  86830. */
  86831. get forward(): Vector3;
  86832. /**
  86833. * The up direction of that transform in world space.
  86834. */
  86835. get up(): Vector3;
  86836. /**
  86837. * The right direction of that transform in world space.
  86838. */
  86839. get right(): Vector3;
  86840. /**
  86841. * Copies the parameter passed Matrix into the mesh Pose matrix.
  86842. * @param matrix the matrix to copy the pose from
  86843. * @returns this TransformNode.
  86844. */
  86845. updatePoseMatrix(matrix: Matrix): TransformNode;
  86846. /**
  86847. * Returns the mesh Pose matrix.
  86848. * @returns the pose matrix
  86849. */
  86850. getPoseMatrix(): Matrix;
  86851. /** @hidden */
  86852. _isSynchronized(): boolean;
  86853. /** @hidden */
  86854. _initCache(): void;
  86855. /**
  86856. * Flag the transform node as dirty (Forcing it to update everything)
  86857. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  86858. * @returns this transform node
  86859. */
  86860. markAsDirty(property: string): TransformNode;
  86861. /**
  86862. * Returns the current mesh absolute position.
  86863. * Returns a Vector3.
  86864. */
  86865. get absolutePosition(): Vector3;
  86866. /**
  86867. * Returns the current mesh absolute scaling.
  86868. * Returns a Vector3.
  86869. */
  86870. get absoluteScaling(): Vector3;
  86871. /**
  86872. * Returns the current mesh absolute rotation.
  86873. * Returns a Quaternion.
  86874. */
  86875. get absoluteRotationQuaternion(): Quaternion;
  86876. /**
  86877. * Sets a new matrix to apply before all other transformation
  86878. * @param matrix defines the transform matrix
  86879. * @returns the current TransformNode
  86880. */
  86881. setPreTransformMatrix(matrix: Matrix): TransformNode;
  86882. /**
  86883. * Sets a new pivot matrix to the current node
  86884. * @param matrix defines the new pivot matrix to use
  86885. * @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
  86886. * @returns the current TransformNode
  86887. */
  86888. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  86889. /**
  86890. * Returns the mesh pivot matrix.
  86891. * Default : Identity.
  86892. * @returns the matrix
  86893. */
  86894. getPivotMatrix(): Matrix;
  86895. /**
  86896. * Instantiate (when possible) or clone that node with its hierarchy
  86897. * @param newParent defines the new parent to use for the instance (or clone)
  86898. * @param options defines options to configure how copy is done
  86899. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  86900. * @returns an instance (or a clone) of the current node with its hiearchy
  86901. */
  86902. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  86903. doNotInstantiate: boolean;
  86904. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  86905. /**
  86906. * Prevents the World matrix to be computed any longer
  86907. * @param newWorldMatrix defines an optional matrix to use as world matrix
  86908. * @returns the TransformNode.
  86909. */
  86910. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  86911. /**
  86912. * Allows back the World matrix computation.
  86913. * @returns the TransformNode.
  86914. */
  86915. unfreezeWorldMatrix(): this;
  86916. /**
  86917. * True if the World matrix has been frozen.
  86918. */
  86919. get isWorldMatrixFrozen(): boolean;
  86920. /**
  86921. * Retuns the mesh absolute position in the World.
  86922. * @returns a Vector3.
  86923. */
  86924. getAbsolutePosition(): Vector3;
  86925. /**
  86926. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  86927. * @param absolutePosition the absolute position to set
  86928. * @returns the TransformNode.
  86929. */
  86930. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  86931. /**
  86932. * Sets the mesh position in its local space.
  86933. * @param vector3 the position to set in localspace
  86934. * @returns the TransformNode.
  86935. */
  86936. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  86937. /**
  86938. * Returns the mesh position in the local space from the current World matrix values.
  86939. * @returns a new Vector3.
  86940. */
  86941. getPositionExpressedInLocalSpace(): Vector3;
  86942. /**
  86943. * Translates the mesh along the passed Vector3 in its local space.
  86944. * @param vector3 the distance to translate in localspace
  86945. * @returns the TransformNode.
  86946. */
  86947. locallyTranslate(vector3: Vector3): TransformNode;
  86948. private static _lookAtVectorCache;
  86949. /**
  86950. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  86951. * @param targetPoint the position (must be in same space as current mesh) to look at
  86952. * @param yawCor optional yaw (y-axis) correction in radians
  86953. * @param pitchCor optional pitch (x-axis) correction in radians
  86954. * @param rollCor optional roll (z-axis) correction in radians
  86955. * @param space the choosen space of the target
  86956. * @returns the TransformNode.
  86957. */
  86958. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  86959. /**
  86960. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  86961. * This Vector3 is expressed in the World space.
  86962. * @param localAxis axis to rotate
  86963. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  86964. */
  86965. getDirection(localAxis: Vector3): Vector3;
  86966. /**
  86967. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  86968. * localAxis is expressed in the mesh local space.
  86969. * result is computed in the Wordl space from the mesh World matrix.
  86970. * @param localAxis axis to rotate
  86971. * @param result the resulting transformnode
  86972. * @returns this TransformNode.
  86973. */
  86974. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  86975. /**
  86976. * Sets this transform node rotation to the given local axis.
  86977. * @param localAxis the axis in local space
  86978. * @param yawCor optional yaw (y-axis) correction in radians
  86979. * @param pitchCor optional pitch (x-axis) correction in radians
  86980. * @param rollCor optional roll (z-axis) correction in radians
  86981. * @returns this TransformNode
  86982. */
  86983. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  86984. /**
  86985. * Sets a new pivot point to the current node
  86986. * @param point defines the new pivot point to use
  86987. * @param space defines if the point is in world or local space (local by default)
  86988. * @returns the current TransformNode
  86989. */
  86990. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  86991. /**
  86992. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  86993. * @returns the pivot point
  86994. */
  86995. getPivotPoint(): Vector3;
  86996. /**
  86997. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  86998. * @param result the vector3 to store the result
  86999. * @returns this TransformNode.
  87000. */
  87001. getPivotPointToRef(result: Vector3): TransformNode;
  87002. /**
  87003. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  87004. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  87005. */
  87006. getAbsolutePivotPoint(): Vector3;
  87007. /**
  87008. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  87009. * @param result vector3 to store the result
  87010. * @returns this TransformNode.
  87011. */
  87012. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  87013. /**
  87014. * Defines the passed node as the parent of the current node.
  87015. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  87016. * @see https://doc.babylonjs.com/how_to/parenting
  87017. * @param node the node ot set as the parent
  87018. * @returns this TransformNode.
  87019. */
  87020. setParent(node: Nullable<Node>): TransformNode;
  87021. private _nonUniformScaling;
  87022. /**
  87023. * True if the scaling property of this object is non uniform eg. (1,2,1)
  87024. */
  87025. get nonUniformScaling(): boolean;
  87026. /** @hidden */
  87027. _updateNonUniformScalingState(value: boolean): boolean;
  87028. /**
  87029. * Attach the current TransformNode to another TransformNode associated with a bone
  87030. * @param bone Bone affecting the TransformNode
  87031. * @param affectedTransformNode TransformNode associated with the bone
  87032. * @returns this object
  87033. */
  87034. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  87035. /**
  87036. * Detach the transform node if its associated with a bone
  87037. * @returns this object
  87038. */
  87039. detachFromBone(): TransformNode;
  87040. private static _rotationAxisCache;
  87041. /**
  87042. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  87043. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  87044. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  87045. * The passed axis is also normalized.
  87046. * @param axis the axis to rotate around
  87047. * @param amount the amount to rotate in radians
  87048. * @param space Space to rotate in (Default: local)
  87049. * @returns the TransformNode.
  87050. */
  87051. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  87052. /**
  87053. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  87054. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  87055. * The passed axis is also normalized. .
  87056. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  87057. * @param point the point to rotate around
  87058. * @param axis the axis to rotate around
  87059. * @param amount the amount to rotate in radians
  87060. * @returns the TransformNode
  87061. */
  87062. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  87063. /**
  87064. * Translates the mesh along the axis vector for the passed distance in the given space.
  87065. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  87066. * @param axis the axis to translate in
  87067. * @param distance the distance to translate
  87068. * @param space Space to rotate in (Default: local)
  87069. * @returns the TransformNode.
  87070. */
  87071. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  87072. /**
  87073. * Adds a rotation step to the mesh current rotation.
  87074. * x, y, z are Euler angles expressed in radians.
  87075. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  87076. * This means this rotation is made in the mesh local space only.
  87077. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  87078. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  87079. * ```javascript
  87080. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  87081. * ```
  87082. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  87083. * 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.
  87084. * @param x Rotation to add
  87085. * @param y Rotation to add
  87086. * @param z Rotation to add
  87087. * @returns the TransformNode.
  87088. */
  87089. addRotation(x: number, y: number, z: number): TransformNode;
  87090. /**
  87091. * @hidden
  87092. */
  87093. protected _getEffectiveParent(): Nullable<Node>;
  87094. /**
  87095. * Computes the world matrix of the node
  87096. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  87097. * @returns the world matrix
  87098. */
  87099. computeWorldMatrix(force?: boolean): Matrix;
  87100. protected _afterComputeWorldMatrix(): void;
  87101. /**
  87102. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  87103. * @param func callback function to add
  87104. *
  87105. * @returns the TransformNode.
  87106. */
  87107. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  87108. /**
  87109. * Removes a registered callback function.
  87110. * @param func callback function to remove
  87111. * @returns the TransformNode.
  87112. */
  87113. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  87114. /**
  87115. * Gets the position of the current mesh in camera space
  87116. * @param camera defines the camera to use
  87117. * @returns a position
  87118. */
  87119. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  87120. /**
  87121. * Returns the distance from the mesh to the active camera
  87122. * @param camera defines the camera to use
  87123. * @returns the distance
  87124. */
  87125. getDistanceToCamera(camera?: Nullable<Camera>): number;
  87126. /**
  87127. * Clone the current transform node
  87128. * @param name Name of the new clone
  87129. * @param newParent New parent for the clone
  87130. * @param doNotCloneChildren Do not clone children hierarchy
  87131. * @returns the new transform node
  87132. */
  87133. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  87134. /**
  87135. * Serializes the objects information.
  87136. * @param currentSerializationObject defines the object to serialize in
  87137. * @returns the serialized object
  87138. */
  87139. serialize(currentSerializationObject?: any): any;
  87140. /**
  87141. * Returns a new TransformNode object parsed from the source provided.
  87142. * @param parsedTransformNode is the source.
  87143. * @param scene the scne the object belongs to
  87144. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  87145. * @returns a new TransformNode object parsed from the source provided.
  87146. */
  87147. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  87148. /**
  87149. * Get all child-transformNodes of this node
  87150. * @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
  87151. * @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
  87152. * @returns an array of TransformNode
  87153. */
  87154. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  87155. /**
  87156. * Releases resources associated with this transform node.
  87157. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  87158. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  87159. */
  87160. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87161. /**
  87162. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  87163. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  87164. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  87165. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  87166. * @returns the current mesh
  87167. */
  87168. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  87169. private _syncAbsoluteScalingAndRotation;
  87170. }
  87171. }
  87172. declare module BABYLON {
  87173. /**
  87174. * Defines the types of pose enabled controllers that are supported
  87175. */
  87176. export enum PoseEnabledControllerType {
  87177. /**
  87178. * HTC Vive
  87179. */
  87180. VIVE = 0,
  87181. /**
  87182. * Oculus Rift
  87183. */
  87184. OCULUS = 1,
  87185. /**
  87186. * Windows mixed reality
  87187. */
  87188. WINDOWS = 2,
  87189. /**
  87190. * Samsung gear VR
  87191. */
  87192. GEAR_VR = 3,
  87193. /**
  87194. * Google Daydream
  87195. */
  87196. DAYDREAM = 4,
  87197. /**
  87198. * Generic
  87199. */
  87200. GENERIC = 5
  87201. }
  87202. /**
  87203. * Defines the MutableGamepadButton interface for the state of a gamepad button
  87204. */
  87205. export interface MutableGamepadButton {
  87206. /**
  87207. * Value of the button/trigger
  87208. */
  87209. value: number;
  87210. /**
  87211. * If the button/trigger is currently touched
  87212. */
  87213. touched: boolean;
  87214. /**
  87215. * If the button/trigger is currently pressed
  87216. */
  87217. pressed: boolean;
  87218. }
  87219. /**
  87220. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  87221. * @hidden
  87222. */
  87223. export interface ExtendedGamepadButton extends GamepadButton {
  87224. /**
  87225. * If the button/trigger is currently pressed
  87226. */
  87227. readonly pressed: boolean;
  87228. /**
  87229. * If the button/trigger is currently touched
  87230. */
  87231. readonly touched: boolean;
  87232. /**
  87233. * Value of the button/trigger
  87234. */
  87235. readonly value: number;
  87236. }
  87237. /** @hidden */
  87238. export interface _GamePadFactory {
  87239. /**
  87240. * Returns wether or not the current gamepad can be created for this type of controller.
  87241. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  87242. * @returns true if it can be created, otherwise false
  87243. */
  87244. canCreate(gamepadInfo: any): boolean;
  87245. /**
  87246. * Creates a new instance of the Gamepad.
  87247. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  87248. * @returns the new gamepad instance
  87249. */
  87250. create(gamepadInfo: any): Gamepad;
  87251. }
  87252. /**
  87253. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  87254. */
  87255. export class PoseEnabledControllerHelper {
  87256. /** @hidden */
  87257. static _ControllerFactories: _GamePadFactory[];
  87258. /** @hidden */
  87259. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  87260. /**
  87261. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  87262. * @param vrGamepad the gamepad to initialized
  87263. * @returns a vr controller of the type the gamepad identified as
  87264. */
  87265. static InitiateController(vrGamepad: any): Gamepad;
  87266. }
  87267. /**
  87268. * Defines the PoseEnabledController object that contains state of a vr capable controller
  87269. */
  87270. export class PoseEnabledController extends Gamepad implements PoseControlled {
  87271. /**
  87272. * If the controller is used in a webXR session
  87273. */
  87274. isXR: boolean;
  87275. private _deviceRoomPosition;
  87276. private _deviceRoomRotationQuaternion;
  87277. /**
  87278. * The device position in babylon space
  87279. */
  87280. devicePosition: Vector3;
  87281. /**
  87282. * The device rotation in babylon space
  87283. */
  87284. deviceRotationQuaternion: Quaternion;
  87285. /**
  87286. * The scale factor of the device in babylon space
  87287. */
  87288. deviceScaleFactor: number;
  87289. /**
  87290. * (Likely devicePosition should be used instead) The device position in its room space
  87291. */
  87292. position: Vector3;
  87293. /**
  87294. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  87295. */
  87296. rotationQuaternion: Quaternion;
  87297. /**
  87298. * The type of controller (Eg. Windows mixed reality)
  87299. */
  87300. controllerType: PoseEnabledControllerType;
  87301. protected _calculatedPosition: Vector3;
  87302. private _calculatedRotation;
  87303. /**
  87304. * The raw pose from the device
  87305. */
  87306. rawPose: DevicePose;
  87307. private _trackPosition;
  87308. private _maxRotationDistFromHeadset;
  87309. private _draggedRoomRotation;
  87310. /**
  87311. * @hidden
  87312. */
  87313. _disableTrackPosition(fixedPosition: Vector3): void;
  87314. /**
  87315. * Internal, the mesh attached to the controller
  87316. * @hidden
  87317. */
  87318. _mesh: Nullable<AbstractMesh>;
  87319. private _poseControlledCamera;
  87320. private _leftHandSystemQuaternion;
  87321. /**
  87322. * Internal, matrix used to convert room space to babylon space
  87323. * @hidden
  87324. */
  87325. _deviceToWorld: Matrix;
  87326. /**
  87327. * Node to be used when casting a ray from the controller
  87328. * @hidden
  87329. */
  87330. _pointingPoseNode: Nullable<TransformNode>;
  87331. /**
  87332. * Name of the child mesh that can be used to cast a ray from the controller
  87333. */
  87334. static readonly POINTING_POSE: string;
  87335. /**
  87336. * Creates a new PoseEnabledController from a gamepad
  87337. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  87338. */
  87339. constructor(browserGamepad: any);
  87340. private _workingMatrix;
  87341. /**
  87342. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  87343. */
  87344. update(): void;
  87345. /**
  87346. * Updates only the pose device and mesh without doing any button event checking
  87347. */
  87348. protected _updatePoseAndMesh(): void;
  87349. /**
  87350. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  87351. * @param poseData raw pose fromthe device
  87352. */
  87353. updateFromDevice(poseData: DevicePose): void;
  87354. /**
  87355. * @hidden
  87356. */
  87357. _meshAttachedObservable: Observable<AbstractMesh>;
  87358. /**
  87359. * Attaches a mesh to the controller
  87360. * @param mesh the mesh to be attached
  87361. */
  87362. attachToMesh(mesh: AbstractMesh): void;
  87363. /**
  87364. * Attaches the controllers mesh to a camera
  87365. * @param camera the camera the mesh should be attached to
  87366. */
  87367. attachToPoseControlledCamera(camera: TargetCamera): void;
  87368. /**
  87369. * Disposes of the controller
  87370. */
  87371. dispose(): void;
  87372. /**
  87373. * The mesh that is attached to the controller
  87374. */
  87375. get mesh(): Nullable<AbstractMesh>;
  87376. /**
  87377. * Gets the ray of the controller in the direction the controller is pointing
  87378. * @param length the length the resulting ray should be
  87379. * @returns a ray in the direction the controller is pointing
  87380. */
  87381. getForwardRay(length?: number): Ray;
  87382. }
  87383. }
  87384. declare module BABYLON {
  87385. /**
  87386. * Defines the WebVRController object that represents controllers tracked in 3D space
  87387. */
  87388. export abstract class WebVRController extends PoseEnabledController {
  87389. /**
  87390. * Internal, the default controller model for the controller
  87391. */
  87392. protected _defaultModel: Nullable<AbstractMesh>;
  87393. /**
  87394. * Fired when the trigger state has changed
  87395. */
  87396. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  87397. /**
  87398. * Fired when the main button state has changed
  87399. */
  87400. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  87401. /**
  87402. * Fired when the secondary button state has changed
  87403. */
  87404. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  87405. /**
  87406. * Fired when the pad state has changed
  87407. */
  87408. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  87409. /**
  87410. * Fired when controllers stick values have changed
  87411. */
  87412. onPadValuesChangedObservable: Observable<StickValues>;
  87413. /**
  87414. * Array of button availible on the controller
  87415. */
  87416. protected _buttons: Array<MutableGamepadButton>;
  87417. private _onButtonStateChange;
  87418. /**
  87419. * Fired when a controller button's state has changed
  87420. * @param callback the callback containing the button that was modified
  87421. */
  87422. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  87423. /**
  87424. * X and Y axis corresponding to the controllers joystick
  87425. */
  87426. pad: StickValues;
  87427. /**
  87428. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  87429. */
  87430. hand: string;
  87431. /**
  87432. * The default controller model for the controller
  87433. */
  87434. get defaultModel(): Nullable<AbstractMesh>;
  87435. /**
  87436. * Creates a new WebVRController from a gamepad
  87437. * @param vrGamepad the gamepad that the WebVRController should be created from
  87438. */
  87439. constructor(vrGamepad: any);
  87440. /**
  87441. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  87442. */
  87443. update(): void;
  87444. /**
  87445. * Function to be called when a button is modified
  87446. */
  87447. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  87448. /**
  87449. * Loads a mesh and attaches it to the controller
  87450. * @param scene the scene the mesh should be added to
  87451. * @param meshLoaded callback for when the mesh has been loaded
  87452. */
  87453. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  87454. private _setButtonValue;
  87455. private _changes;
  87456. private _checkChanges;
  87457. /**
  87458. * Disposes of th webVRCOntroller
  87459. */
  87460. dispose(): void;
  87461. }
  87462. }
  87463. declare module BABYLON {
  87464. /**
  87465. * The HemisphericLight simulates the ambient environment light,
  87466. * so the passed direction is the light reflection direction, not the incoming direction.
  87467. */
  87468. export class HemisphericLight extends Light {
  87469. /**
  87470. * The groundColor is the light in the opposite direction to the one specified during creation.
  87471. * 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.
  87472. */
  87473. groundColor: Color3;
  87474. /**
  87475. * The light reflection direction, not the incoming direction.
  87476. */
  87477. direction: Vector3;
  87478. /**
  87479. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  87480. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  87481. * The HemisphericLight can't cast shadows.
  87482. * Documentation : https://doc.babylonjs.com/babylon101/lights
  87483. * @param name The friendly name of the light
  87484. * @param direction The direction of the light reflection
  87485. * @param scene The scene the light belongs to
  87486. */
  87487. constructor(name: string, direction: Vector3, scene: Scene);
  87488. protected _buildUniformLayout(): void;
  87489. /**
  87490. * Returns the string "HemisphericLight".
  87491. * @return The class name
  87492. */
  87493. getClassName(): string;
  87494. /**
  87495. * Sets the HemisphericLight direction towards the passed target (Vector3).
  87496. * Returns the updated direction.
  87497. * @param target The target the direction should point to
  87498. * @return The computed direction
  87499. */
  87500. setDirectionToTarget(target: Vector3): Vector3;
  87501. /**
  87502. * Returns the shadow generator associated to the light.
  87503. * @returns Always null for hemispheric lights because it does not support shadows.
  87504. */
  87505. getShadowGenerator(): Nullable<IShadowGenerator>;
  87506. /**
  87507. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  87508. * @param effect The effect to update
  87509. * @param lightIndex The index of the light in the effect to update
  87510. * @returns The hemispheric light
  87511. */
  87512. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  87513. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  87514. /**
  87515. * Computes the world matrix of the node
  87516. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  87517. * @param useWasUpdatedFlag defines a reserved property
  87518. * @returns the world matrix
  87519. */
  87520. computeWorldMatrix(): Matrix;
  87521. /**
  87522. * Returns the integer 3.
  87523. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  87524. */
  87525. getTypeID(): number;
  87526. /**
  87527. * Prepares the list of defines specific to the light type.
  87528. * @param defines the list of defines
  87529. * @param lightIndex defines the index of the light for the effect
  87530. */
  87531. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  87532. }
  87533. }
  87534. declare module BABYLON {
  87535. /** @hidden */
  87536. export var vrMultiviewToSingleviewPixelShader: {
  87537. name: string;
  87538. shader: string;
  87539. };
  87540. }
  87541. declare module BABYLON {
  87542. /**
  87543. * Renders to multiple views with a single draw call
  87544. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  87545. */
  87546. export class MultiviewRenderTarget extends RenderTargetTexture {
  87547. /**
  87548. * Creates a multiview render target
  87549. * @param scene scene used with the render target
  87550. * @param size the size of the render target (used for each view)
  87551. */
  87552. constructor(scene: Scene, size?: number | {
  87553. width: number;
  87554. height: number;
  87555. } | {
  87556. ratio: number;
  87557. });
  87558. /**
  87559. * @hidden
  87560. * @param faceIndex the face index, if its a cube texture
  87561. */
  87562. _bindFrameBuffer(faceIndex?: number): void;
  87563. /**
  87564. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  87565. * @returns the view count
  87566. */
  87567. getViewCount(): number;
  87568. }
  87569. }
  87570. declare module BABYLON {
  87571. /**
  87572. * Represents a camera frustum
  87573. */
  87574. export class Frustum {
  87575. /**
  87576. * Gets the planes representing the frustum
  87577. * @param transform matrix to be applied to the returned planes
  87578. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  87579. */
  87580. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  87581. /**
  87582. * Gets the near frustum plane transformed by the transform matrix
  87583. * @param transform transformation matrix to be applied to the resulting frustum plane
  87584. * @param frustumPlane the resuling frustum plane
  87585. */
  87586. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87587. /**
  87588. * Gets the far frustum plane transformed by the transform matrix
  87589. * @param transform transformation matrix to be applied to the resulting frustum plane
  87590. * @param frustumPlane the resuling frustum plane
  87591. */
  87592. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87593. /**
  87594. * Gets the left frustum plane transformed by the transform matrix
  87595. * @param transform transformation matrix to be applied to the resulting frustum plane
  87596. * @param frustumPlane the resuling frustum plane
  87597. */
  87598. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87599. /**
  87600. * Gets the right frustum plane transformed by the transform matrix
  87601. * @param transform transformation matrix to be applied to the resulting frustum plane
  87602. * @param frustumPlane the resuling frustum plane
  87603. */
  87604. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87605. /**
  87606. * Gets the top frustum plane transformed by the transform matrix
  87607. * @param transform transformation matrix to be applied to the resulting frustum plane
  87608. * @param frustumPlane the resuling frustum plane
  87609. */
  87610. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87611. /**
  87612. * Gets the bottom frustum plane transformed by the transform matrix
  87613. * @param transform transformation matrix to be applied to the resulting frustum plane
  87614. * @param frustumPlane the resuling frustum plane
  87615. */
  87616. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  87617. /**
  87618. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  87619. * @param transform transformation matrix to be applied to the resulting frustum planes
  87620. * @param frustumPlanes the resuling frustum planes
  87621. */
  87622. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  87623. }
  87624. }
  87625. declare module BABYLON {
  87626. interface Engine {
  87627. /**
  87628. * Creates a new multiview render target
  87629. * @param width defines the width of the texture
  87630. * @param height defines the height of the texture
  87631. * @returns the created multiview texture
  87632. */
  87633. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  87634. /**
  87635. * Binds a multiview framebuffer to be drawn to
  87636. * @param multiviewTexture texture to bind
  87637. */
  87638. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  87639. }
  87640. interface Camera {
  87641. /**
  87642. * @hidden
  87643. * 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)
  87644. */
  87645. _useMultiviewToSingleView: boolean;
  87646. /**
  87647. * @hidden
  87648. * 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)
  87649. */
  87650. _multiviewTexture: Nullable<RenderTargetTexture>;
  87651. /**
  87652. * @hidden
  87653. * ensures the multiview texture of the camera exists and has the specified width/height
  87654. * @param width height to set on the multiview texture
  87655. * @param height width to set on the multiview texture
  87656. */
  87657. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  87658. }
  87659. interface Scene {
  87660. /** @hidden */
  87661. _transformMatrixR: Matrix;
  87662. /** @hidden */
  87663. _multiviewSceneUbo: Nullable<UniformBuffer>;
  87664. /** @hidden */
  87665. _createMultiviewUbo(): void;
  87666. /** @hidden */
  87667. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  87668. /** @hidden */
  87669. _renderMultiviewToSingleView(camera: Camera): void;
  87670. }
  87671. }
  87672. declare module BABYLON {
  87673. /**
  87674. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  87675. * This will not be used for webXR as it supports displaying texture arrays directly
  87676. */
  87677. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  87678. /**
  87679. * Initializes a VRMultiviewToSingleview
  87680. * @param name name of the post process
  87681. * @param camera camera to be applied to
  87682. * @param scaleFactor scaling factor to the size of the output texture
  87683. */
  87684. constructor(name: string, camera: Camera, scaleFactor: number);
  87685. }
  87686. }
  87687. declare module BABYLON {
  87688. /**
  87689. * Interface used to define additional presentation attributes
  87690. */
  87691. export interface IVRPresentationAttributes {
  87692. /**
  87693. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  87694. */
  87695. highRefreshRate: boolean;
  87696. /**
  87697. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  87698. */
  87699. foveationLevel: number;
  87700. }
  87701. interface Engine {
  87702. /** @hidden */
  87703. _vrDisplay: any;
  87704. /** @hidden */
  87705. _vrSupported: boolean;
  87706. /** @hidden */
  87707. _oldSize: Size;
  87708. /** @hidden */
  87709. _oldHardwareScaleFactor: number;
  87710. /** @hidden */
  87711. _vrExclusivePointerMode: boolean;
  87712. /** @hidden */
  87713. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  87714. /** @hidden */
  87715. _onVRDisplayPointerRestricted: () => void;
  87716. /** @hidden */
  87717. _onVRDisplayPointerUnrestricted: () => void;
  87718. /** @hidden */
  87719. _onVrDisplayConnect: Nullable<(display: any) => void>;
  87720. /** @hidden */
  87721. _onVrDisplayDisconnect: Nullable<() => void>;
  87722. /** @hidden */
  87723. _onVrDisplayPresentChange: Nullable<() => void>;
  87724. /**
  87725. * Observable signaled when VR display mode changes
  87726. */
  87727. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  87728. /**
  87729. * Observable signaled when VR request present is complete
  87730. */
  87731. onVRRequestPresentComplete: Observable<boolean>;
  87732. /**
  87733. * Observable signaled when VR request present starts
  87734. */
  87735. onVRRequestPresentStart: Observable<Engine>;
  87736. /**
  87737. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  87738. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  87739. */
  87740. isInVRExclusivePointerMode: boolean;
  87741. /**
  87742. * Gets a boolean indicating if a webVR device was detected
  87743. * @returns true if a webVR device was detected
  87744. */
  87745. isVRDevicePresent(): boolean;
  87746. /**
  87747. * Gets the current webVR device
  87748. * @returns the current webVR device (or null)
  87749. */
  87750. getVRDevice(): any;
  87751. /**
  87752. * Initializes a webVR display and starts listening to display change events
  87753. * The onVRDisplayChangedObservable will be notified upon these changes
  87754. * @returns A promise containing a VRDisplay and if vr is supported
  87755. */
  87756. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  87757. /** @hidden */
  87758. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  87759. /**
  87760. * Gets or sets the presentation attributes used to configure VR rendering
  87761. */
  87762. vrPresentationAttributes?: IVRPresentationAttributes;
  87763. /**
  87764. * Call this function to switch to webVR mode
  87765. * Will do nothing if webVR is not supported or if there is no webVR device
  87766. * @param options the webvr options provided to the camera. mainly used for multiview
  87767. * @see http://doc.babylonjs.com/how_to/webvr_camera
  87768. */
  87769. enableVR(options: WebVROptions): void;
  87770. /** @hidden */
  87771. _onVRFullScreenTriggered(): void;
  87772. }
  87773. }
  87774. declare module BABYLON {
  87775. /**
  87776. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  87777. * IMPORTANT!! The data is right-hand data.
  87778. * @export
  87779. * @interface DevicePose
  87780. */
  87781. export interface DevicePose {
  87782. /**
  87783. * The position of the device, values in array are [x,y,z].
  87784. */
  87785. readonly position: Nullable<Float32Array>;
  87786. /**
  87787. * The linearVelocity of the device, values in array are [x,y,z].
  87788. */
  87789. readonly linearVelocity: Nullable<Float32Array>;
  87790. /**
  87791. * The linearAcceleration of the device, values in array are [x,y,z].
  87792. */
  87793. readonly linearAcceleration: Nullable<Float32Array>;
  87794. /**
  87795. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  87796. */
  87797. readonly orientation: Nullable<Float32Array>;
  87798. /**
  87799. * The angularVelocity of the device, values in array are [x,y,z].
  87800. */
  87801. readonly angularVelocity: Nullable<Float32Array>;
  87802. /**
  87803. * The angularAcceleration of the device, values in array are [x,y,z].
  87804. */
  87805. readonly angularAcceleration: Nullable<Float32Array>;
  87806. }
  87807. /**
  87808. * Interface representing a pose controlled object in Babylon.
  87809. * A pose controlled object has both regular pose values as well as pose values
  87810. * from an external device such as a VR head mounted display
  87811. */
  87812. export interface PoseControlled {
  87813. /**
  87814. * The position of the object in babylon space.
  87815. */
  87816. position: Vector3;
  87817. /**
  87818. * The rotation quaternion of the object in babylon space.
  87819. */
  87820. rotationQuaternion: Quaternion;
  87821. /**
  87822. * The position of the device in babylon space.
  87823. */
  87824. devicePosition?: Vector3;
  87825. /**
  87826. * The rotation quaternion of the device in babylon space.
  87827. */
  87828. deviceRotationQuaternion: Quaternion;
  87829. /**
  87830. * The raw pose coming from the device.
  87831. */
  87832. rawPose: Nullable<DevicePose>;
  87833. /**
  87834. * The scale of the device to be used when translating from device space to babylon space.
  87835. */
  87836. deviceScaleFactor: number;
  87837. /**
  87838. * Updates the poseControlled values based on the input device pose.
  87839. * @param poseData the pose data to update the object with
  87840. */
  87841. updateFromDevice(poseData: DevicePose): void;
  87842. }
  87843. /**
  87844. * Set of options to customize the webVRCamera
  87845. */
  87846. export interface WebVROptions {
  87847. /**
  87848. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  87849. */
  87850. trackPosition?: boolean;
  87851. /**
  87852. * Sets the scale of the vrDevice in babylon space. (default: 1)
  87853. */
  87854. positionScale?: number;
  87855. /**
  87856. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  87857. */
  87858. displayName?: string;
  87859. /**
  87860. * Should the native controller meshes be initialized. (default: true)
  87861. */
  87862. controllerMeshes?: boolean;
  87863. /**
  87864. * Creating a default HemiLight only on controllers. (default: true)
  87865. */
  87866. defaultLightingOnControllers?: boolean;
  87867. /**
  87868. * If you don't want to use the default VR button of the helper. (default: false)
  87869. */
  87870. useCustomVRButton?: boolean;
  87871. /**
  87872. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  87873. */
  87874. customVRButton?: HTMLButtonElement;
  87875. /**
  87876. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  87877. */
  87878. rayLength?: number;
  87879. /**
  87880. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  87881. */
  87882. defaultHeight?: number;
  87883. /**
  87884. * If multiview should be used if availible (default: false)
  87885. */
  87886. useMultiview?: boolean;
  87887. }
  87888. /**
  87889. * This represents a WebVR camera.
  87890. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  87891. * @example http://doc.babylonjs.com/how_to/webvr_camera
  87892. */
  87893. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  87894. private webVROptions;
  87895. /**
  87896. * @hidden
  87897. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  87898. */
  87899. _vrDevice: any;
  87900. /**
  87901. * The rawPose of the vrDevice.
  87902. */
  87903. rawPose: Nullable<DevicePose>;
  87904. private _onVREnabled;
  87905. private _specsVersion;
  87906. private _attached;
  87907. private _frameData;
  87908. protected _descendants: Array<Node>;
  87909. private _deviceRoomPosition;
  87910. /** @hidden */
  87911. _deviceRoomRotationQuaternion: Quaternion;
  87912. private _standingMatrix;
  87913. /**
  87914. * Represents device position in babylon space.
  87915. */
  87916. devicePosition: Vector3;
  87917. /**
  87918. * Represents device rotation in babylon space.
  87919. */
  87920. deviceRotationQuaternion: Quaternion;
  87921. /**
  87922. * The scale of the device to be used when translating from device space to babylon space.
  87923. */
  87924. deviceScaleFactor: number;
  87925. private _deviceToWorld;
  87926. private _worldToDevice;
  87927. /**
  87928. * References to the webVR controllers for the vrDevice.
  87929. */
  87930. controllers: Array<WebVRController>;
  87931. /**
  87932. * Emits an event when a controller is attached.
  87933. */
  87934. onControllersAttachedObservable: Observable<WebVRController[]>;
  87935. /**
  87936. * Emits an event when a controller's mesh has been loaded;
  87937. */
  87938. onControllerMeshLoadedObservable: Observable<WebVRController>;
  87939. /**
  87940. * Emits an event when the HMD's pose has been updated.
  87941. */
  87942. onPoseUpdatedFromDeviceObservable: Observable<any>;
  87943. private _poseSet;
  87944. /**
  87945. * If the rig cameras be used as parent instead of this camera.
  87946. */
  87947. rigParenting: boolean;
  87948. private _lightOnControllers;
  87949. private _defaultHeight?;
  87950. /**
  87951. * Instantiates a WebVRFreeCamera.
  87952. * @param name The name of the WebVRFreeCamera
  87953. * @param position The starting anchor position for the camera
  87954. * @param scene The scene the camera belongs to
  87955. * @param webVROptions a set of customizable options for the webVRCamera
  87956. */
  87957. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  87958. /**
  87959. * Gets the device distance from the ground in meters.
  87960. * @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.
  87961. */
  87962. deviceDistanceToRoomGround(): number;
  87963. /**
  87964. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  87965. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  87966. */
  87967. useStandingMatrix(callback?: (bool: boolean) => void): void;
  87968. /**
  87969. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  87970. * @returns A promise with a boolean set to if the standing matrix is supported.
  87971. */
  87972. useStandingMatrixAsync(): Promise<boolean>;
  87973. /**
  87974. * Disposes the camera
  87975. */
  87976. dispose(): void;
  87977. /**
  87978. * Gets a vrController by name.
  87979. * @param name The name of the controller to retreive
  87980. * @returns the controller matching the name specified or null if not found
  87981. */
  87982. getControllerByName(name: string): Nullable<WebVRController>;
  87983. private _leftController;
  87984. /**
  87985. * The controller corresponding to the users left hand.
  87986. */
  87987. get leftController(): Nullable<WebVRController>;
  87988. private _rightController;
  87989. /**
  87990. * The controller corresponding to the users right hand.
  87991. */
  87992. get rightController(): Nullable<WebVRController>;
  87993. /**
  87994. * Casts a ray forward from the vrCamera's gaze.
  87995. * @param length Length of the ray (default: 100)
  87996. * @returns the ray corresponding to the gaze
  87997. */
  87998. getForwardRay(length?: number): Ray;
  87999. /**
  88000. * @hidden
  88001. * Updates the camera based on device's frame data
  88002. */
  88003. _checkInputs(): void;
  88004. /**
  88005. * Updates the poseControlled values based on the input device pose.
  88006. * @param poseData Pose coming from the device
  88007. */
  88008. updateFromDevice(poseData: DevicePose): void;
  88009. private _htmlElementAttached;
  88010. private _detachIfAttached;
  88011. /**
  88012. * WebVR's attach control will start broadcasting frames to the device.
  88013. * Note that in certain browsers (chrome for example) this function must be called
  88014. * within a user-interaction callback. Example:
  88015. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  88016. *
  88017. * @param element html element to attach the vrDevice to
  88018. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  88019. */
  88020. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  88021. /**
  88022. * Detaches the camera from the html element and disables VR
  88023. *
  88024. * @param element html element to detach from
  88025. */
  88026. detachControl(element: HTMLElement): void;
  88027. /**
  88028. * @returns the name of this class
  88029. */
  88030. getClassName(): string;
  88031. /**
  88032. * Calls resetPose on the vrDisplay
  88033. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  88034. */
  88035. resetToCurrentRotation(): void;
  88036. /**
  88037. * @hidden
  88038. * Updates the rig cameras (left and right eye)
  88039. */
  88040. _updateRigCameras(): void;
  88041. private _workingVector;
  88042. private _oneVector;
  88043. private _workingMatrix;
  88044. private updateCacheCalled;
  88045. private _correctPositionIfNotTrackPosition;
  88046. /**
  88047. * @hidden
  88048. * Updates the cached values of the camera
  88049. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  88050. */
  88051. _updateCache(ignoreParentClass?: boolean): void;
  88052. /**
  88053. * @hidden
  88054. * Get current device position in babylon world
  88055. */
  88056. _computeDevicePosition(): void;
  88057. /**
  88058. * Updates the current device position and rotation in the babylon world
  88059. */
  88060. update(): void;
  88061. /**
  88062. * @hidden
  88063. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  88064. * @returns an identity matrix
  88065. */
  88066. _getViewMatrix(): Matrix;
  88067. private _tmpMatrix;
  88068. /**
  88069. * This function is called by the two RIG cameras.
  88070. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  88071. * @hidden
  88072. */
  88073. _getWebVRViewMatrix(): Matrix;
  88074. /** @hidden */
  88075. _getWebVRProjectionMatrix(): Matrix;
  88076. private _onGamepadConnectedObserver;
  88077. private _onGamepadDisconnectedObserver;
  88078. private _updateCacheWhenTrackingDisabledObserver;
  88079. /**
  88080. * Initializes the controllers and their meshes
  88081. */
  88082. initControllers(): void;
  88083. }
  88084. }
  88085. declare module BABYLON {
  88086. /**
  88087. * Size options for a post process
  88088. */
  88089. export type PostProcessOptions = {
  88090. width: number;
  88091. height: number;
  88092. };
  88093. /**
  88094. * PostProcess can be used to apply a shader to a texture after it has been rendered
  88095. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  88096. */
  88097. export class PostProcess {
  88098. /** Name of the PostProcess. */
  88099. name: string;
  88100. /**
  88101. * Gets or sets the unique id of the post process
  88102. */
  88103. uniqueId: number;
  88104. /**
  88105. * Width of the texture to apply the post process on
  88106. */
  88107. width: number;
  88108. /**
  88109. * Height of the texture to apply the post process on
  88110. */
  88111. height: number;
  88112. /**
  88113. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  88114. * @hidden
  88115. */
  88116. _outputTexture: Nullable<InternalTexture>;
  88117. /**
  88118. * Sampling mode used by the shader
  88119. * See https://doc.babylonjs.com/classes/3.1/texture
  88120. */
  88121. renderTargetSamplingMode: number;
  88122. /**
  88123. * Clear color to use when screen clearing
  88124. */
  88125. clearColor: Color4;
  88126. /**
  88127. * If the buffer needs to be cleared before applying the post process. (default: true)
  88128. * Should be set to false if shader will overwrite all previous pixels.
  88129. */
  88130. autoClear: boolean;
  88131. /**
  88132. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  88133. */
  88134. alphaMode: number;
  88135. /**
  88136. * Sets the setAlphaBlendConstants of the babylon engine
  88137. */
  88138. alphaConstants: Color4;
  88139. /**
  88140. * Animations to be used for the post processing
  88141. */
  88142. animations: Animation[];
  88143. /**
  88144. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  88145. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  88146. */
  88147. enablePixelPerfectMode: boolean;
  88148. /**
  88149. * Force the postprocess to be applied without taking in account viewport
  88150. */
  88151. forceFullscreenViewport: boolean;
  88152. /**
  88153. * List of inspectable custom properties (used by the Inspector)
  88154. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88155. */
  88156. inspectableCustomProperties: IInspectable[];
  88157. /**
  88158. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  88159. *
  88160. * | Value | Type | Description |
  88161. * | ----- | ----------------------------------- | ----------- |
  88162. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  88163. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  88164. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  88165. *
  88166. */
  88167. scaleMode: number;
  88168. /**
  88169. * Force textures to be a power of two (default: false)
  88170. */
  88171. alwaysForcePOT: boolean;
  88172. private _samples;
  88173. /**
  88174. * Number of sample textures (default: 1)
  88175. */
  88176. get samples(): number;
  88177. set samples(n: number);
  88178. /**
  88179. * Modify the scale of the post process to be the same as the viewport (default: false)
  88180. */
  88181. adaptScaleToCurrentViewport: boolean;
  88182. private _camera;
  88183. private _scene;
  88184. private _engine;
  88185. private _options;
  88186. private _reusable;
  88187. private _textureType;
  88188. private _textureFormat;
  88189. /**
  88190. * Smart array of input and output textures for the post process.
  88191. * @hidden
  88192. */
  88193. _textures: SmartArray<InternalTexture>;
  88194. /**
  88195. * The index in _textures that corresponds to the output texture.
  88196. * @hidden
  88197. */
  88198. _currentRenderTextureInd: number;
  88199. private _effect;
  88200. private _samplers;
  88201. private _fragmentUrl;
  88202. private _vertexUrl;
  88203. private _parameters;
  88204. private _scaleRatio;
  88205. protected _indexParameters: any;
  88206. private _shareOutputWithPostProcess;
  88207. private _texelSize;
  88208. private _forcedOutputTexture;
  88209. /**
  88210. * Returns the fragment url or shader name used in the post process.
  88211. * @returns the fragment url or name in the shader store.
  88212. */
  88213. getEffectName(): string;
  88214. /**
  88215. * An event triggered when the postprocess is activated.
  88216. */
  88217. onActivateObservable: Observable<Camera>;
  88218. private _onActivateObserver;
  88219. /**
  88220. * A function that is added to the onActivateObservable
  88221. */
  88222. set onActivate(callback: Nullable<(camera: Camera) => void>);
  88223. /**
  88224. * An event triggered when the postprocess changes its size.
  88225. */
  88226. onSizeChangedObservable: Observable<PostProcess>;
  88227. private _onSizeChangedObserver;
  88228. /**
  88229. * A function that is added to the onSizeChangedObservable
  88230. */
  88231. set onSizeChanged(callback: (postProcess: PostProcess) => void);
  88232. /**
  88233. * An event triggered when the postprocess applies its effect.
  88234. */
  88235. onApplyObservable: Observable<Effect>;
  88236. private _onApplyObserver;
  88237. /**
  88238. * A function that is added to the onApplyObservable
  88239. */
  88240. set onApply(callback: (effect: Effect) => void);
  88241. /**
  88242. * An event triggered before rendering the postprocess
  88243. */
  88244. onBeforeRenderObservable: Observable<Effect>;
  88245. private _onBeforeRenderObserver;
  88246. /**
  88247. * A function that is added to the onBeforeRenderObservable
  88248. */
  88249. set onBeforeRender(callback: (effect: Effect) => void);
  88250. /**
  88251. * An event triggered after rendering the postprocess
  88252. */
  88253. onAfterRenderObservable: Observable<Effect>;
  88254. private _onAfterRenderObserver;
  88255. /**
  88256. * A function that is added to the onAfterRenderObservable
  88257. */
  88258. set onAfterRender(callback: (efect: Effect) => void);
  88259. /**
  88260. * 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
  88261. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  88262. */
  88263. get inputTexture(): InternalTexture;
  88264. set inputTexture(value: InternalTexture);
  88265. /**
  88266. * Gets the camera which post process is applied to.
  88267. * @returns The camera the post process is applied to.
  88268. */
  88269. getCamera(): Camera;
  88270. /**
  88271. * Gets the texel size of the postprocess.
  88272. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  88273. */
  88274. get texelSize(): Vector2;
  88275. /**
  88276. * Creates a new instance PostProcess
  88277. * @param name The name of the PostProcess.
  88278. * @param fragmentUrl The url of the fragment shader to be used.
  88279. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  88280. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  88281. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88282. * @param camera The camera to apply the render pass to.
  88283. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88284. * @param engine The engine which the post process will be applied. (default: current engine)
  88285. * @param reusable If the post process can be reused on the same frame. (default: false)
  88286. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  88287. * @param textureType Type of textures used when performing the post process. (default: 0)
  88288. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  88289. * @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
  88290. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  88291. * @param textureFormat Format of textures used when performing the post process. (default: TEXTUREFORMAT_RGBA)
  88292. */
  88293. constructor(
  88294. /** Name of the PostProcess. */
  88295. 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, textureFormat?: number);
  88296. /**
  88297. * Gets a string idenfifying the name of the class
  88298. * @returns "PostProcess" string
  88299. */
  88300. getClassName(): string;
  88301. /**
  88302. * Gets the engine which this post process belongs to.
  88303. * @returns The engine the post process was enabled with.
  88304. */
  88305. getEngine(): Engine;
  88306. /**
  88307. * The effect that is created when initializing the post process.
  88308. * @returns The created effect corresponding the the postprocess.
  88309. */
  88310. getEffect(): Effect;
  88311. /**
  88312. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  88313. * @param postProcess The post process to share the output with.
  88314. * @returns This post process.
  88315. */
  88316. shareOutputWith(postProcess: PostProcess): PostProcess;
  88317. /**
  88318. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  88319. * This should be called if the post process that shares output with this post process is disabled/disposed.
  88320. */
  88321. useOwnOutput(): void;
  88322. /**
  88323. * Updates the effect with the current post process compile time values and recompiles the shader.
  88324. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88325. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88326. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88327. * @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
  88328. * @param onCompiled Called when the shader has been compiled.
  88329. * @param onError Called if there is an error when compiling a shader.
  88330. */
  88331. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  88332. /**
  88333. * The post process is reusable if it can be used multiple times within one frame.
  88334. * @returns If the post process is reusable
  88335. */
  88336. isReusable(): boolean;
  88337. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  88338. markTextureDirty(): void;
  88339. /**
  88340. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  88341. * 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.
  88342. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  88343. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  88344. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  88345. * @returns The target texture that was bound to be written to.
  88346. */
  88347. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  88348. /**
  88349. * If the post process is supported.
  88350. */
  88351. get isSupported(): boolean;
  88352. /**
  88353. * The aspect ratio of the output texture.
  88354. */
  88355. get aspectRatio(): number;
  88356. /**
  88357. * Get a value indicating if the post-process is ready to be used
  88358. * @returns true if the post-process is ready (shader is compiled)
  88359. */
  88360. isReady(): boolean;
  88361. /**
  88362. * Binds all textures and uniforms to the shader, this will be run on every pass.
  88363. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  88364. */
  88365. apply(): Nullable<Effect>;
  88366. private _disposeTextures;
  88367. /**
  88368. * Disposes the post process.
  88369. * @param camera The camera to dispose the post process on.
  88370. */
  88371. dispose(camera?: Camera): void;
  88372. }
  88373. }
  88374. declare module BABYLON {
  88375. /** @hidden */
  88376. export var kernelBlurVaryingDeclaration: {
  88377. name: string;
  88378. shader: string;
  88379. };
  88380. }
  88381. declare module BABYLON {
  88382. /** @hidden */
  88383. export var kernelBlurFragment: {
  88384. name: string;
  88385. shader: string;
  88386. };
  88387. }
  88388. declare module BABYLON {
  88389. /** @hidden */
  88390. export var kernelBlurFragment2: {
  88391. name: string;
  88392. shader: string;
  88393. };
  88394. }
  88395. declare module BABYLON {
  88396. /** @hidden */
  88397. export var kernelBlurPixelShader: {
  88398. name: string;
  88399. shader: string;
  88400. };
  88401. }
  88402. declare module BABYLON {
  88403. /** @hidden */
  88404. export var kernelBlurVertex: {
  88405. name: string;
  88406. shader: string;
  88407. };
  88408. }
  88409. declare module BABYLON {
  88410. /** @hidden */
  88411. export var kernelBlurVertexShader: {
  88412. name: string;
  88413. shader: string;
  88414. };
  88415. }
  88416. declare module BABYLON {
  88417. /**
  88418. * The Blur Post Process which blurs an image based on a kernel and direction.
  88419. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88420. */
  88421. export class BlurPostProcess extends PostProcess {
  88422. /** The direction in which to blur the image. */
  88423. direction: Vector2;
  88424. private blockCompilation;
  88425. protected _kernel: number;
  88426. protected _idealKernel: number;
  88427. protected _packedFloat: boolean;
  88428. private _staticDefines;
  88429. /**
  88430. * Sets the length in pixels of the blur sample region
  88431. */
  88432. set kernel(v: number);
  88433. /**
  88434. * Gets the length in pixels of the blur sample region
  88435. */
  88436. get kernel(): number;
  88437. /**
  88438. * Sets wether or not the blur needs to unpack/repack floats
  88439. */
  88440. set packedFloat(v: boolean);
  88441. /**
  88442. * Gets wether or not the blur is unpacking/repacking floats
  88443. */
  88444. get packedFloat(): boolean;
  88445. /**
  88446. * Creates a new instance BlurPostProcess
  88447. * @param name The name of the effect.
  88448. * @param direction The direction in which to blur the image.
  88449. * @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.
  88450. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88451. * @param camera The camera to apply the render pass to.
  88452. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88453. * @param engine The engine which the post process will be applied. (default: current engine)
  88454. * @param reusable If the post process can be reused on the same frame. (default: false)
  88455. * @param textureType Type of textures used when performing the post process. (default: 0)
  88456. * @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)
  88457. */
  88458. constructor(name: string,
  88459. /** The direction in which to blur the image. */
  88460. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  88461. /**
  88462. * Updates the effect with the current post process compile time values and recompiles the shader.
  88463. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88464. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88465. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88466. * @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
  88467. * @param onCompiled Called when the shader has been compiled.
  88468. * @param onError Called if there is an error when compiling a shader.
  88469. */
  88470. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  88471. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  88472. /**
  88473. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88474. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88475. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88476. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88477. * The gaps between physical kernels are compensated for in the weighting of the samples
  88478. * @param idealKernel Ideal blur kernel.
  88479. * @return Nearest best kernel.
  88480. */
  88481. protected _nearestBestKernel(idealKernel: number): number;
  88482. /**
  88483. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88484. * @param x The point on the Gaussian distribution to sample.
  88485. * @return the value of the Gaussian function at x.
  88486. */
  88487. protected _gaussianWeight(x: number): number;
  88488. /**
  88489. * Generates a string that can be used as a floating point number in GLSL.
  88490. * @param x Value to print.
  88491. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88492. * @return GLSL float string.
  88493. */
  88494. protected _glslFloat(x: number, decimalFigures?: number): string;
  88495. }
  88496. }
  88497. declare module BABYLON {
  88498. /**
  88499. * Mirror texture can be used to simulate the view from a mirror in a scene.
  88500. * It will dynamically be rendered every frame to adapt to the camera point of view.
  88501. * You can then easily use it as a reflectionTexture on a flat surface.
  88502. * In case the surface is not a plane, please consider relying on reflection probes.
  88503. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  88504. */
  88505. export class MirrorTexture extends RenderTargetTexture {
  88506. private scene;
  88507. /**
  88508. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  88509. * 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.
  88510. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  88511. */
  88512. mirrorPlane: Plane;
  88513. /**
  88514. * Define the blur ratio used to blur the reflection if needed.
  88515. */
  88516. set blurRatio(value: number);
  88517. get blurRatio(): number;
  88518. /**
  88519. * Define the adaptive blur kernel used to blur the reflection if needed.
  88520. * This will autocompute the closest best match for the `blurKernel`
  88521. */
  88522. set adaptiveBlurKernel(value: number);
  88523. /**
  88524. * Define the blur kernel used to blur the reflection if needed.
  88525. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  88526. */
  88527. set blurKernel(value: number);
  88528. /**
  88529. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  88530. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  88531. */
  88532. set blurKernelX(value: number);
  88533. get blurKernelX(): number;
  88534. /**
  88535. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  88536. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  88537. */
  88538. set blurKernelY(value: number);
  88539. get blurKernelY(): number;
  88540. private _autoComputeBlurKernel;
  88541. protected _onRatioRescale(): void;
  88542. private _updateGammaSpace;
  88543. private _imageProcessingConfigChangeObserver;
  88544. private _transformMatrix;
  88545. private _mirrorMatrix;
  88546. private _savedViewMatrix;
  88547. private _blurX;
  88548. private _blurY;
  88549. private _adaptiveBlurKernel;
  88550. private _blurKernelX;
  88551. private _blurKernelY;
  88552. private _blurRatio;
  88553. /**
  88554. * Instantiates a Mirror Texture.
  88555. * Mirror texture can be used to simulate the view from a mirror in a scene.
  88556. * It will dynamically be rendered every frame to adapt to the camera point of view.
  88557. * You can then easily use it as a reflectionTexture on a flat surface.
  88558. * In case the surface is not a plane, please consider relying on reflection probes.
  88559. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  88560. * @param name
  88561. * @param size
  88562. * @param scene
  88563. * @param generateMipMaps
  88564. * @param type
  88565. * @param samplingMode
  88566. * @param generateDepthBuffer
  88567. */
  88568. constructor(name: string, size: number | {
  88569. width: number;
  88570. height: number;
  88571. } | {
  88572. ratio: number;
  88573. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  88574. private _preparePostProcesses;
  88575. /**
  88576. * Clone the mirror texture.
  88577. * @returns the cloned texture
  88578. */
  88579. clone(): MirrorTexture;
  88580. /**
  88581. * Serialize the texture to a JSON representation you could use in Parse later on
  88582. * @returns the serialized JSON representation
  88583. */
  88584. serialize(): any;
  88585. /**
  88586. * Dispose the texture and release its associated resources.
  88587. */
  88588. dispose(): void;
  88589. }
  88590. }
  88591. declare module BABYLON {
  88592. /**
  88593. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  88594. * @see http://doc.babylonjs.com/babylon101/materials#texture
  88595. */
  88596. export class Texture extends BaseTexture {
  88597. /**
  88598. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  88599. */
  88600. static SerializeBuffers: boolean;
  88601. /** @hidden */
  88602. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  88603. /** @hidden */
  88604. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  88605. /** @hidden */
  88606. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  88607. /** nearest is mag = nearest and min = nearest and mip = linear */
  88608. static readonly NEAREST_SAMPLINGMODE: number;
  88609. /** nearest is mag = nearest and min = nearest and mip = linear */
  88610. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  88611. /** Bilinear is mag = linear and min = linear and mip = nearest */
  88612. static readonly BILINEAR_SAMPLINGMODE: number;
  88613. /** Bilinear is mag = linear and min = linear and mip = nearest */
  88614. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  88615. /** Trilinear is mag = linear and min = linear and mip = linear */
  88616. static readonly TRILINEAR_SAMPLINGMODE: number;
  88617. /** Trilinear is mag = linear and min = linear and mip = linear */
  88618. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  88619. /** mag = nearest and min = nearest and mip = nearest */
  88620. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  88621. /** mag = nearest and min = linear and mip = nearest */
  88622. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  88623. /** mag = nearest and min = linear and mip = linear */
  88624. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  88625. /** mag = nearest and min = linear and mip = none */
  88626. static readonly NEAREST_LINEAR: number;
  88627. /** mag = nearest and min = nearest and mip = none */
  88628. static readonly NEAREST_NEAREST: number;
  88629. /** mag = linear and min = nearest and mip = nearest */
  88630. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  88631. /** mag = linear and min = nearest and mip = linear */
  88632. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  88633. /** mag = linear and min = linear and mip = none */
  88634. static readonly LINEAR_LINEAR: number;
  88635. /** mag = linear and min = nearest and mip = none */
  88636. static readonly LINEAR_NEAREST: number;
  88637. /** Explicit coordinates mode */
  88638. static readonly EXPLICIT_MODE: number;
  88639. /** Spherical coordinates mode */
  88640. static readonly SPHERICAL_MODE: number;
  88641. /** Planar coordinates mode */
  88642. static readonly PLANAR_MODE: number;
  88643. /** Cubic coordinates mode */
  88644. static readonly CUBIC_MODE: number;
  88645. /** Projection coordinates mode */
  88646. static readonly PROJECTION_MODE: number;
  88647. /** Inverse Cubic coordinates mode */
  88648. static readonly SKYBOX_MODE: number;
  88649. /** Inverse Cubic coordinates mode */
  88650. static readonly INVCUBIC_MODE: number;
  88651. /** Equirectangular coordinates mode */
  88652. static readonly EQUIRECTANGULAR_MODE: number;
  88653. /** Equirectangular Fixed coordinates mode */
  88654. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  88655. /** Equirectangular Fixed Mirrored coordinates mode */
  88656. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  88657. /** Texture is not repeating outside of 0..1 UVs */
  88658. static readonly CLAMP_ADDRESSMODE: number;
  88659. /** Texture is repeating outside of 0..1 UVs */
  88660. static readonly WRAP_ADDRESSMODE: number;
  88661. /** Texture is repeating and mirrored */
  88662. static readonly MIRROR_ADDRESSMODE: number;
  88663. /**
  88664. * 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
  88665. */
  88666. static UseSerializedUrlIfAny: boolean;
  88667. /**
  88668. * Define the url of the texture.
  88669. */
  88670. url: Nullable<string>;
  88671. /**
  88672. * Define an offset on the texture to offset the u coordinates of the UVs
  88673. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  88674. */
  88675. uOffset: number;
  88676. /**
  88677. * Define an offset on the texture to offset the v coordinates of the UVs
  88678. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  88679. */
  88680. vOffset: number;
  88681. /**
  88682. * Define an offset on the texture to scale the u coordinates of the UVs
  88683. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  88684. */
  88685. uScale: number;
  88686. /**
  88687. * Define an offset on the texture to scale the v coordinates of the UVs
  88688. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  88689. */
  88690. vScale: number;
  88691. /**
  88692. * Define an offset on the texture to rotate around the u coordinates of the UVs
  88693. * @see http://doc.babylonjs.com/how_to/more_materials
  88694. */
  88695. uAng: number;
  88696. /**
  88697. * Define an offset on the texture to rotate around the v coordinates of the UVs
  88698. * @see http://doc.babylonjs.com/how_to/more_materials
  88699. */
  88700. vAng: number;
  88701. /**
  88702. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  88703. * @see http://doc.babylonjs.com/how_to/more_materials
  88704. */
  88705. wAng: number;
  88706. /**
  88707. * Defines the center of rotation (U)
  88708. */
  88709. uRotationCenter: number;
  88710. /**
  88711. * Defines the center of rotation (V)
  88712. */
  88713. vRotationCenter: number;
  88714. /**
  88715. * Defines the center of rotation (W)
  88716. */
  88717. wRotationCenter: number;
  88718. /**
  88719. * Are mip maps generated for this texture or not.
  88720. */
  88721. get noMipmap(): boolean;
  88722. /**
  88723. * List of inspectable custom properties (used by the Inspector)
  88724. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88725. */
  88726. inspectableCustomProperties: Nullable<IInspectable[]>;
  88727. private _noMipmap;
  88728. /** @hidden */
  88729. _invertY: boolean;
  88730. private _rowGenerationMatrix;
  88731. private _cachedTextureMatrix;
  88732. private _projectionModeMatrix;
  88733. private _t0;
  88734. private _t1;
  88735. private _t2;
  88736. private _cachedUOffset;
  88737. private _cachedVOffset;
  88738. private _cachedUScale;
  88739. private _cachedVScale;
  88740. private _cachedUAng;
  88741. private _cachedVAng;
  88742. private _cachedWAng;
  88743. private _cachedProjectionMatrixId;
  88744. private _cachedCoordinatesMode;
  88745. /** @hidden */
  88746. protected _initialSamplingMode: number;
  88747. /** @hidden */
  88748. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  88749. private _deleteBuffer;
  88750. protected _format: Nullable<number>;
  88751. private _delayedOnLoad;
  88752. private _delayedOnError;
  88753. private _mimeType?;
  88754. /**
  88755. * Observable triggered once the texture has been loaded.
  88756. */
  88757. onLoadObservable: Observable<Texture>;
  88758. protected _isBlocking: boolean;
  88759. /**
  88760. * Is the texture preventing material to render while loading.
  88761. * If false, a default texture will be used instead of the loading one during the preparation step.
  88762. */
  88763. set isBlocking(value: boolean);
  88764. get isBlocking(): boolean;
  88765. /**
  88766. * Get the current sampling mode associated with the texture.
  88767. */
  88768. get samplingMode(): number;
  88769. /**
  88770. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  88771. */
  88772. get invertY(): boolean;
  88773. /**
  88774. * Instantiates a new texture.
  88775. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  88776. * @see http://doc.babylonjs.com/babylon101/materials#texture
  88777. * @param url defines the url of the picture to load as a texture
  88778. * @param scene defines the scene or engine the texture will belong to
  88779. * @param noMipmap defines if the texture will require mip maps or not
  88780. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  88781. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  88782. * @param onLoad defines a callback triggered when the texture has been loaded
  88783. * @param onError defines a callback triggered when an error occurred during the loading session
  88784. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  88785. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  88786. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  88787. * @param mimeType defines an optional mime type information
  88788. */
  88789. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  88790. /**
  88791. * Update the url (and optional buffer) of this texture if url was null during construction.
  88792. * @param url the url of the texture
  88793. * @param buffer the buffer of the texture (defaults to null)
  88794. * @param onLoad callback called when the texture is loaded (defaults to null)
  88795. */
  88796. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  88797. /**
  88798. * Finish the loading sequence of a texture flagged as delayed load.
  88799. * @hidden
  88800. */
  88801. delayLoad(): void;
  88802. private _prepareRowForTextureGeneration;
  88803. /**
  88804. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  88805. * @returns the transform matrix of the texture.
  88806. */
  88807. getTextureMatrix(uBase?: number): Matrix;
  88808. /**
  88809. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  88810. * @returns The reflection texture transform
  88811. */
  88812. getReflectionTextureMatrix(): Matrix;
  88813. /**
  88814. * Clones the texture.
  88815. * @returns the cloned texture
  88816. */
  88817. clone(): Texture;
  88818. /**
  88819. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88820. * @returns The JSON representation of the texture
  88821. */
  88822. serialize(): any;
  88823. /**
  88824. * Get the current class name of the texture useful for serialization or dynamic coding.
  88825. * @returns "Texture"
  88826. */
  88827. getClassName(): string;
  88828. /**
  88829. * Dispose the texture and release its associated resources.
  88830. */
  88831. dispose(): void;
  88832. /**
  88833. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  88834. * @param parsedTexture Define the JSON representation of the texture
  88835. * @param scene Define the scene the parsed texture should be instantiated in
  88836. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  88837. * @returns The parsed texture if successful
  88838. */
  88839. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  88840. /**
  88841. * Creates a texture from its base 64 representation.
  88842. * @param data Define the base64 payload without the data: prefix
  88843. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  88844. * @param scene Define the scene the texture should belong to
  88845. * @param noMipmap Forces the texture to not create mip map information if true
  88846. * @param invertY define if the texture needs to be inverted on the y axis during loading
  88847. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  88848. * @param onLoad define a callback triggered when the texture has been loaded
  88849. * @param onError define a callback triggered when an error occurred during the loading session
  88850. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  88851. * @returns the created texture
  88852. */
  88853. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  88854. /**
  88855. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  88856. * @param data Define the base64 payload without the data: prefix
  88857. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  88858. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  88859. * @param scene Define the scene the texture should belong to
  88860. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  88861. * @param noMipmap Forces the texture to not create mip map information if true
  88862. * @param invertY define if the texture needs to be inverted on the y axis during loading
  88863. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  88864. * @param onLoad define a callback triggered when the texture has been loaded
  88865. * @param onError define a callback triggered when an error occurred during the loading session
  88866. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  88867. * @returns the created texture
  88868. */
  88869. 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;
  88870. }
  88871. }
  88872. declare module BABYLON {
  88873. /**
  88874. * PostProcessManager is used to manage one or more post processes or post process pipelines
  88875. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  88876. */
  88877. export class PostProcessManager {
  88878. private _scene;
  88879. private _indexBuffer;
  88880. private _vertexBuffers;
  88881. /**
  88882. * Creates a new instance PostProcess
  88883. * @param scene The scene that the post process is associated with.
  88884. */
  88885. constructor(scene: Scene);
  88886. private _prepareBuffers;
  88887. private _buildIndexBuffer;
  88888. /**
  88889. * Rebuilds the vertex buffers of the manager.
  88890. * @hidden
  88891. */
  88892. _rebuild(): void;
  88893. /**
  88894. * Prepares a frame to be run through a post process.
  88895. * @param sourceTexture The input texture to the post procesess. (default: null)
  88896. * @param postProcesses An array of post processes to be run. (default: null)
  88897. * @returns True if the post processes were able to be run.
  88898. * @hidden
  88899. */
  88900. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  88901. /**
  88902. * Manually render a set of post processes to a texture.
  88903. * @param postProcesses An array of post processes to be run.
  88904. * @param targetTexture The target texture to render to.
  88905. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  88906. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  88907. * @param lodLevel defines which lod of the texture to render to
  88908. */
  88909. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  88910. /**
  88911. * Finalize the result of the output of the postprocesses.
  88912. * @param doNotPresent If true the result will not be displayed to the screen.
  88913. * @param targetTexture The target texture to render to.
  88914. * @param faceIndex The index of the face to bind the target texture to.
  88915. * @param postProcesses The array of post processes to render.
  88916. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  88917. * @hidden
  88918. */
  88919. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  88920. /**
  88921. * Disposes of the post process manager.
  88922. */
  88923. dispose(): void;
  88924. }
  88925. }
  88926. declare module BABYLON {
  88927. /** Interface used by value gradients (color, factor, ...) */
  88928. export interface IValueGradient {
  88929. /**
  88930. * Gets or sets the gradient value (between 0 and 1)
  88931. */
  88932. gradient: number;
  88933. }
  88934. /** Class used to store color4 gradient */
  88935. export class ColorGradient implements IValueGradient {
  88936. /**
  88937. * Gets or sets the gradient value (between 0 and 1)
  88938. */
  88939. gradient: number;
  88940. /**
  88941. * Gets or sets first associated color
  88942. */
  88943. color1: Color4;
  88944. /**
  88945. * Gets or sets second associated color
  88946. */
  88947. color2?: Color4;
  88948. /**
  88949. * Will get a color picked randomly between color1 and color2.
  88950. * If color2 is undefined then color1 will be used
  88951. * @param result defines the target Color4 to store the result in
  88952. */
  88953. getColorToRef(result: Color4): void;
  88954. }
  88955. /** Class used to store color 3 gradient */
  88956. export class Color3Gradient implements IValueGradient {
  88957. /**
  88958. * Gets or sets the gradient value (between 0 and 1)
  88959. */
  88960. gradient: number;
  88961. /**
  88962. * Gets or sets the associated color
  88963. */
  88964. color: Color3;
  88965. }
  88966. /** Class used to store factor gradient */
  88967. export class FactorGradient implements IValueGradient {
  88968. /**
  88969. * Gets or sets the gradient value (between 0 and 1)
  88970. */
  88971. gradient: number;
  88972. /**
  88973. * Gets or sets first associated factor
  88974. */
  88975. factor1: number;
  88976. /**
  88977. * Gets or sets second associated factor
  88978. */
  88979. factor2?: number;
  88980. /**
  88981. * Will get a number picked randomly between factor1 and factor2.
  88982. * If factor2 is undefined then factor1 will be used
  88983. * @returns the picked number
  88984. */
  88985. getFactor(): number;
  88986. }
  88987. /**
  88988. * Helper used to simplify some generic gradient tasks
  88989. */
  88990. export class GradientHelper {
  88991. /**
  88992. * Gets the current gradient from an array of IValueGradient
  88993. * @param ratio defines the current ratio to get
  88994. * @param gradients defines the array of IValueGradient
  88995. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  88996. */
  88997. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  88998. }
  88999. }
  89000. declare module BABYLON {
  89001. interface ThinEngine {
  89002. /**
  89003. * Creates a dynamic texture
  89004. * @param width defines the width of the texture
  89005. * @param height defines the height of the texture
  89006. * @param generateMipMaps defines if the engine should generate the mip levels
  89007. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  89008. * @returns the dynamic texture inside an InternalTexture
  89009. */
  89010. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  89011. /**
  89012. * Update the content of a dynamic texture
  89013. * @param texture defines the texture to update
  89014. * @param canvas defines the canvas containing the source
  89015. * @param invertY defines if data must be stored with Y axis inverted
  89016. * @param premulAlpha defines if alpha is stored as premultiplied
  89017. * @param format defines the format of the data
  89018. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  89019. */
  89020. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  89021. }
  89022. }
  89023. declare module BABYLON {
  89024. /**
  89025. * Helper class used to generate a canvas to manipulate images
  89026. */
  89027. export class CanvasGenerator {
  89028. /**
  89029. * Create a new canvas (or offscreen canvas depending on the context)
  89030. * @param width defines the expected width
  89031. * @param height defines the expected height
  89032. * @return a new canvas or offscreen canvas
  89033. */
  89034. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  89035. }
  89036. }
  89037. declare module BABYLON {
  89038. /**
  89039. * A class extending Texture allowing drawing on a texture
  89040. * @see http://doc.babylonjs.com/how_to/dynamictexture
  89041. */
  89042. export class DynamicTexture extends Texture {
  89043. private _generateMipMaps;
  89044. private _canvas;
  89045. private _context;
  89046. private _engine;
  89047. /**
  89048. * Creates a DynamicTexture
  89049. * @param name defines the name of the texture
  89050. * @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
  89051. * @param scene defines the scene where you want the texture
  89052. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  89053. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  89054. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  89055. */
  89056. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  89057. /**
  89058. * Get the current class name of the texture useful for serialization or dynamic coding.
  89059. * @returns "DynamicTexture"
  89060. */
  89061. getClassName(): string;
  89062. /**
  89063. * Gets the current state of canRescale
  89064. */
  89065. get canRescale(): boolean;
  89066. private _recreate;
  89067. /**
  89068. * Scales the texture
  89069. * @param ratio the scale factor to apply to both width and height
  89070. */
  89071. scale(ratio: number): void;
  89072. /**
  89073. * Resizes the texture
  89074. * @param width the new width
  89075. * @param height the new height
  89076. */
  89077. scaleTo(width: number, height: number): void;
  89078. /**
  89079. * Gets the context of the canvas used by the texture
  89080. * @returns the canvas context of the dynamic texture
  89081. */
  89082. getContext(): CanvasRenderingContext2D;
  89083. /**
  89084. * Clears the texture
  89085. */
  89086. clear(): void;
  89087. /**
  89088. * Updates the texture
  89089. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  89090. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  89091. */
  89092. update(invertY?: boolean, premulAlpha?: boolean): void;
  89093. /**
  89094. * Draws text onto the texture
  89095. * @param text defines the text to be drawn
  89096. * @param x defines the placement of the text from the left
  89097. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  89098. * @param font defines the font to be used with font-style, font-size, font-name
  89099. * @param color defines the color used for the text
  89100. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  89101. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  89102. * @param update defines whether texture is immediately update (default is true)
  89103. */
  89104. drawText(text: string, x: number | null | undefined, y: number | null | undefined, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  89105. /**
  89106. * Clones the texture
  89107. * @returns the clone of the texture.
  89108. */
  89109. clone(): DynamicTexture;
  89110. /**
  89111. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  89112. * @returns a serialized dynamic texture object
  89113. */
  89114. serialize(): any;
  89115. /** @hidden */
  89116. _rebuild(): void;
  89117. }
  89118. }
  89119. declare module BABYLON {
  89120. interface AbstractScene {
  89121. /**
  89122. * The list of procedural textures added to the scene
  89123. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  89124. */
  89125. proceduralTextures: Array<ProceduralTexture>;
  89126. }
  89127. /**
  89128. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  89129. * in a given scene.
  89130. */
  89131. export class ProceduralTextureSceneComponent implements ISceneComponent {
  89132. /**
  89133. * The component name helpfull to identify the component in the list of scene components.
  89134. */
  89135. readonly name: string;
  89136. /**
  89137. * The scene the component belongs to.
  89138. */
  89139. scene: Scene;
  89140. /**
  89141. * Creates a new instance of the component for the given scene
  89142. * @param scene Defines the scene to register the component in
  89143. */
  89144. constructor(scene: Scene);
  89145. /**
  89146. * Registers the component in a given scene
  89147. */
  89148. register(): void;
  89149. /**
  89150. * Rebuilds the elements related to this component in case of
  89151. * context lost for instance.
  89152. */
  89153. rebuild(): void;
  89154. /**
  89155. * Disposes the component and the associated ressources.
  89156. */
  89157. dispose(): void;
  89158. private _beforeClear;
  89159. }
  89160. }
  89161. declare module BABYLON {
  89162. interface ThinEngine {
  89163. /**
  89164. * Creates a new render target cube texture
  89165. * @param size defines the size of the texture
  89166. * @param options defines the options used to create the texture
  89167. * @returns a new render target cube texture stored in an InternalTexture
  89168. */
  89169. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  89170. }
  89171. }
  89172. declare module BABYLON {
  89173. /** @hidden */
  89174. export var proceduralVertexShader: {
  89175. name: string;
  89176. shader: string;
  89177. };
  89178. }
  89179. declare module BABYLON {
  89180. /**
  89181. * 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.
  89182. * This is the base class of any Procedural texture and contains most of the shareable code.
  89183. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  89184. */
  89185. export class ProceduralTexture extends Texture {
  89186. isCube: boolean;
  89187. /**
  89188. * Define if the texture is enabled or not (disabled texture will not render)
  89189. */
  89190. isEnabled: boolean;
  89191. /**
  89192. * Define if the texture must be cleared before rendering (default is true)
  89193. */
  89194. autoClear: boolean;
  89195. /**
  89196. * Callback called when the texture is generated
  89197. */
  89198. onGenerated: () => void;
  89199. /**
  89200. * Event raised when the texture is generated
  89201. */
  89202. onGeneratedObservable: Observable<ProceduralTexture>;
  89203. /** @hidden */
  89204. _generateMipMaps: boolean;
  89205. /** @hidden **/
  89206. _effect: Effect;
  89207. /** @hidden */
  89208. _textures: {
  89209. [key: string]: Texture;
  89210. };
  89211. private _size;
  89212. private _currentRefreshId;
  89213. private _frameId;
  89214. private _refreshRate;
  89215. private _vertexBuffers;
  89216. private _indexBuffer;
  89217. private _uniforms;
  89218. private _samplers;
  89219. private _fragment;
  89220. private _floats;
  89221. private _ints;
  89222. private _floatsArrays;
  89223. private _colors3;
  89224. private _colors4;
  89225. private _vectors2;
  89226. private _vectors3;
  89227. private _matrices;
  89228. private _fallbackTexture;
  89229. private _fallbackTextureUsed;
  89230. private _engine;
  89231. private _cachedDefines;
  89232. private _contentUpdateId;
  89233. private _contentData;
  89234. /**
  89235. * Instantiates a new procedural texture.
  89236. * 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.
  89237. * This is the base class of any Procedural texture and contains most of the shareable code.
  89238. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  89239. * @param name Define the name of the texture
  89240. * @param size Define the size of the texture to create
  89241. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  89242. * @param scene Define the scene the texture belongs to
  89243. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  89244. * @param generateMipMaps Define if the texture should creates mip maps or not
  89245. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  89246. */
  89247. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  89248. /**
  89249. * The effect that is created when initializing the post process.
  89250. * @returns The created effect corresponding the the postprocess.
  89251. */
  89252. getEffect(): Effect;
  89253. /**
  89254. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  89255. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  89256. */
  89257. getContent(): Nullable<ArrayBufferView>;
  89258. private _createIndexBuffer;
  89259. /** @hidden */
  89260. _rebuild(): void;
  89261. /**
  89262. * Resets the texture in order to recreate its associated resources.
  89263. * This can be called in case of context loss
  89264. */
  89265. reset(): void;
  89266. protected _getDefines(): string;
  89267. /**
  89268. * Is the texture ready to be used ? (rendered at least once)
  89269. * @returns true if ready, otherwise, false.
  89270. */
  89271. isReady(): boolean;
  89272. /**
  89273. * Resets the refresh counter of the texture and start bak from scratch.
  89274. * Could be useful to regenerate the texture if it is setup to render only once.
  89275. */
  89276. resetRefreshCounter(): void;
  89277. /**
  89278. * Set the fragment shader to use in order to render the texture.
  89279. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  89280. */
  89281. setFragment(fragment: any): void;
  89282. /**
  89283. * Define the refresh rate of the texture or the rendering frequency.
  89284. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  89285. */
  89286. get refreshRate(): number;
  89287. set refreshRate(value: number);
  89288. /** @hidden */
  89289. _shouldRender(): boolean;
  89290. /**
  89291. * Get the size the texture is rendering at.
  89292. * @returns the size (texture is always squared)
  89293. */
  89294. getRenderSize(): number;
  89295. /**
  89296. * Resize the texture to new value.
  89297. * @param size Define the new size the texture should have
  89298. * @param generateMipMaps Define whether the new texture should create mip maps
  89299. */
  89300. resize(size: number, generateMipMaps: boolean): void;
  89301. private _checkUniform;
  89302. /**
  89303. * Set a texture in the shader program used to render.
  89304. * @param name Define the name of the uniform samplers as defined in the shader
  89305. * @param texture Define the texture to bind to this sampler
  89306. * @return the texture itself allowing "fluent" like uniform updates
  89307. */
  89308. setTexture(name: string, texture: Texture): ProceduralTexture;
  89309. /**
  89310. * Set a float in the shader.
  89311. * @param name Define the name of the uniform as defined in the shader
  89312. * @param value Define the value to give to the uniform
  89313. * @return the texture itself allowing "fluent" like uniform updates
  89314. */
  89315. setFloat(name: string, value: number): ProceduralTexture;
  89316. /**
  89317. * Set a int in the shader.
  89318. * @param name Define the name of the uniform as defined in the shader
  89319. * @param value Define the value to give to the uniform
  89320. * @return the texture itself allowing "fluent" like uniform updates
  89321. */
  89322. setInt(name: string, value: number): ProceduralTexture;
  89323. /**
  89324. * Set an array of floats in the shader.
  89325. * @param name Define the name of the uniform as defined in the shader
  89326. * @param value Define the value to give to the uniform
  89327. * @return the texture itself allowing "fluent" like uniform updates
  89328. */
  89329. setFloats(name: string, value: number[]): ProceduralTexture;
  89330. /**
  89331. * Set a vec3 in the shader from a Color3.
  89332. * @param name Define the name of the uniform as defined in the shader
  89333. * @param value Define the value to give to the uniform
  89334. * @return the texture itself allowing "fluent" like uniform updates
  89335. */
  89336. setColor3(name: string, value: Color3): ProceduralTexture;
  89337. /**
  89338. * Set a vec4 in the shader from a Color4.
  89339. * @param name Define the name of the uniform as defined in the shader
  89340. * @param value Define the value to give to the uniform
  89341. * @return the texture itself allowing "fluent" like uniform updates
  89342. */
  89343. setColor4(name: string, value: Color4): ProceduralTexture;
  89344. /**
  89345. * Set a vec2 in the shader from a Vector2.
  89346. * @param name Define the name of the uniform as defined in the shader
  89347. * @param value Define the value to give to the uniform
  89348. * @return the texture itself allowing "fluent" like uniform updates
  89349. */
  89350. setVector2(name: string, value: Vector2): ProceduralTexture;
  89351. /**
  89352. * Set a vec3 in the shader from a Vector3.
  89353. * @param name Define the name of the uniform as defined in the shader
  89354. * @param value Define the value to give to the uniform
  89355. * @return the texture itself allowing "fluent" like uniform updates
  89356. */
  89357. setVector3(name: string, value: Vector3): ProceduralTexture;
  89358. /**
  89359. * Set a mat4 in the shader from a MAtrix.
  89360. * @param name Define the name of the uniform as defined in the shader
  89361. * @param value Define the value to give to the uniform
  89362. * @return the texture itself allowing "fluent" like uniform updates
  89363. */
  89364. setMatrix(name: string, value: Matrix): ProceduralTexture;
  89365. /**
  89366. * Render the texture to its associated render target.
  89367. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  89368. */
  89369. render(useCameraPostProcess?: boolean): void;
  89370. /**
  89371. * Clone the texture.
  89372. * @returns the cloned texture
  89373. */
  89374. clone(): ProceduralTexture;
  89375. /**
  89376. * Dispose the texture and release its asoociated resources.
  89377. */
  89378. dispose(): void;
  89379. }
  89380. }
  89381. declare module BABYLON {
  89382. /**
  89383. * This represents the base class for particle system in Babylon.
  89384. * 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.
  89385. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  89386. * @example https://doc.babylonjs.com/babylon101/particles
  89387. */
  89388. export class BaseParticleSystem {
  89389. /**
  89390. * Source color is added to the destination color without alpha affecting the result
  89391. */
  89392. static BLENDMODE_ONEONE: number;
  89393. /**
  89394. * Blend current color and particle color using particle’s alpha
  89395. */
  89396. static BLENDMODE_STANDARD: number;
  89397. /**
  89398. * Add current color and particle color multiplied by particle’s alpha
  89399. */
  89400. static BLENDMODE_ADD: number;
  89401. /**
  89402. * Multiply current color with particle color
  89403. */
  89404. static BLENDMODE_MULTIPLY: number;
  89405. /**
  89406. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  89407. */
  89408. static BLENDMODE_MULTIPLYADD: number;
  89409. /**
  89410. * List of animations used by the particle system.
  89411. */
  89412. animations: Animation[];
  89413. /**
  89414. * The id of the Particle system.
  89415. */
  89416. id: string;
  89417. /**
  89418. * The friendly name of the Particle system.
  89419. */
  89420. name: string;
  89421. /**
  89422. * The rendering group used by the Particle system to chose when to render.
  89423. */
  89424. renderingGroupId: number;
  89425. /**
  89426. * The emitter represents the Mesh or position we are attaching the particle system to.
  89427. */
  89428. emitter: Nullable<AbstractMesh | Vector3>;
  89429. /**
  89430. * The maximum number of particles to emit per frame
  89431. */
  89432. emitRate: number;
  89433. /**
  89434. * If you want to launch only a few particles at once, that can be done, as well.
  89435. */
  89436. manualEmitCount: number;
  89437. /**
  89438. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  89439. */
  89440. updateSpeed: number;
  89441. /**
  89442. * The amount of time the particle system is running (depends of the overall update speed).
  89443. */
  89444. targetStopDuration: number;
  89445. /**
  89446. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  89447. */
  89448. disposeOnStop: boolean;
  89449. /**
  89450. * Minimum power of emitting particles.
  89451. */
  89452. minEmitPower: number;
  89453. /**
  89454. * Maximum power of emitting particles.
  89455. */
  89456. maxEmitPower: number;
  89457. /**
  89458. * Minimum life time of emitting particles.
  89459. */
  89460. minLifeTime: number;
  89461. /**
  89462. * Maximum life time of emitting particles.
  89463. */
  89464. maxLifeTime: number;
  89465. /**
  89466. * Minimum Size of emitting particles.
  89467. */
  89468. minSize: number;
  89469. /**
  89470. * Maximum Size of emitting particles.
  89471. */
  89472. maxSize: number;
  89473. /**
  89474. * Minimum scale of emitting particles on X axis.
  89475. */
  89476. minScaleX: number;
  89477. /**
  89478. * Maximum scale of emitting particles on X axis.
  89479. */
  89480. maxScaleX: number;
  89481. /**
  89482. * Minimum scale of emitting particles on Y axis.
  89483. */
  89484. minScaleY: number;
  89485. /**
  89486. * Maximum scale of emitting particles on Y axis.
  89487. */
  89488. maxScaleY: number;
  89489. /**
  89490. * Gets or sets the minimal initial rotation in radians.
  89491. */
  89492. minInitialRotation: number;
  89493. /**
  89494. * Gets or sets the maximal initial rotation in radians.
  89495. */
  89496. maxInitialRotation: number;
  89497. /**
  89498. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  89499. */
  89500. minAngularSpeed: number;
  89501. /**
  89502. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  89503. */
  89504. maxAngularSpeed: number;
  89505. /**
  89506. * The texture used to render each particle. (this can be a spritesheet)
  89507. */
  89508. particleTexture: Nullable<Texture>;
  89509. /**
  89510. * The layer mask we are rendering the particles through.
  89511. */
  89512. layerMask: number;
  89513. /**
  89514. * This can help using your own shader to render the particle system.
  89515. * The according effect will be created
  89516. */
  89517. customShader: any;
  89518. /**
  89519. * By default particle system starts as soon as they are created. This prevents the
  89520. * automatic start to happen and let you decide when to start emitting particles.
  89521. */
  89522. preventAutoStart: boolean;
  89523. private _noiseTexture;
  89524. /**
  89525. * Gets or sets a texture used to add random noise to particle positions
  89526. */
  89527. get noiseTexture(): Nullable<ProceduralTexture>;
  89528. set noiseTexture(value: Nullable<ProceduralTexture>);
  89529. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  89530. noiseStrength: Vector3;
  89531. /**
  89532. * Callback triggered when the particle animation is ending.
  89533. */
  89534. onAnimationEnd: Nullable<() => void>;
  89535. /**
  89536. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  89537. */
  89538. blendMode: number;
  89539. /**
  89540. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  89541. * to override the particles.
  89542. */
  89543. forceDepthWrite: boolean;
  89544. /** 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 */
  89545. preWarmCycles: number;
  89546. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  89547. preWarmStepOffset: number;
  89548. /**
  89549. * 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)
  89550. */
  89551. spriteCellChangeSpeed: number;
  89552. /**
  89553. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  89554. */
  89555. startSpriteCellID: number;
  89556. /**
  89557. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  89558. */
  89559. endSpriteCellID: number;
  89560. /**
  89561. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  89562. */
  89563. spriteCellWidth: number;
  89564. /**
  89565. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  89566. */
  89567. spriteCellHeight: number;
  89568. /**
  89569. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  89570. */
  89571. spriteRandomStartCell: boolean;
  89572. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  89573. translationPivot: Vector2;
  89574. /** @hidden */
  89575. protected _isAnimationSheetEnabled: boolean;
  89576. /**
  89577. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  89578. */
  89579. beginAnimationOnStart: boolean;
  89580. /**
  89581. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  89582. */
  89583. beginAnimationFrom: number;
  89584. /**
  89585. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  89586. */
  89587. beginAnimationTo: number;
  89588. /**
  89589. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  89590. */
  89591. beginAnimationLoop: boolean;
  89592. /**
  89593. * Gets or sets a world offset applied to all particles
  89594. */
  89595. worldOffset: Vector3;
  89596. /**
  89597. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  89598. */
  89599. get isAnimationSheetEnabled(): boolean;
  89600. set isAnimationSheetEnabled(value: boolean);
  89601. /**
  89602. * Get hosting scene
  89603. * @returns the scene
  89604. */
  89605. getScene(): Scene;
  89606. /**
  89607. * You can use gravity if you want to give an orientation to your particles.
  89608. */
  89609. gravity: Vector3;
  89610. protected _colorGradients: Nullable<Array<ColorGradient>>;
  89611. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  89612. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  89613. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  89614. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  89615. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  89616. protected _dragGradients: Nullable<Array<FactorGradient>>;
  89617. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  89618. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  89619. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  89620. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  89621. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  89622. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  89623. /**
  89624. * Defines the delay in milliseconds before starting the system (0 by default)
  89625. */
  89626. startDelay: number;
  89627. /**
  89628. * Gets the current list of drag gradients.
  89629. * You must use addDragGradient and removeDragGradient to udpate this list
  89630. * @returns the list of drag gradients
  89631. */
  89632. getDragGradients(): Nullable<Array<FactorGradient>>;
  89633. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  89634. limitVelocityDamping: number;
  89635. /**
  89636. * Gets the current list of limit velocity gradients.
  89637. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  89638. * @returns the list of limit velocity gradients
  89639. */
  89640. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  89641. /**
  89642. * Gets the current list of color gradients.
  89643. * You must use addColorGradient and removeColorGradient to udpate this list
  89644. * @returns the list of color gradients
  89645. */
  89646. getColorGradients(): Nullable<Array<ColorGradient>>;
  89647. /**
  89648. * Gets the current list of size gradients.
  89649. * You must use addSizeGradient and removeSizeGradient to udpate this list
  89650. * @returns the list of size gradients
  89651. */
  89652. getSizeGradients(): Nullable<Array<FactorGradient>>;
  89653. /**
  89654. * Gets the current list of color remap gradients.
  89655. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  89656. * @returns the list of color remap gradients
  89657. */
  89658. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  89659. /**
  89660. * Gets the current list of alpha remap gradients.
  89661. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  89662. * @returns the list of alpha remap gradients
  89663. */
  89664. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  89665. /**
  89666. * Gets the current list of life time gradients.
  89667. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  89668. * @returns the list of life time gradients
  89669. */
  89670. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  89671. /**
  89672. * Gets the current list of angular speed gradients.
  89673. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  89674. * @returns the list of angular speed gradients
  89675. */
  89676. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  89677. /**
  89678. * Gets the current list of velocity gradients.
  89679. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  89680. * @returns the list of velocity gradients
  89681. */
  89682. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  89683. /**
  89684. * Gets the current list of start size gradients.
  89685. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  89686. * @returns the list of start size gradients
  89687. */
  89688. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  89689. /**
  89690. * Gets the current list of emit rate gradients.
  89691. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  89692. * @returns the list of emit rate gradients
  89693. */
  89694. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  89695. /**
  89696. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  89697. * This only works when particleEmitterTyps is a BoxParticleEmitter
  89698. */
  89699. get direction1(): Vector3;
  89700. set direction1(value: Vector3);
  89701. /**
  89702. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  89703. * This only works when particleEmitterTyps is a BoxParticleEmitter
  89704. */
  89705. get direction2(): Vector3;
  89706. set direction2(value: Vector3);
  89707. /**
  89708. * 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.
  89709. * This only works when particleEmitterTyps is a BoxParticleEmitter
  89710. */
  89711. get minEmitBox(): Vector3;
  89712. set minEmitBox(value: Vector3);
  89713. /**
  89714. * 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.
  89715. * This only works when particleEmitterTyps is a BoxParticleEmitter
  89716. */
  89717. get maxEmitBox(): Vector3;
  89718. set maxEmitBox(value: Vector3);
  89719. /**
  89720. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  89721. */
  89722. color1: Color4;
  89723. /**
  89724. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  89725. */
  89726. color2: Color4;
  89727. /**
  89728. * Color the particle will have at the end of its lifetime
  89729. */
  89730. colorDead: Color4;
  89731. /**
  89732. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  89733. */
  89734. textureMask: Color4;
  89735. /**
  89736. * The particle emitter type defines the emitter used by the particle system.
  89737. * It can be for example box, sphere, or cone...
  89738. */
  89739. particleEmitterType: IParticleEmitterType;
  89740. /** @hidden */
  89741. _isSubEmitter: boolean;
  89742. /**
  89743. * Gets or sets the billboard mode to use when isBillboardBased = true.
  89744. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  89745. */
  89746. billboardMode: number;
  89747. protected _isBillboardBased: boolean;
  89748. /**
  89749. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  89750. */
  89751. get isBillboardBased(): boolean;
  89752. set isBillboardBased(value: boolean);
  89753. /**
  89754. * The scene the particle system belongs to.
  89755. */
  89756. protected _scene: Scene;
  89757. /**
  89758. * Local cache of defines for image processing.
  89759. */
  89760. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  89761. /**
  89762. * Default configuration related to image processing available in the standard Material.
  89763. */
  89764. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  89765. /**
  89766. * Gets the image processing configuration used either in this material.
  89767. */
  89768. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  89769. /**
  89770. * Sets the Default image processing configuration used either in the this material.
  89771. *
  89772. * If sets to null, the scene one is in use.
  89773. */
  89774. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  89775. /**
  89776. * Attaches a new image processing configuration to the Standard Material.
  89777. * @param configuration
  89778. */
  89779. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  89780. /** @hidden */
  89781. protected _reset(): void;
  89782. /** @hidden */
  89783. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  89784. /**
  89785. * Instantiates a particle system.
  89786. * 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.
  89787. * @param name The name of the particle system
  89788. */
  89789. constructor(name: string);
  89790. /**
  89791. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  89792. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  89793. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  89794. * @returns the emitter
  89795. */
  89796. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  89797. /**
  89798. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  89799. * @param radius The radius of the hemisphere to emit from
  89800. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  89801. * @returns the emitter
  89802. */
  89803. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  89804. /**
  89805. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  89806. * @param radius The radius of the sphere to emit from
  89807. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  89808. * @returns the emitter
  89809. */
  89810. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  89811. /**
  89812. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  89813. * @param radius The radius of the sphere to emit from
  89814. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  89815. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  89816. * @returns the emitter
  89817. */
  89818. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  89819. /**
  89820. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  89821. * @param radius The radius of the emission cylinder
  89822. * @param height The height of the emission cylinder
  89823. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  89824. * @param directionRandomizer How much to randomize the particle direction [0-1]
  89825. * @returns the emitter
  89826. */
  89827. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  89828. /**
  89829. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  89830. * @param radius The radius of the cylinder to emit from
  89831. * @param height The height of the emission cylinder
  89832. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  89833. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  89834. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  89835. * @returns the emitter
  89836. */
  89837. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  89838. /**
  89839. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  89840. * @param radius The radius of the cone to emit from
  89841. * @param angle The base angle of the cone
  89842. * @returns the emitter
  89843. */
  89844. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  89845. /**
  89846. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  89847. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  89848. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  89849. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  89850. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  89851. * @returns the emitter
  89852. */
  89853. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  89854. }
  89855. }
  89856. declare module BABYLON {
  89857. /**
  89858. * Type of sub emitter
  89859. */
  89860. export enum SubEmitterType {
  89861. /**
  89862. * Attached to the particle over it's lifetime
  89863. */
  89864. ATTACHED = 0,
  89865. /**
  89866. * Created when the particle dies
  89867. */
  89868. END = 1
  89869. }
  89870. /**
  89871. * Sub emitter class used to emit particles from an existing particle
  89872. */
  89873. export class SubEmitter {
  89874. /**
  89875. * the particle system to be used by the sub emitter
  89876. */
  89877. particleSystem: ParticleSystem;
  89878. /**
  89879. * Type of the submitter (Default: END)
  89880. */
  89881. type: SubEmitterType;
  89882. /**
  89883. * 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)
  89884. * Note: This only is supported when using an emitter of type Mesh
  89885. */
  89886. inheritDirection: boolean;
  89887. /**
  89888. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  89889. */
  89890. inheritedVelocityAmount: number;
  89891. /**
  89892. * Creates a sub emitter
  89893. * @param particleSystem the particle system to be used by the sub emitter
  89894. */
  89895. constructor(
  89896. /**
  89897. * the particle system to be used by the sub emitter
  89898. */
  89899. particleSystem: ParticleSystem);
  89900. /**
  89901. * Clones the sub emitter
  89902. * @returns the cloned sub emitter
  89903. */
  89904. clone(): SubEmitter;
  89905. /**
  89906. * Serialize current object to a JSON object
  89907. * @returns the serialized object
  89908. */
  89909. serialize(): any;
  89910. /** @hidden */
  89911. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  89912. /**
  89913. * Creates a new SubEmitter from a serialized JSON version
  89914. * @param serializationObject defines the JSON object to read from
  89915. * @param scene defines the hosting scene
  89916. * @param rootUrl defines the rootUrl for data loading
  89917. * @returns a new SubEmitter
  89918. */
  89919. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  89920. /** Release associated resources */
  89921. dispose(): void;
  89922. }
  89923. }
  89924. declare module BABYLON {
  89925. /** @hidden */
  89926. export var clipPlaneFragmentDeclaration: {
  89927. name: string;
  89928. shader: string;
  89929. };
  89930. }
  89931. declare module BABYLON {
  89932. /** @hidden */
  89933. export var imageProcessingDeclaration: {
  89934. name: string;
  89935. shader: string;
  89936. };
  89937. }
  89938. declare module BABYLON {
  89939. /** @hidden */
  89940. export var imageProcessingFunctions: {
  89941. name: string;
  89942. shader: string;
  89943. };
  89944. }
  89945. declare module BABYLON {
  89946. /** @hidden */
  89947. export var clipPlaneFragment: {
  89948. name: string;
  89949. shader: string;
  89950. };
  89951. }
  89952. declare module BABYLON {
  89953. /** @hidden */
  89954. export var particlesPixelShader: {
  89955. name: string;
  89956. shader: string;
  89957. };
  89958. }
  89959. declare module BABYLON {
  89960. /** @hidden */
  89961. export var clipPlaneVertexDeclaration: {
  89962. name: string;
  89963. shader: string;
  89964. };
  89965. }
  89966. declare module BABYLON {
  89967. /** @hidden */
  89968. export var clipPlaneVertex: {
  89969. name: string;
  89970. shader: string;
  89971. };
  89972. }
  89973. declare module BABYLON {
  89974. /** @hidden */
  89975. export var particlesVertexShader: {
  89976. name: string;
  89977. shader: string;
  89978. };
  89979. }
  89980. declare module BABYLON {
  89981. /**
  89982. * This represents a particle system in Babylon.
  89983. * 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.
  89984. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  89985. * @example https://doc.babylonjs.com/babylon101/particles
  89986. */
  89987. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  89988. /**
  89989. * Billboard mode will only apply to Y axis
  89990. */
  89991. static readonly BILLBOARDMODE_Y: number;
  89992. /**
  89993. * Billboard mode will apply to all axes
  89994. */
  89995. static readonly BILLBOARDMODE_ALL: number;
  89996. /**
  89997. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  89998. */
  89999. static readonly BILLBOARDMODE_STRETCHED: number;
  90000. /**
  90001. * This function can be defined to provide custom update for active particles.
  90002. * This function will be called instead of regular update (age, position, color, etc.).
  90003. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  90004. */
  90005. updateFunction: (particles: Particle[]) => void;
  90006. private _emitterWorldMatrix;
  90007. /**
  90008. * This function can be defined to specify initial direction for every new particle.
  90009. * It by default use the emitterType defined function
  90010. */
  90011. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  90012. /**
  90013. * This function can be defined to specify initial position for every new particle.
  90014. * It by default use the emitterType defined function
  90015. */
  90016. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  90017. /**
  90018. * @hidden
  90019. */
  90020. _inheritedVelocityOffset: Vector3;
  90021. /**
  90022. * An event triggered when the system is disposed
  90023. */
  90024. onDisposeObservable: Observable<ParticleSystem>;
  90025. private _onDisposeObserver;
  90026. /**
  90027. * Sets a callback that will be triggered when the system is disposed
  90028. */
  90029. set onDispose(callback: () => void);
  90030. private _particles;
  90031. private _epsilon;
  90032. private _capacity;
  90033. private _stockParticles;
  90034. private _newPartsExcess;
  90035. private _vertexData;
  90036. private _vertexBuffer;
  90037. private _vertexBuffers;
  90038. private _spriteBuffer;
  90039. private _indexBuffer;
  90040. private _effect;
  90041. private _customEffect;
  90042. private _cachedDefines;
  90043. private _scaledColorStep;
  90044. private _colorDiff;
  90045. private _scaledDirection;
  90046. private _scaledGravity;
  90047. private _currentRenderId;
  90048. private _alive;
  90049. private _useInstancing;
  90050. private _started;
  90051. private _stopped;
  90052. private _actualFrame;
  90053. private _scaledUpdateSpeed;
  90054. private _vertexBufferSize;
  90055. /** @hidden */
  90056. _currentEmitRateGradient: Nullable<FactorGradient>;
  90057. /** @hidden */
  90058. _currentEmitRate1: number;
  90059. /** @hidden */
  90060. _currentEmitRate2: number;
  90061. /** @hidden */
  90062. _currentStartSizeGradient: Nullable<FactorGradient>;
  90063. /** @hidden */
  90064. _currentStartSize1: number;
  90065. /** @hidden */
  90066. _currentStartSize2: number;
  90067. private readonly _rawTextureWidth;
  90068. private _rampGradientsTexture;
  90069. private _useRampGradients;
  90070. /** Gets or sets a boolean indicating that ramp gradients must be used
  90071. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  90072. */
  90073. get useRampGradients(): boolean;
  90074. set useRampGradients(value: boolean);
  90075. /**
  90076. * 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.
  90077. * 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: [])
  90078. */
  90079. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  90080. private _subEmitters;
  90081. /**
  90082. * @hidden
  90083. * If the particle systems emitter should be disposed when the particle system is disposed
  90084. */
  90085. _disposeEmitterOnDispose: boolean;
  90086. /**
  90087. * The current active Sub-systems, this property is used by the root particle system only.
  90088. */
  90089. activeSubSystems: Array<ParticleSystem>;
  90090. private _rootParticleSystem;
  90091. /**
  90092. * Gets the current list of active particles
  90093. */
  90094. get particles(): Particle[];
  90095. /**
  90096. * Returns the string "ParticleSystem"
  90097. * @returns a string containing the class name
  90098. */
  90099. getClassName(): string;
  90100. /**
  90101. * Instantiates a particle system.
  90102. * 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.
  90103. * @param name The name of the particle system
  90104. * @param capacity The max number of particles alive at the same time
  90105. * @param scene The scene the particle system belongs to
  90106. * @param customEffect a custom effect used to change the way particles are rendered by default
  90107. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  90108. * @param epsilon Offset used to render the particles
  90109. */
  90110. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  90111. private _addFactorGradient;
  90112. private _removeFactorGradient;
  90113. /**
  90114. * Adds a new life time gradient
  90115. * @param gradient defines the gradient to use (between 0 and 1)
  90116. * @param factor defines the life time factor to affect to the specified gradient
  90117. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90118. * @returns the current particle system
  90119. */
  90120. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90121. /**
  90122. * Remove a specific life time gradient
  90123. * @param gradient defines the gradient to remove
  90124. * @returns the current particle system
  90125. */
  90126. removeLifeTimeGradient(gradient: number): IParticleSystem;
  90127. /**
  90128. * Adds a new size gradient
  90129. * @param gradient defines the gradient to use (between 0 and 1)
  90130. * @param factor defines the size factor to affect to the specified gradient
  90131. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90132. * @returns the current particle system
  90133. */
  90134. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90135. /**
  90136. * Remove a specific size gradient
  90137. * @param gradient defines the gradient to remove
  90138. * @returns the current particle system
  90139. */
  90140. removeSizeGradient(gradient: number): IParticleSystem;
  90141. /**
  90142. * Adds a new color remap gradient
  90143. * @param gradient defines the gradient to use (between 0 and 1)
  90144. * @param min defines the color remap minimal range
  90145. * @param max defines the color remap maximal range
  90146. * @returns the current particle system
  90147. */
  90148. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  90149. /**
  90150. * Remove a specific color remap gradient
  90151. * @param gradient defines the gradient to remove
  90152. * @returns the current particle system
  90153. */
  90154. removeColorRemapGradient(gradient: number): IParticleSystem;
  90155. /**
  90156. * Adds a new alpha remap gradient
  90157. * @param gradient defines the gradient to use (between 0 and 1)
  90158. * @param min defines the alpha remap minimal range
  90159. * @param max defines the alpha remap maximal range
  90160. * @returns the current particle system
  90161. */
  90162. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  90163. /**
  90164. * Remove a specific alpha remap gradient
  90165. * @param gradient defines the gradient to remove
  90166. * @returns the current particle system
  90167. */
  90168. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  90169. /**
  90170. * Adds a new angular speed gradient
  90171. * @param gradient defines the gradient to use (between 0 and 1)
  90172. * @param factor defines the angular speed to affect to the specified gradient
  90173. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90174. * @returns the current particle system
  90175. */
  90176. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90177. /**
  90178. * Remove a specific angular speed gradient
  90179. * @param gradient defines the gradient to remove
  90180. * @returns the current particle system
  90181. */
  90182. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  90183. /**
  90184. * Adds a new velocity gradient
  90185. * @param gradient defines the gradient to use (between 0 and 1)
  90186. * @param factor defines the velocity to affect to the specified gradient
  90187. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90188. * @returns the current particle system
  90189. */
  90190. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90191. /**
  90192. * Remove a specific velocity gradient
  90193. * @param gradient defines the gradient to remove
  90194. * @returns the current particle system
  90195. */
  90196. removeVelocityGradient(gradient: number): IParticleSystem;
  90197. /**
  90198. * Adds a new limit velocity gradient
  90199. * @param gradient defines the gradient to use (between 0 and 1)
  90200. * @param factor defines the limit velocity value to affect to the specified gradient
  90201. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90202. * @returns the current particle system
  90203. */
  90204. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90205. /**
  90206. * Remove a specific limit velocity gradient
  90207. * @param gradient defines the gradient to remove
  90208. * @returns the current particle system
  90209. */
  90210. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  90211. /**
  90212. * Adds a new drag gradient
  90213. * @param gradient defines the gradient to use (between 0 and 1)
  90214. * @param factor defines the drag value to affect to the specified gradient
  90215. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90216. * @returns the current particle system
  90217. */
  90218. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90219. /**
  90220. * Remove a specific drag gradient
  90221. * @param gradient defines the gradient to remove
  90222. * @returns the current particle system
  90223. */
  90224. removeDragGradient(gradient: number): IParticleSystem;
  90225. /**
  90226. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  90227. * @param gradient defines the gradient to use (between 0 and 1)
  90228. * @param factor defines the emit rate value to affect to the specified gradient
  90229. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90230. * @returns the current particle system
  90231. */
  90232. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90233. /**
  90234. * Remove a specific emit rate gradient
  90235. * @param gradient defines the gradient to remove
  90236. * @returns the current particle system
  90237. */
  90238. removeEmitRateGradient(gradient: number): IParticleSystem;
  90239. /**
  90240. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  90241. * @param gradient defines the gradient to use (between 0 and 1)
  90242. * @param factor defines the start size value to affect to the specified gradient
  90243. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  90244. * @returns the current particle system
  90245. */
  90246. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  90247. /**
  90248. * Remove a specific start size gradient
  90249. * @param gradient defines the gradient to remove
  90250. * @returns the current particle system
  90251. */
  90252. removeStartSizeGradient(gradient: number): IParticleSystem;
  90253. private _createRampGradientTexture;
  90254. /**
  90255. * Gets the current list of ramp gradients.
  90256. * You must use addRampGradient and removeRampGradient to udpate this list
  90257. * @returns the list of ramp gradients
  90258. */
  90259. getRampGradients(): Nullable<Array<Color3Gradient>>;
  90260. /**
  90261. * Adds a new ramp gradient used to remap particle colors
  90262. * @param gradient defines the gradient to use (between 0 and 1)
  90263. * @param color defines the color to affect to the specified gradient
  90264. * @returns the current particle system
  90265. */
  90266. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  90267. /**
  90268. * Remove a specific ramp gradient
  90269. * @param gradient defines the gradient to remove
  90270. * @returns the current particle system
  90271. */
  90272. removeRampGradient(gradient: number): ParticleSystem;
  90273. /**
  90274. * Adds a new color gradient
  90275. * @param gradient defines the gradient to use (between 0 and 1)
  90276. * @param color1 defines the color to affect to the specified gradient
  90277. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  90278. * @returns this particle system
  90279. */
  90280. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  90281. /**
  90282. * Remove a specific color gradient
  90283. * @param gradient defines the gradient to remove
  90284. * @returns this particle system
  90285. */
  90286. removeColorGradient(gradient: number): IParticleSystem;
  90287. private _fetchR;
  90288. protected _reset(): void;
  90289. private _resetEffect;
  90290. private _createVertexBuffers;
  90291. private _createIndexBuffer;
  90292. /**
  90293. * Gets the maximum number of particles active at the same time.
  90294. * @returns The max number of active particles.
  90295. */
  90296. getCapacity(): number;
  90297. /**
  90298. * Gets whether there are still active particles in the system.
  90299. * @returns True if it is alive, otherwise false.
  90300. */
  90301. isAlive(): boolean;
  90302. /**
  90303. * Gets if the system has been started. (Note: this will still be true after stop is called)
  90304. * @returns True if it has been started, otherwise false.
  90305. */
  90306. isStarted(): boolean;
  90307. private _prepareSubEmitterInternalArray;
  90308. /**
  90309. * Starts the particle system and begins to emit
  90310. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  90311. */
  90312. start(delay?: number): void;
  90313. /**
  90314. * Stops the particle system.
  90315. * @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.
  90316. */
  90317. stop(stopSubEmitters?: boolean): void;
  90318. /**
  90319. * Remove all active particles
  90320. */
  90321. reset(): void;
  90322. /**
  90323. * @hidden (for internal use only)
  90324. */
  90325. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  90326. /**
  90327. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  90328. * Its lifetime will start back at 0.
  90329. */
  90330. recycleParticle: (particle: Particle) => void;
  90331. private _stopSubEmitters;
  90332. private _createParticle;
  90333. private _removeFromRoot;
  90334. private _emitFromParticle;
  90335. private _update;
  90336. /** @hidden */
  90337. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  90338. /** @hidden */
  90339. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  90340. /** @hidden */
  90341. private _getEffect;
  90342. /**
  90343. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  90344. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  90345. */
  90346. animate(preWarmOnly?: boolean): void;
  90347. private _appendParticleVertices;
  90348. /**
  90349. * Rebuilds the particle system.
  90350. */
  90351. rebuild(): void;
  90352. /**
  90353. * Is this system ready to be used/rendered
  90354. * @return true if the system is ready
  90355. */
  90356. isReady(): boolean;
  90357. private _render;
  90358. /**
  90359. * Renders the particle system in its current state.
  90360. * @returns the current number of particles
  90361. */
  90362. render(): number;
  90363. /**
  90364. * Disposes the particle system and free the associated resources
  90365. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  90366. */
  90367. dispose(disposeTexture?: boolean): void;
  90368. /**
  90369. * Clones the particle system.
  90370. * @param name The name of the cloned object
  90371. * @param newEmitter The new emitter to use
  90372. * @returns the cloned particle system
  90373. */
  90374. clone(name: string, newEmitter: any): ParticleSystem;
  90375. /**
  90376. * Serializes the particle system to a JSON object.
  90377. * @returns the JSON object
  90378. */
  90379. serialize(): any;
  90380. /** @hidden */
  90381. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  90382. /** @hidden */
  90383. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  90384. /**
  90385. * Parses a JSON object to create a particle system.
  90386. * @param parsedParticleSystem The JSON object to parse
  90387. * @param scene The scene to create the particle system in
  90388. * @param rootUrl The root url to use to load external dependencies like texture
  90389. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  90390. * @returns the Parsed particle system
  90391. */
  90392. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  90393. }
  90394. }
  90395. declare module BABYLON {
  90396. /**
  90397. * A particle represents one of the element emitted by a particle system.
  90398. * This is mainly define by its coordinates, direction, velocity and age.
  90399. */
  90400. export class Particle {
  90401. /**
  90402. * The particle system the particle belongs to.
  90403. */
  90404. particleSystem: ParticleSystem;
  90405. private static _Count;
  90406. /**
  90407. * Unique ID of the particle
  90408. */
  90409. id: number;
  90410. /**
  90411. * The world position of the particle in the scene.
  90412. */
  90413. position: Vector3;
  90414. /**
  90415. * The world direction of the particle in the scene.
  90416. */
  90417. direction: Vector3;
  90418. /**
  90419. * The color of the particle.
  90420. */
  90421. color: Color4;
  90422. /**
  90423. * The color change of the particle per step.
  90424. */
  90425. colorStep: Color4;
  90426. /**
  90427. * Defines how long will the life of the particle be.
  90428. */
  90429. lifeTime: number;
  90430. /**
  90431. * The current age of the particle.
  90432. */
  90433. age: number;
  90434. /**
  90435. * The current size of the particle.
  90436. */
  90437. size: number;
  90438. /**
  90439. * The current scale of the particle.
  90440. */
  90441. scale: Vector2;
  90442. /**
  90443. * The current angle of the particle.
  90444. */
  90445. angle: number;
  90446. /**
  90447. * Defines how fast is the angle changing.
  90448. */
  90449. angularSpeed: number;
  90450. /**
  90451. * Defines the cell index used by the particle to be rendered from a sprite.
  90452. */
  90453. cellIndex: number;
  90454. /**
  90455. * The information required to support color remapping
  90456. */
  90457. remapData: Vector4;
  90458. /** @hidden */
  90459. _randomCellOffset?: number;
  90460. /** @hidden */
  90461. _initialDirection: Nullable<Vector3>;
  90462. /** @hidden */
  90463. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  90464. /** @hidden */
  90465. _initialStartSpriteCellID: number;
  90466. /** @hidden */
  90467. _initialEndSpriteCellID: number;
  90468. /** @hidden */
  90469. _currentColorGradient: Nullable<ColorGradient>;
  90470. /** @hidden */
  90471. _currentColor1: Color4;
  90472. /** @hidden */
  90473. _currentColor2: Color4;
  90474. /** @hidden */
  90475. _currentSizeGradient: Nullable<FactorGradient>;
  90476. /** @hidden */
  90477. _currentSize1: number;
  90478. /** @hidden */
  90479. _currentSize2: number;
  90480. /** @hidden */
  90481. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  90482. /** @hidden */
  90483. _currentAngularSpeed1: number;
  90484. /** @hidden */
  90485. _currentAngularSpeed2: number;
  90486. /** @hidden */
  90487. _currentVelocityGradient: Nullable<FactorGradient>;
  90488. /** @hidden */
  90489. _currentVelocity1: number;
  90490. /** @hidden */
  90491. _currentVelocity2: number;
  90492. /** @hidden */
  90493. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  90494. /** @hidden */
  90495. _currentLimitVelocity1: number;
  90496. /** @hidden */
  90497. _currentLimitVelocity2: number;
  90498. /** @hidden */
  90499. _currentDragGradient: Nullable<FactorGradient>;
  90500. /** @hidden */
  90501. _currentDrag1: number;
  90502. /** @hidden */
  90503. _currentDrag2: number;
  90504. /** @hidden */
  90505. _randomNoiseCoordinates1: Vector3;
  90506. /** @hidden */
  90507. _randomNoiseCoordinates2: Vector3;
  90508. /**
  90509. * Creates a new instance Particle
  90510. * @param particleSystem the particle system the particle belongs to
  90511. */
  90512. constructor(
  90513. /**
  90514. * The particle system the particle belongs to.
  90515. */
  90516. particleSystem: ParticleSystem);
  90517. private updateCellInfoFromSystem;
  90518. /**
  90519. * Defines how the sprite cell index is updated for the particle
  90520. */
  90521. updateCellIndex(): void;
  90522. /** @hidden */
  90523. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  90524. /** @hidden */
  90525. _inheritParticleInfoToSubEmitters(): void;
  90526. /** @hidden */
  90527. _reset(): void;
  90528. /**
  90529. * Copy the properties of particle to another one.
  90530. * @param other the particle to copy the information to.
  90531. */
  90532. copyTo(other: Particle): void;
  90533. }
  90534. }
  90535. declare module BABYLON {
  90536. /**
  90537. * Particle emitter represents a volume emitting particles.
  90538. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  90539. */
  90540. export interface IParticleEmitterType {
  90541. /**
  90542. * Called by the particle System when the direction is computed for the created particle.
  90543. * @param worldMatrix is the world matrix of the particle system
  90544. * @param directionToUpdate is the direction vector to update with the result
  90545. * @param particle is the particle we are computed the direction for
  90546. */
  90547. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90548. /**
  90549. * Called by the particle System when the position is computed for the created particle.
  90550. * @param worldMatrix is the world matrix of the particle system
  90551. * @param positionToUpdate is the position vector to update with the result
  90552. * @param particle is the particle we are computed the position for
  90553. */
  90554. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90555. /**
  90556. * Clones the current emitter and returns a copy of it
  90557. * @returns the new emitter
  90558. */
  90559. clone(): IParticleEmitterType;
  90560. /**
  90561. * Called by the GPUParticleSystem to setup the update shader
  90562. * @param effect defines the update shader
  90563. */
  90564. applyToShader(effect: Effect): void;
  90565. /**
  90566. * Returns a string to use to update the GPU particles update shader
  90567. * @returns the effect defines string
  90568. */
  90569. getEffectDefines(): string;
  90570. /**
  90571. * Returns a string representing the class name
  90572. * @returns a string containing the class name
  90573. */
  90574. getClassName(): string;
  90575. /**
  90576. * Serializes the particle system to a JSON object.
  90577. * @returns the JSON object
  90578. */
  90579. serialize(): any;
  90580. /**
  90581. * Parse properties from a JSON object
  90582. * @param serializationObject defines the JSON object
  90583. */
  90584. parse(serializationObject: any): void;
  90585. }
  90586. }
  90587. declare module BABYLON {
  90588. /**
  90589. * Particle emitter emitting particles from the inside of a box.
  90590. * It emits the particles randomly between 2 given directions.
  90591. */
  90592. export class BoxParticleEmitter implements IParticleEmitterType {
  90593. /**
  90594. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  90595. */
  90596. direction1: Vector3;
  90597. /**
  90598. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  90599. */
  90600. direction2: Vector3;
  90601. /**
  90602. * 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.
  90603. */
  90604. minEmitBox: Vector3;
  90605. /**
  90606. * 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.
  90607. */
  90608. maxEmitBox: Vector3;
  90609. /**
  90610. * Creates a new instance BoxParticleEmitter
  90611. */
  90612. constructor();
  90613. /**
  90614. * Called by the particle System when the direction is computed for the created particle.
  90615. * @param worldMatrix is the world matrix of the particle system
  90616. * @param directionToUpdate is the direction vector to update with the result
  90617. * @param particle is the particle we are computed the direction for
  90618. */
  90619. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90620. /**
  90621. * Called by the particle System when the position is computed for the created particle.
  90622. * @param worldMatrix is the world matrix of the particle system
  90623. * @param positionToUpdate is the position vector to update with the result
  90624. * @param particle is the particle we are computed the position for
  90625. */
  90626. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90627. /**
  90628. * Clones the current emitter and returns a copy of it
  90629. * @returns the new emitter
  90630. */
  90631. clone(): BoxParticleEmitter;
  90632. /**
  90633. * Called by the GPUParticleSystem to setup the update shader
  90634. * @param effect defines the update shader
  90635. */
  90636. applyToShader(effect: Effect): void;
  90637. /**
  90638. * Returns a string to use to update the GPU particles update shader
  90639. * @returns a string containng the defines string
  90640. */
  90641. getEffectDefines(): string;
  90642. /**
  90643. * Returns the string "BoxParticleEmitter"
  90644. * @returns a string containing the class name
  90645. */
  90646. getClassName(): string;
  90647. /**
  90648. * Serializes the particle system to a JSON object.
  90649. * @returns the JSON object
  90650. */
  90651. serialize(): any;
  90652. /**
  90653. * Parse properties from a JSON object
  90654. * @param serializationObject defines the JSON object
  90655. */
  90656. parse(serializationObject: any): void;
  90657. }
  90658. }
  90659. declare module BABYLON {
  90660. /**
  90661. * Particle emitter emitting particles from the inside of a cone.
  90662. * It emits the particles alongside the cone volume from the base to the particle.
  90663. * The emission direction might be randomized.
  90664. */
  90665. export class ConeParticleEmitter implements IParticleEmitterType {
  90666. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  90667. directionRandomizer: number;
  90668. private _radius;
  90669. private _angle;
  90670. private _height;
  90671. /**
  90672. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  90673. */
  90674. radiusRange: number;
  90675. /**
  90676. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  90677. */
  90678. heightRange: number;
  90679. /**
  90680. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  90681. */
  90682. emitFromSpawnPointOnly: boolean;
  90683. /**
  90684. * Gets or sets the radius of the emission cone
  90685. */
  90686. get radius(): number;
  90687. set radius(value: number);
  90688. /**
  90689. * Gets or sets the angle of the emission cone
  90690. */
  90691. get angle(): number;
  90692. set angle(value: number);
  90693. private _buildHeight;
  90694. /**
  90695. * Creates a new instance ConeParticleEmitter
  90696. * @param radius the radius of the emission cone (1 by default)
  90697. * @param angle the cone base angle (PI by default)
  90698. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  90699. */
  90700. constructor(radius?: number, angle?: number,
  90701. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  90702. directionRandomizer?: number);
  90703. /**
  90704. * Called by the particle System when the direction is computed for the created particle.
  90705. * @param worldMatrix is the world matrix of the particle system
  90706. * @param directionToUpdate is the direction vector to update with the result
  90707. * @param particle is the particle we are computed the direction for
  90708. */
  90709. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90710. /**
  90711. * Called by the particle System when the position is computed for the created particle.
  90712. * @param worldMatrix is the world matrix of the particle system
  90713. * @param positionToUpdate is the position vector to update with the result
  90714. * @param particle is the particle we are computed the position for
  90715. */
  90716. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90717. /**
  90718. * Clones the current emitter and returns a copy of it
  90719. * @returns the new emitter
  90720. */
  90721. clone(): ConeParticleEmitter;
  90722. /**
  90723. * Called by the GPUParticleSystem to setup the update shader
  90724. * @param effect defines the update shader
  90725. */
  90726. applyToShader(effect: Effect): void;
  90727. /**
  90728. * Returns a string to use to update the GPU particles update shader
  90729. * @returns a string containng the defines string
  90730. */
  90731. getEffectDefines(): string;
  90732. /**
  90733. * Returns the string "ConeParticleEmitter"
  90734. * @returns a string containing the class name
  90735. */
  90736. getClassName(): string;
  90737. /**
  90738. * Serializes the particle system to a JSON object.
  90739. * @returns the JSON object
  90740. */
  90741. serialize(): any;
  90742. /**
  90743. * Parse properties from a JSON object
  90744. * @param serializationObject defines the JSON object
  90745. */
  90746. parse(serializationObject: any): void;
  90747. }
  90748. }
  90749. declare module BABYLON {
  90750. /**
  90751. * Particle emitter emitting particles from the inside of a cylinder.
  90752. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  90753. */
  90754. export class CylinderParticleEmitter implements IParticleEmitterType {
  90755. /**
  90756. * The radius of the emission cylinder.
  90757. */
  90758. radius: number;
  90759. /**
  90760. * The height of the emission cylinder.
  90761. */
  90762. height: number;
  90763. /**
  90764. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  90765. */
  90766. radiusRange: number;
  90767. /**
  90768. * How much to randomize the particle direction [0-1].
  90769. */
  90770. directionRandomizer: number;
  90771. /**
  90772. * Creates a new instance CylinderParticleEmitter
  90773. * @param radius the radius of the emission cylinder (1 by default)
  90774. * @param height the height of the emission cylinder (1 by default)
  90775. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  90776. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  90777. */
  90778. constructor(
  90779. /**
  90780. * The radius of the emission cylinder.
  90781. */
  90782. radius?: number,
  90783. /**
  90784. * The height of the emission cylinder.
  90785. */
  90786. height?: number,
  90787. /**
  90788. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  90789. */
  90790. radiusRange?: number,
  90791. /**
  90792. * How much to randomize the particle direction [0-1].
  90793. */
  90794. directionRandomizer?: number);
  90795. /**
  90796. * Called by the particle System when the direction is computed for the created particle.
  90797. * @param worldMatrix is the world matrix of the particle system
  90798. * @param directionToUpdate is the direction vector to update with the result
  90799. * @param particle is the particle we are computed the direction for
  90800. */
  90801. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90802. /**
  90803. * Called by the particle System when the position is computed for the created particle.
  90804. * @param worldMatrix is the world matrix of the particle system
  90805. * @param positionToUpdate is the position vector to update with the result
  90806. * @param particle is the particle we are computed the position for
  90807. */
  90808. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90809. /**
  90810. * Clones the current emitter and returns a copy of it
  90811. * @returns the new emitter
  90812. */
  90813. clone(): CylinderParticleEmitter;
  90814. /**
  90815. * Called by the GPUParticleSystem to setup the update shader
  90816. * @param effect defines the update shader
  90817. */
  90818. applyToShader(effect: Effect): void;
  90819. /**
  90820. * Returns a string to use to update the GPU particles update shader
  90821. * @returns a string containng the defines string
  90822. */
  90823. getEffectDefines(): string;
  90824. /**
  90825. * Returns the string "CylinderParticleEmitter"
  90826. * @returns a string containing the class name
  90827. */
  90828. getClassName(): string;
  90829. /**
  90830. * Serializes the particle system to a JSON object.
  90831. * @returns the JSON object
  90832. */
  90833. serialize(): any;
  90834. /**
  90835. * Parse properties from a JSON object
  90836. * @param serializationObject defines the JSON object
  90837. */
  90838. parse(serializationObject: any): void;
  90839. }
  90840. /**
  90841. * Particle emitter emitting particles from the inside of a cylinder.
  90842. * It emits the particles randomly between two vectors.
  90843. */
  90844. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  90845. /**
  90846. * The min limit of the emission direction.
  90847. */
  90848. direction1: Vector3;
  90849. /**
  90850. * The max limit of the emission direction.
  90851. */
  90852. direction2: Vector3;
  90853. /**
  90854. * Creates a new instance CylinderDirectedParticleEmitter
  90855. * @param radius the radius of the emission cylinder (1 by default)
  90856. * @param height the height of the emission cylinder (1 by default)
  90857. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  90858. * @param direction1 the min limit of the emission direction (up vector by default)
  90859. * @param direction2 the max limit of the emission direction (up vector by default)
  90860. */
  90861. constructor(radius?: number, height?: number, radiusRange?: number,
  90862. /**
  90863. * The min limit of the emission direction.
  90864. */
  90865. direction1?: Vector3,
  90866. /**
  90867. * The max limit of the emission direction.
  90868. */
  90869. direction2?: Vector3);
  90870. /**
  90871. * Called by the particle System when the direction is computed for the created particle.
  90872. * @param worldMatrix is the world matrix of the particle system
  90873. * @param directionToUpdate is the direction vector to update with the result
  90874. * @param particle is the particle we are computed the direction for
  90875. */
  90876. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90877. /**
  90878. * Clones the current emitter and returns a copy of it
  90879. * @returns the new emitter
  90880. */
  90881. clone(): CylinderDirectedParticleEmitter;
  90882. /**
  90883. * Called by the GPUParticleSystem to setup the update shader
  90884. * @param effect defines the update shader
  90885. */
  90886. applyToShader(effect: Effect): void;
  90887. /**
  90888. * Returns a string to use to update the GPU particles update shader
  90889. * @returns a string containng the defines string
  90890. */
  90891. getEffectDefines(): string;
  90892. /**
  90893. * Returns the string "CylinderDirectedParticleEmitter"
  90894. * @returns a string containing the class name
  90895. */
  90896. getClassName(): string;
  90897. /**
  90898. * Serializes the particle system to a JSON object.
  90899. * @returns the JSON object
  90900. */
  90901. serialize(): any;
  90902. /**
  90903. * Parse properties from a JSON object
  90904. * @param serializationObject defines the JSON object
  90905. */
  90906. parse(serializationObject: any): void;
  90907. }
  90908. }
  90909. declare module BABYLON {
  90910. /**
  90911. * Particle emitter emitting particles from the inside of a hemisphere.
  90912. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  90913. */
  90914. export class HemisphericParticleEmitter implements IParticleEmitterType {
  90915. /**
  90916. * The radius of the emission hemisphere.
  90917. */
  90918. radius: number;
  90919. /**
  90920. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  90921. */
  90922. radiusRange: number;
  90923. /**
  90924. * How much to randomize the particle direction [0-1].
  90925. */
  90926. directionRandomizer: number;
  90927. /**
  90928. * Creates a new instance HemisphericParticleEmitter
  90929. * @param radius the radius of the emission hemisphere (1 by default)
  90930. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  90931. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  90932. */
  90933. constructor(
  90934. /**
  90935. * The radius of the emission hemisphere.
  90936. */
  90937. radius?: number,
  90938. /**
  90939. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  90940. */
  90941. radiusRange?: number,
  90942. /**
  90943. * How much to randomize the particle direction [0-1].
  90944. */
  90945. directionRandomizer?: number);
  90946. /**
  90947. * Called by the particle System when the direction is computed for the created particle.
  90948. * @param worldMatrix is the world matrix of the particle system
  90949. * @param directionToUpdate is the direction vector to update with the result
  90950. * @param particle is the particle we are computed the direction for
  90951. */
  90952. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  90953. /**
  90954. * Called by the particle System when the position is computed for the created particle.
  90955. * @param worldMatrix is the world matrix of the particle system
  90956. * @param positionToUpdate is the position vector to update with the result
  90957. * @param particle is the particle we are computed the position for
  90958. */
  90959. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  90960. /**
  90961. * Clones the current emitter and returns a copy of it
  90962. * @returns the new emitter
  90963. */
  90964. clone(): HemisphericParticleEmitter;
  90965. /**
  90966. * Called by the GPUParticleSystem to setup the update shader
  90967. * @param effect defines the update shader
  90968. */
  90969. applyToShader(effect: Effect): void;
  90970. /**
  90971. * Returns a string to use to update the GPU particles update shader
  90972. * @returns a string containng the defines string
  90973. */
  90974. getEffectDefines(): string;
  90975. /**
  90976. * Returns the string "HemisphericParticleEmitter"
  90977. * @returns a string containing the class name
  90978. */
  90979. getClassName(): string;
  90980. /**
  90981. * Serializes the particle system to a JSON object.
  90982. * @returns the JSON object
  90983. */
  90984. serialize(): any;
  90985. /**
  90986. * Parse properties from a JSON object
  90987. * @param serializationObject defines the JSON object
  90988. */
  90989. parse(serializationObject: any): void;
  90990. }
  90991. }
  90992. declare module BABYLON {
  90993. /**
  90994. * Particle emitter emitting particles from a point.
  90995. * It emits the particles randomly between 2 given directions.
  90996. */
  90997. export class PointParticleEmitter implements IParticleEmitterType {
  90998. /**
  90999. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  91000. */
  91001. direction1: Vector3;
  91002. /**
  91003. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  91004. */
  91005. direction2: Vector3;
  91006. /**
  91007. * Creates a new instance PointParticleEmitter
  91008. */
  91009. constructor();
  91010. /**
  91011. * Called by the particle System when the direction is computed for the created particle.
  91012. * @param worldMatrix is the world matrix of the particle system
  91013. * @param directionToUpdate is the direction vector to update with the result
  91014. * @param particle is the particle we are computed the direction for
  91015. */
  91016. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  91017. /**
  91018. * Called by the particle System when the position is computed for the created particle.
  91019. * @param worldMatrix is the world matrix of the particle system
  91020. * @param positionToUpdate is the position vector to update with the result
  91021. * @param particle is the particle we are computed the position for
  91022. */
  91023. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  91024. /**
  91025. * Clones the current emitter and returns a copy of it
  91026. * @returns the new emitter
  91027. */
  91028. clone(): PointParticleEmitter;
  91029. /**
  91030. * Called by the GPUParticleSystem to setup the update shader
  91031. * @param effect defines the update shader
  91032. */
  91033. applyToShader(effect: Effect): void;
  91034. /**
  91035. * Returns a string to use to update the GPU particles update shader
  91036. * @returns a string containng the defines string
  91037. */
  91038. getEffectDefines(): string;
  91039. /**
  91040. * Returns the string "PointParticleEmitter"
  91041. * @returns a string containing the class name
  91042. */
  91043. getClassName(): string;
  91044. /**
  91045. * Serializes the particle system to a JSON object.
  91046. * @returns the JSON object
  91047. */
  91048. serialize(): any;
  91049. /**
  91050. * Parse properties from a JSON object
  91051. * @param serializationObject defines the JSON object
  91052. */
  91053. parse(serializationObject: any): void;
  91054. }
  91055. }
  91056. declare module BABYLON {
  91057. /**
  91058. * Particle emitter emitting particles from the inside of a sphere.
  91059. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  91060. */
  91061. export class SphereParticleEmitter implements IParticleEmitterType {
  91062. /**
  91063. * The radius of the emission sphere.
  91064. */
  91065. radius: number;
  91066. /**
  91067. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  91068. */
  91069. radiusRange: number;
  91070. /**
  91071. * How much to randomize the particle direction [0-1].
  91072. */
  91073. directionRandomizer: number;
  91074. /**
  91075. * Creates a new instance SphereParticleEmitter
  91076. * @param radius the radius of the emission sphere (1 by default)
  91077. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  91078. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  91079. */
  91080. constructor(
  91081. /**
  91082. * The radius of the emission sphere.
  91083. */
  91084. radius?: number,
  91085. /**
  91086. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  91087. */
  91088. radiusRange?: number,
  91089. /**
  91090. * How much to randomize the particle direction [0-1].
  91091. */
  91092. directionRandomizer?: number);
  91093. /**
  91094. * Called by the particle System when the direction is computed for the created particle.
  91095. * @param worldMatrix is the world matrix of the particle system
  91096. * @param directionToUpdate is the direction vector to update with the result
  91097. * @param particle is the particle we are computed the direction for
  91098. */
  91099. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  91100. /**
  91101. * Called by the particle System when the position is computed for the created particle.
  91102. * @param worldMatrix is the world matrix of the particle system
  91103. * @param positionToUpdate is the position vector to update with the result
  91104. * @param particle is the particle we are computed the position for
  91105. */
  91106. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  91107. /**
  91108. * Clones the current emitter and returns a copy of it
  91109. * @returns the new emitter
  91110. */
  91111. clone(): SphereParticleEmitter;
  91112. /**
  91113. * Called by the GPUParticleSystem to setup the update shader
  91114. * @param effect defines the update shader
  91115. */
  91116. applyToShader(effect: Effect): void;
  91117. /**
  91118. * Returns a string to use to update the GPU particles update shader
  91119. * @returns a string containng the defines string
  91120. */
  91121. getEffectDefines(): string;
  91122. /**
  91123. * Returns the string "SphereParticleEmitter"
  91124. * @returns a string containing the class name
  91125. */
  91126. getClassName(): string;
  91127. /**
  91128. * Serializes the particle system to a JSON object.
  91129. * @returns the JSON object
  91130. */
  91131. serialize(): any;
  91132. /**
  91133. * Parse properties from a JSON object
  91134. * @param serializationObject defines the JSON object
  91135. */
  91136. parse(serializationObject: any): void;
  91137. }
  91138. /**
  91139. * Particle emitter emitting particles from the inside of a sphere.
  91140. * It emits the particles randomly between two vectors.
  91141. */
  91142. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  91143. /**
  91144. * The min limit of the emission direction.
  91145. */
  91146. direction1: Vector3;
  91147. /**
  91148. * The max limit of the emission direction.
  91149. */
  91150. direction2: Vector3;
  91151. /**
  91152. * Creates a new instance SphereDirectedParticleEmitter
  91153. * @param radius the radius of the emission sphere (1 by default)
  91154. * @param direction1 the min limit of the emission direction (up vector by default)
  91155. * @param direction2 the max limit of the emission direction (up vector by default)
  91156. */
  91157. constructor(radius?: number,
  91158. /**
  91159. * The min limit of the emission direction.
  91160. */
  91161. direction1?: Vector3,
  91162. /**
  91163. * The max limit of the emission direction.
  91164. */
  91165. direction2?: Vector3);
  91166. /**
  91167. * Called by the particle System when the direction is computed for the created particle.
  91168. * @param worldMatrix is the world matrix of the particle system
  91169. * @param directionToUpdate is the direction vector to update with the result
  91170. * @param particle is the particle we are computed the direction for
  91171. */
  91172. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  91173. /**
  91174. * Clones the current emitter and returns a copy of it
  91175. * @returns the new emitter
  91176. */
  91177. clone(): SphereDirectedParticleEmitter;
  91178. /**
  91179. * Called by the GPUParticleSystem to setup the update shader
  91180. * @param effect defines the update shader
  91181. */
  91182. applyToShader(effect: Effect): void;
  91183. /**
  91184. * Returns a string to use to update the GPU particles update shader
  91185. * @returns a string containng the defines string
  91186. */
  91187. getEffectDefines(): string;
  91188. /**
  91189. * Returns the string "SphereDirectedParticleEmitter"
  91190. * @returns a string containing the class name
  91191. */
  91192. getClassName(): string;
  91193. /**
  91194. * Serializes the particle system to a JSON object.
  91195. * @returns the JSON object
  91196. */
  91197. serialize(): any;
  91198. /**
  91199. * Parse properties from a JSON object
  91200. * @param serializationObject defines the JSON object
  91201. */
  91202. parse(serializationObject: any): void;
  91203. }
  91204. }
  91205. declare module BABYLON {
  91206. /**
  91207. * Particle emitter emitting particles from a custom list of positions.
  91208. */
  91209. export class CustomParticleEmitter implements IParticleEmitterType {
  91210. /**
  91211. * Gets or sets the position generator that will create the inital position of each particle.
  91212. * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles
  91213. */
  91214. particlePositionGenerator: (index: number, particle: Nullable<Particle>, outPosition: Vector3) => void;
  91215. /**
  91216. * Gets or sets the destination generator that will create the final destination of each particle.
  91217. * * Index will be provided when used with GPU particle. Particle will be provided when used with CPU particles
  91218. */
  91219. particleDestinationGenerator: (index: number, particle: Nullable<Particle>, outDestination: Vector3) => void;
  91220. /**
  91221. * Creates a new instance CustomParticleEmitter
  91222. */
  91223. constructor();
  91224. /**
  91225. * Called by the particle System when the direction is computed for the created particle.
  91226. * @param worldMatrix is the world matrix of the particle system
  91227. * @param directionToUpdate is the direction vector to update with the result
  91228. * @param particle is the particle we are computed the direction for
  91229. */
  91230. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  91231. /**
  91232. * Called by the particle System when the position is computed for the created particle.
  91233. * @param worldMatrix is the world matrix of the particle system
  91234. * @param positionToUpdate is the position vector to update with the result
  91235. * @param particle is the particle we are computed the position for
  91236. */
  91237. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  91238. /**
  91239. * Clones the current emitter and returns a copy of it
  91240. * @returns the new emitter
  91241. */
  91242. clone(): CustomParticleEmitter;
  91243. /**
  91244. * Called by the GPUParticleSystem to setup the update shader
  91245. * @param effect defines the update shader
  91246. */
  91247. applyToShader(effect: Effect): void;
  91248. /**
  91249. * Returns a string to use to update the GPU particles update shader
  91250. * @returns a string containng the defines string
  91251. */
  91252. getEffectDefines(): string;
  91253. /**
  91254. * Returns the string "PointParticleEmitter"
  91255. * @returns a string containing the class name
  91256. */
  91257. getClassName(): string;
  91258. /**
  91259. * Serializes the particle system to a JSON object.
  91260. * @returns the JSON object
  91261. */
  91262. serialize(): any;
  91263. /**
  91264. * Parse properties from a JSON object
  91265. * @param serializationObject defines the JSON object
  91266. */
  91267. parse(serializationObject: any): void;
  91268. }
  91269. }
  91270. declare module BABYLON {
  91271. /**
  91272. * Interface representing a particle system in Babylon.js.
  91273. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  91274. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  91275. */
  91276. export interface IParticleSystem {
  91277. /**
  91278. * List of animations used by the particle system.
  91279. */
  91280. animations: Animation[];
  91281. /**
  91282. * The id of the Particle system.
  91283. */
  91284. id: string;
  91285. /**
  91286. * The name of the Particle system.
  91287. */
  91288. name: string;
  91289. /**
  91290. * The emitter represents the Mesh or position we are attaching the particle system to.
  91291. */
  91292. emitter: Nullable<AbstractMesh | Vector3>;
  91293. /**
  91294. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  91295. */
  91296. isBillboardBased: boolean;
  91297. /**
  91298. * The rendering group used by the Particle system to chose when to render.
  91299. */
  91300. renderingGroupId: number;
  91301. /**
  91302. * The layer mask we are rendering the particles through.
  91303. */
  91304. layerMask: number;
  91305. /**
  91306. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  91307. */
  91308. updateSpeed: number;
  91309. /**
  91310. * The amount of time the particle system is running (depends of the overall update speed).
  91311. */
  91312. targetStopDuration: number;
  91313. /**
  91314. * The texture used to render each particle. (this can be a spritesheet)
  91315. */
  91316. particleTexture: Nullable<Texture>;
  91317. /**
  91318. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  91319. */
  91320. blendMode: number;
  91321. /**
  91322. * Minimum life time of emitting particles.
  91323. */
  91324. minLifeTime: number;
  91325. /**
  91326. * Maximum life time of emitting particles.
  91327. */
  91328. maxLifeTime: number;
  91329. /**
  91330. * Minimum Size of emitting particles.
  91331. */
  91332. minSize: number;
  91333. /**
  91334. * Maximum Size of emitting particles.
  91335. */
  91336. maxSize: number;
  91337. /**
  91338. * Minimum scale of emitting particles on X axis.
  91339. */
  91340. minScaleX: number;
  91341. /**
  91342. * Maximum scale of emitting particles on X axis.
  91343. */
  91344. maxScaleX: number;
  91345. /**
  91346. * Minimum scale of emitting particles on Y axis.
  91347. */
  91348. minScaleY: number;
  91349. /**
  91350. * Maximum scale of emitting particles on Y axis.
  91351. */
  91352. maxScaleY: number;
  91353. /**
  91354. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  91355. */
  91356. color1: Color4;
  91357. /**
  91358. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  91359. */
  91360. color2: Color4;
  91361. /**
  91362. * Color the particle will have at the end of its lifetime.
  91363. */
  91364. colorDead: Color4;
  91365. /**
  91366. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  91367. */
  91368. emitRate: number;
  91369. /**
  91370. * You can use gravity if you want to give an orientation to your particles.
  91371. */
  91372. gravity: Vector3;
  91373. /**
  91374. * Minimum power of emitting particles.
  91375. */
  91376. minEmitPower: number;
  91377. /**
  91378. * Maximum power of emitting particles.
  91379. */
  91380. maxEmitPower: number;
  91381. /**
  91382. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  91383. */
  91384. minAngularSpeed: number;
  91385. /**
  91386. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  91387. */
  91388. maxAngularSpeed: number;
  91389. /**
  91390. * Gets or sets the minimal initial rotation in radians.
  91391. */
  91392. minInitialRotation: number;
  91393. /**
  91394. * Gets or sets the maximal initial rotation in radians.
  91395. */
  91396. maxInitialRotation: number;
  91397. /**
  91398. * The particle emitter type defines the emitter used by the particle system.
  91399. * It can be for example box, sphere, or cone...
  91400. */
  91401. particleEmitterType: Nullable<IParticleEmitterType>;
  91402. /**
  91403. * Defines the delay in milliseconds before starting the system (0 by default)
  91404. */
  91405. startDelay: number;
  91406. /**
  91407. * 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
  91408. */
  91409. preWarmCycles: number;
  91410. /**
  91411. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  91412. */
  91413. preWarmStepOffset: number;
  91414. /**
  91415. * 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)
  91416. */
  91417. spriteCellChangeSpeed: number;
  91418. /**
  91419. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  91420. */
  91421. startSpriteCellID: number;
  91422. /**
  91423. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  91424. */
  91425. endSpriteCellID: number;
  91426. /**
  91427. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  91428. */
  91429. spriteCellWidth: number;
  91430. /**
  91431. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  91432. */
  91433. spriteCellHeight: number;
  91434. /**
  91435. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  91436. */
  91437. spriteRandomStartCell: boolean;
  91438. /**
  91439. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  91440. */
  91441. isAnimationSheetEnabled: boolean;
  91442. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  91443. translationPivot: Vector2;
  91444. /**
  91445. * Gets or sets a texture used to add random noise to particle positions
  91446. */
  91447. noiseTexture: Nullable<BaseTexture>;
  91448. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  91449. noiseStrength: Vector3;
  91450. /**
  91451. * Gets or sets the billboard mode to use when isBillboardBased = true.
  91452. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  91453. */
  91454. billboardMode: number;
  91455. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  91456. limitVelocityDamping: number;
  91457. /**
  91458. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  91459. */
  91460. beginAnimationOnStart: boolean;
  91461. /**
  91462. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  91463. */
  91464. beginAnimationFrom: number;
  91465. /**
  91466. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  91467. */
  91468. beginAnimationTo: number;
  91469. /**
  91470. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  91471. */
  91472. beginAnimationLoop: boolean;
  91473. /**
  91474. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  91475. */
  91476. disposeOnStop: boolean;
  91477. /**
  91478. * Gets the maximum number of particles active at the same time.
  91479. * @returns The max number of active particles.
  91480. */
  91481. getCapacity(): number;
  91482. /**
  91483. * Gets if the system has been started. (Note: this will still be true after stop is called)
  91484. * @returns True if it has been started, otherwise false.
  91485. */
  91486. isStarted(): boolean;
  91487. /**
  91488. * Animates the particle system for this frame.
  91489. */
  91490. animate(): void;
  91491. /**
  91492. * Renders the particle system in its current state.
  91493. * @returns the current number of particles
  91494. */
  91495. render(): number;
  91496. /**
  91497. * Dispose the particle system and frees its associated resources.
  91498. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  91499. */
  91500. dispose(disposeTexture?: boolean): void;
  91501. /**
  91502. * Clones the particle system.
  91503. * @param name The name of the cloned object
  91504. * @param newEmitter The new emitter to use
  91505. * @returns the cloned particle system
  91506. */
  91507. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  91508. /**
  91509. * Serializes the particle system to a JSON object.
  91510. * @returns the JSON object
  91511. */
  91512. serialize(): any;
  91513. /**
  91514. * Rebuild the particle system
  91515. */
  91516. rebuild(): void;
  91517. /**
  91518. * Starts the particle system and begins to emit
  91519. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  91520. */
  91521. start(delay?: number): void;
  91522. /**
  91523. * Stops the particle system.
  91524. */
  91525. stop(): void;
  91526. /**
  91527. * Remove all active particles
  91528. */
  91529. reset(): void;
  91530. /**
  91531. * Is this system ready to be used/rendered
  91532. * @return true if the system is ready
  91533. */
  91534. isReady(): boolean;
  91535. /**
  91536. * Adds a new color gradient
  91537. * @param gradient defines the gradient to use (between 0 and 1)
  91538. * @param color1 defines the color to affect to the specified gradient
  91539. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  91540. * @returns the current particle system
  91541. */
  91542. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  91543. /**
  91544. * Remove a specific color gradient
  91545. * @param gradient defines the gradient to remove
  91546. * @returns the current particle system
  91547. */
  91548. removeColorGradient(gradient: number): IParticleSystem;
  91549. /**
  91550. * Adds a new size gradient
  91551. * @param gradient defines the gradient to use (between 0 and 1)
  91552. * @param factor defines the size factor to affect to the specified gradient
  91553. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91554. * @returns the current particle system
  91555. */
  91556. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91557. /**
  91558. * Remove a specific size gradient
  91559. * @param gradient defines the gradient to remove
  91560. * @returns the current particle system
  91561. */
  91562. removeSizeGradient(gradient: number): IParticleSystem;
  91563. /**
  91564. * Gets the current list of color gradients.
  91565. * You must use addColorGradient and removeColorGradient to udpate this list
  91566. * @returns the list of color gradients
  91567. */
  91568. getColorGradients(): Nullable<Array<ColorGradient>>;
  91569. /**
  91570. * Gets the current list of size gradients.
  91571. * You must use addSizeGradient and removeSizeGradient to udpate this list
  91572. * @returns the list of size gradients
  91573. */
  91574. getSizeGradients(): Nullable<Array<FactorGradient>>;
  91575. /**
  91576. * Gets the current list of angular speed gradients.
  91577. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  91578. * @returns the list of angular speed gradients
  91579. */
  91580. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  91581. /**
  91582. * Adds a new angular speed gradient
  91583. * @param gradient defines the gradient to use (between 0 and 1)
  91584. * @param factor defines the angular speed to affect to the specified gradient
  91585. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91586. * @returns the current particle system
  91587. */
  91588. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91589. /**
  91590. * Remove a specific angular speed gradient
  91591. * @param gradient defines the gradient to remove
  91592. * @returns the current particle system
  91593. */
  91594. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  91595. /**
  91596. * Gets the current list of velocity gradients.
  91597. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  91598. * @returns the list of velocity gradients
  91599. */
  91600. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  91601. /**
  91602. * Adds a new velocity gradient
  91603. * @param gradient defines the gradient to use (between 0 and 1)
  91604. * @param factor defines the velocity to affect to the specified gradient
  91605. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91606. * @returns the current particle system
  91607. */
  91608. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91609. /**
  91610. * Remove a specific velocity gradient
  91611. * @param gradient defines the gradient to remove
  91612. * @returns the current particle system
  91613. */
  91614. removeVelocityGradient(gradient: number): IParticleSystem;
  91615. /**
  91616. * Gets the current list of limit velocity gradients.
  91617. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  91618. * @returns the list of limit velocity gradients
  91619. */
  91620. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  91621. /**
  91622. * Adds a new limit velocity gradient
  91623. * @param gradient defines the gradient to use (between 0 and 1)
  91624. * @param factor defines the limit velocity to affect to the specified gradient
  91625. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91626. * @returns the current particle system
  91627. */
  91628. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91629. /**
  91630. * Remove a specific limit velocity gradient
  91631. * @param gradient defines the gradient to remove
  91632. * @returns the current particle system
  91633. */
  91634. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  91635. /**
  91636. * Adds a new drag gradient
  91637. * @param gradient defines the gradient to use (between 0 and 1)
  91638. * @param factor defines the drag to affect to the specified gradient
  91639. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91640. * @returns the current particle system
  91641. */
  91642. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91643. /**
  91644. * Remove a specific drag gradient
  91645. * @param gradient defines the gradient to remove
  91646. * @returns the current particle system
  91647. */
  91648. removeDragGradient(gradient: number): IParticleSystem;
  91649. /**
  91650. * Gets the current list of drag gradients.
  91651. * You must use addDragGradient and removeDragGradient to udpate this list
  91652. * @returns the list of drag gradients
  91653. */
  91654. getDragGradients(): Nullable<Array<FactorGradient>>;
  91655. /**
  91656. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  91657. * @param gradient defines the gradient to use (between 0 and 1)
  91658. * @param factor defines the emit rate to affect to the specified gradient
  91659. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91660. * @returns the current particle system
  91661. */
  91662. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91663. /**
  91664. * Remove a specific emit rate gradient
  91665. * @param gradient defines the gradient to remove
  91666. * @returns the current particle system
  91667. */
  91668. removeEmitRateGradient(gradient: number): IParticleSystem;
  91669. /**
  91670. * Gets the current list of emit rate gradients.
  91671. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  91672. * @returns the list of emit rate gradients
  91673. */
  91674. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  91675. /**
  91676. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  91677. * @param gradient defines the gradient to use (between 0 and 1)
  91678. * @param factor defines the start size to affect to the specified gradient
  91679. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91680. * @returns the current particle system
  91681. */
  91682. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91683. /**
  91684. * Remove a specific start size gradient
  91685. * @param gradient defines the gradient to remove
  91686. * @returns the current particle system
  91687. */
  91688. removeStartSizeGradient(gradient: number): IParticleSystem;
  91689. /**
  91690. * Gets the current list of start size gradients.
  91691. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  91692. * @returns the list of start size gradients
  91693. */
  91694. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  91695. /**
  91696. * Adds a new life time gradient
  91697. * @param gradient defines the gradient to use (between 0 and 1)
  91698. * @param factor defines the life time factor to affect to the specified gradient
  91699. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  91700. * @returns the current particle system
  91701. */
  91702. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  91703. /**
  91704. * Remove a specific life time gradient
  91705. * @param gradient defines the gradient to remove
  91706. * @returns the current particle system
  91707. */
  91708. removeLifeTimeGradient(gradient: number): IParticleSystem;
  91709. /**
  91710. * Gets the current list of life time gradients.
  91711. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  91712. * @returns the list of life time gradients
  91713. */
  91714. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  91715. /**
  91716. * Gets the current list of color gradients.
  91717. * You must use addColorGradient and removeColorGradient to udpate this list
  91718. * @returns the list of color gradients
  91719. */
  91720. getColorGradients(): Nullable<Array<ColorGradient>>;
  91721. /**
  91722. * Adds a new ramp gradient used to remap particle colors
  91723. * @param gradient defines the gradient to use (between 0 and 1)
  91724. * @param color defines the color to affect to the specified gradient
  91725. * @returns the current particle system
  91726. */
  91727. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  91728. /**
  91729. * Gets the current list of ramp gradients.
  91730. * You must use addRampGradient and removeRampGradient to udpate this list
  91731. * @returns the list of ramp gradients
  91732. */
  91733. getRampGradients(): Nullable<Array<Color3Gradient>>;
  91734. /** Gets or sets a boolean indicating that ramp gradients must be used
  91735. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  91736. */
  91737. useRampGradients: boolean;
  91738. /**
  91739. * Adds a new color remap gradient
  91740. * @param gradient defines the gradient to use (between 0 and 1)
  91741. * @param min defines the color remap minimal range
  91742. * @param max defines the color remap maximal range
  91743. * @returns the current particle system
  91744. */
  91745. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  91746. /**
  91747. * Gets the current list of color remap gradients.
  91748. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  91749. * @returns the list of color remap gradients
  91750. */
  91751. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  91752. /**
  91753. * Adds a new alpha remap gradient
  91754. * @param gradient defines the gradient to use (between 0 and 1)
  91755. * @param min defines the alpha remap minimal range
  91756. * @param max defines the alpha remap maximal range
  91757. * @returns the current particle system
  91758. */
  91759. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  91760. /**
  91761. * Gets the current list of alpha remap gradients.
  91762. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  91763. * @returns the list of alpha remap gradients
  91764. */
  91765. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  91766. /**
  91767. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  91768. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  91769. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  91770. * @returns the emitter
  91771. */
  91772. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  91773. /**
  91774. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  91775. * @param radius The radius of the hemisphere to emit from
  91776. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  91777. * @returns the emitter
  91778. */
  91779. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  91780. /**
  91781. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  91782. * @param radius The radius of the sphere to emit from
  91783. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  91784. * @returns the emitter
  91785. */
  91786. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  91787. /**
  91788. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  91789. * @param radius The radius of the sphere to emit from
  91790. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  91791. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  91792. * @returns the emitter
  91793. */
  91794. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  91795. /**
  91796. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  91797. * @param radius The radius of the emission cylinder
  91798. * @param height The height of the emission cylinder
  91799. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  91800. * @param directionRandomizer How much to randomize the particle direction [0-1]
  91801. * @returns the emitter
  91802. */
  91803. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  91804. /**
  91805. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  91806. * @param radius The radius of the cylinder to emit from
  91807. * @param height The height of the emission cylinder
  91808. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  91809. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  91810. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  91811. * @returns the emitter
  91812. */
  91813. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  91814. /**
  91815. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  91816. * @param radius The radius of the cone to emit from
  91817. * @param angle The base angle of the cone
  91818. * @returns the emitter
  91819. */
  91820. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  91821. /**
  91822. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  91823. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  91824. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  91825. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  91826. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  91827. * @returns the emitter
  91828. */
  91829. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  91830. /**
  91831. * Get hosting scene
  91832. * @returns the scene
  91833. */
  91834. getScene(): Scene;
  91835. }
  91836. }
  91837. declare module BABYLON {
  91838. /**
  91839. * Creates an instance based on a source mesh.
  91840. */
  91841. export class InstancedMesh extends AbstractMesh {
  91842. private _sourceMesh;
  91843. private _currentLOD;
  91844. /** @hidden */
  91845. _indexInSourceMeshInstanceArray: number;
  91846. constructor(name: string, source: Mesh);
  91847. /**
  91848. * Returns the string "InstancedMesh".
  91849. */
  91850. getClassName(): string;
  91851. /** Gets the list of lights affecting that mesh */
  91852. get lightSources(): Light[];
  91853. _resyncLightSources(): void;
  91854. _resyncLightSource(light: Light): void;
  91855. _removeLightSource(light: Light, dispose: boolean): void;
  91856. /**
  91857. * If the source mesh receives shadows
  91858. */
  91859. get receiveShadows(): boolean;
  91860. /**
  91861. * The material of the source mesh
  91862. */
  91863. get material(): Nullable<Material>;
  91864. /**
  91865. * Visibility of the source mesh
  91866. */
  91867. get visibility(): number;
  91868. /**
  91869. * Skeleton of the source mesh
  91870. */
  91871. get skeleton(): Nullable<Skeleton>;
  91872. /**
  91873. * Rendering ground id of the source mesh
  91874. */
  91875. get renderingGroupId(): number;
  91876. set renderingGroupId(value: number);
  91877. /**
  91878. * Returns the total number of vertices (integer).
  91879. */
  91880. getTotalVertices(): number;
  91881. /**
  91882. * Returns a positive integer : the total number of indices in this mesh geometry.
  91883. * @returns the numner of indices or zero if the mesh has no geometry.
  91884. */
  91885. getTotalIndices(): number;
  91886. /**
  91887. * The source mesh of the instance
  91888. */
  91889. get sourceMesh(): Mesh;
  91890. /**
  91891. * Is this node ready to be used/rendered
  91892. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  91893. * @return {boolean} is it ready
  91894. */
  91895. isReady(completeCheck?: boolean): boolean;
  91896. /**
  91897. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  91898. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  91899. * @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.
  91900. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  91901. */
  91902. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  91903. /**
  91904. * Sets the vertex data of the mesh geometry for the requested `kind`.
  91905. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  91906. * The `data` are either a numeric array either a Float32Array.
  91907. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  91908. * 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).
  91909. * Note that a new underlying VertexBuffer object is created each call.
  91910. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  91911. *
  91912. * Possible `kind` values :
  91913. * - VertexBuffer.PositionKind
  91914. * - VertexBuffer.UVKind
  91915. * - VertexBuffer.UV2Kind
  91916. * - VertexBuffer.UV3Kind
  91917. * - VertexBuffer.UV4Kind
  91918. * - VertexBuffer.UV5Kind
  91919. * - VertexBuffer.UV6Kind
  91920. * - VertexBuffer.ColorKind
  91921. * - VertexBuffer.MatricesIndicesKind
  91922. * - VertexBuffer.MatricesIndicesExtraKind
  91923. * - VertexBuffer.MatricesWeightsKind
  91924. * - VertexBuffer.MatricesWeightsExtraKind
  91925. *
  91926. * Returns the Mesh.
  91927. */
  91928. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  91929. /**
  91930. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  91931. * If the mesh has no geometry, it is simply returned as it is.
  91932. * The `data` are either a numeric array either a Float32Array.
  91933. * No new underlying VertexBuffer object is created.
  91934. * 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.
  91935. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  91936. *
  91937. * Possible `kind` values :
  91938. * - VertexBuffer.PositionKind
  91939. * - VertexBuffer.UVKind
  91940. * - VertexBuffer.UV2Kind
  91941. * - VertexBuffer.UV3Kind
  91942. * - VertexBuffer.UV4Kind
  91943. * - VertexBuffer.UV5Kind
  91944. * - VertexBuffer.UV6Kind
  91945. * - VertexBuffer.ColorKind
  91946. * - VertexBuffer.MatricesIndicesKind
  91947. * - VertexBuffer.MatricesIndicesExtraKind
  91948. * - VertexBuffer.MatricesWeightsKind
  91949. * - VertexBuffer.MatricesWeightsExtraKind
  91950. *
  91951. * Returns the Mesh.
  91952. */
  91953. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  91954. /**
  91955. * Sets the mesh indices.
  91956. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  91957. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  91958. * This method creates a new index buffer each call.
  91959. * Returns the Mesh.
  91960. */
  91961. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  91962. /**
  91963. * Boolean : True if the mesh owns the requested kind of data.
  91964. */
  91965. isVerticesDataPresent(kind: string): boolean;
  91966. /**
  91967. * Returns an array of indices (IndicesArray).
  91968. */
  91969. getIndices(): Nullable<IndicesArray>;
  91970. get _positions(): Nullable<Vector3[]>;
  91971. /**
  91972. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  91973. * This means the mesh underlying bounding box and sphere are recomputed.
  91974. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  91975. * @returns the current mesh
  91976. */
  91977. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  91978. /** @hidden */
  91979. _preActivate(): InstancedMesh;
  91980. /** @hidden */
  91981. _activate(renderId: number, intermediateRendering: boolean): boolean;
  91982. /** @hidden */
  91983. _postActivate(): void;
  91984. getWorldMatrix(): Matrix;
  91985. get isAnInstance(): boolean;
  91986. /**
  91987. * Returns the current associated LOD AbstractMesh.
  91988. */
  91989. getLOD(camera: Camera): AbstractMesh;
  91990. /** @hidden */
  91991. _syncSubMeshes(): InstancedMesh;
  91992. /** @hidden */
  91993. _generatePointsArray(): boolean;
  91994. /**
  91995. * Creates a new InstancedMesh from the current mesh.
  91996. * - name (string) : the cloned mesh name
  91997. * - newParent (optional Node) : the optional Node to parent the clone to.
  91998. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  91999. *
  92000. * Returns the clone.
  92001. */
  92002. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): InstancedMesh;
  92003. /**
  92004. * Disposes the InstancedMesh.
  92005. * Returns nothing.
  92006. */
  92007. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92008. }
  92009. interface Mesh {
  92010. /**
  92011. * Register a custom buffer that will be instanced
  92012. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  92013. * @param kind defines the buffer kind
  92014. * @param stride defines the stride in floats
  92015. */
  92016. registerInstancedBuffer(kind: string, stride: number): void;
  92017. /** @hidden */
  92018. _userInstancedBuffersStorage: {
  92019. data: {
  92020. [key: string]: Float32Array;
  92021. };
  92022. sizes: {
  92023. [key: string]: number;
  92024. };
  92025. vertexBuffers: {
  92026. [key: string]: Nullable<VertexBuffer>;
  92027. };
  92028. strides: {
  92029. [key: string]: number;
  92030. };
  92031. };
  92032. }
  92033. interface AbstractMesh {
  92034. /**
  92035. * Object used to store instanced buffers defined by user
  92036. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  92037. */
  92038. instancedBuffers: {
  92039. [key: string]: any;
  92040. };
  92041. }
  92042. }
  92043. declare module BABYLON {
  92044. /**
  92045. * Defines the options associated with the creation of a shader material.
  92046. */
  92047. export interface IShaderMaterialOptions {
  92048. /**
  92049. * Does the material work in alpha blend mode
  92050. */
  92051. needAlphaBlending: boolean;
  92052. /**
  92053. * Does the material work in alpha test mode
  92054. */
  92055. needAlphaTesting: boolean;
  92056. /**
  92057. * The list of attribute names used in the shader
  92058. */
  92059. attributes: string[];
  92060. /**
  92061. * The list of unifrom names used in the shader
  92062. */
  92063. uniforms: string[];
  92064. /**
  92065. * The list of UBO names used in the shader
  92066. */
  92067. uniformBuffers: string[];
  92068. /**
  92069. * The list of sampler names used in the shader
  92070. */
  92071. samplers: string[];
  92072. /**
  92073. * The list of defines used in the shader
  92074. */
  92075. defines: string[];
  92076. }
  92077. /**
  92078. * 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.
  92079. *
  92080. * This returned material effects how the mesh will look based on the code in the shaders.
  92081. *
  92082. * @see http://doc.babylonjs.com/how_to/shader_material
  92083. */
  92084. export class ShaderMaterial extends Material {
  92085. private _shaderPath;
  92086. private _options;
  92087. private _textures;
  92088. private _textureArrays;
  92089. private _floats;
  92090. private _ints;
  92091. private _floatsArrays;
  92092. private _colors3;
  92093. private _colors3Arrays;
  92094. private _colors4;
  92095. private _colors4Arrays;
  92096. private _vectors2;
  92097. private _vectors3;
  92098. private _vectors4;
  92099. private _matrices;
  92100. private _matrixArrays;
  92101. private _matrices3x3;
  92102. private _matrices2x2;
  92103. private _vectors2Arrays;
  92104. private _vectors3Arrays;
  92105. private _vectors4Arrays;
  92106. private _cachedWorldViewMatrix;
  92107. private _cachedWorldViewProjectionMatrix;
  92108. private _renderId;
  92109. private _multiview;
  92110. /**
  92111. * Instantiate a new shader material.
  92112. * 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.
  92113. * This returned material effects how the mesh will look based on the code in the shaders.
  92114. * @see http://doc.babylonjs.com/how_to/shader_material
  92115. * @param name Define the name of the material in the scene
  92116. * @param scene Define the scene the material belongs to
  92117. * @param shaderPath Defines the route to the shader code in one of three ways:
  92118. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  92119. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  92120. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  92121. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  92122. * @param options Define the options used to create the shader
  92123. */
  92124. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  92125. /**
  92126. * Gets the shader path used to define the shader code
  92127. * It can be modified to trigger a new compilation
  92128. */
  92129. get shaderPath(): any;
  92130. /**
  92131. * Sets the shader path used to define the shader code
  92132. * It can be modified to trigger a new compilation
  92133. */
  92134. set shaderPath(shaderPath: any);
  92135. /**
  92136. * Gets the options used to compile the shader.
  92137. * They can be modified to trigger a new compilation
  92138. */
  92139. get options(): IShaderMaterialOptions;
  92140. /**
  92141. * Gets the current class name of the material e.g. "ShaderMaterial"
  92142. * Mainly use in serialization.
  92143. * @returns the class name
  92144. */
  92145. getClassName(): string;
  92146. /**
  92147. * Specifies if the material will require alpha blending
  92148. * @returns a boolean specifying if alpha blending is needed
  92149. */
  92150. needAlphaBlending(): boolean;
  92151. /**
  92152. * Specifies if this material should be rendered in alpha test mode
  92153. * @returns a boolean specifying if an alpha test is needed.
  92154. */
  92155. needAlphaTesting(): boolean;
  92156. private _checkUniform;
  92157. /**
  92158. * Set a texture in the shader.
  92159. * @param name Define the name of the uniform samplers as defined in the shader
  92160. * @param texture Define the texture to bind to this sampler
  92161. * @return the material itself allowing "fluent" like uniform updates
  92162. */
  92163. setTexture(name: string, texture: Texture): ShaderMaterial;
  92164. /**
  92165. * Set a texture array in the shader.
  92166. * @param name Define the name of the uniform sampler array as defined in the shader
  92167. * @param textures Define the list of textures to bind to this sampler
  92168. * @return the material itself allowing "fluent" like uniform updates
  92169. */
  92170. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  92171. /**
  92172. * Set a float in the shader.
  92173. * @param name Define the name of the uniform as defined in the shader
  92174. * @param value Define the value to give to the uniform
  92175. * @return the material itself allowing "fluent" like uniform updates
  92176. */
  92177. setFloat(name: string, value: number): ShaderMaterial;
  92178. /**
  92179. * Set a int in the shader.
  92180. * @param name Define the name of the uniform as defined in the shader
  92181. * @param value Define the value to give to the uniform
  92182. * @return the material itself allowing "fluent" like uniform updates
  92183. */
  92184. setInt(name: string, value: number): ShaderMaterial;
  92185. /**
  92186. * Set an array of floats in the shader.
  92187. * @param name Define the name of the uniform as defined in the shader
  92188. * @param value Define the value to give to the uniform
  92189. * @return the material itself allowing "fluent" like uniform updates
  92190. */
  92191. setFloats(name: string, value: number[]): ShaderMaterial;
  92192. /**
  92193. * Set a vec3 in the shader from a Color3.
  92194. * @param name Define the name of the uniform as defined in the shader
  92195. * @param value Define the value to give to the uniform
  92196. * @return the material itself allowing "fluent" like uniform updates
  92197. */
  92198. setColor3(name: string, value: Color3): ShaderMaterial;
  92199. /**
  92200. * Set a vec3 array in the shader from a Color3 array.
  92201. * @param name Define the name of the uniform as defined in the shader
  92202. * @param value Define the value to give to the uniform
  92203. * @return the material itself allowing "fluent" like uniform updates
  92204. */
  92205. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  92206. /**
  92207. * Set a vec4 in the shader from a Color4.
  92208. * @param name Define the name of the uniform as defined in the shader
  92209. * @param value Define the value to give to the uniform
  92210. * @return the material itself allowing "fluent" like uniform updates
  92211. */
  92212. setColor4(name: string, value: Color4): ShaderMaterial;
  92213. /**
  92214. * Set a vec4 array in the shader from a Color4 array.
  92215. * @param name Define the name of the uniform as defined in the shader
  92216. * @param value Define the value to give to the uniform
  92217. * @return the material itself allowing "fluent" like uniform updates
  92218. */
  92219. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  92220. /**
  92221. * Set a vec2 in the shader from a Vector2.
  92222. * @param name Define the name of the uniform as defined in the shader
  92223. * @param value Define the value to give to the uniform
  92224. * @return the material itself allowing "fluent" like uniform updates
  92225. */
  92226. setVector2(name: string, value: Vector2): ShaderMaterial;
  92227. /**
  92228. * Set a vec3 in the shader from a Vector3.
  92229. * @param name Define the name of the uniform as defined in the shader
  92230. * @param value Define the value to give to the uniform
  92231. * @return the material itself allowing "fluent" like uniform updates
  92232. */
  92233. setVector3(name: string, value: Vector3): ShaderMaterial;
  92234. /**
  92235. * Set a vec4 in the shader from a Vector4.
  92236. * @param name Define the name of the uniform as defined in the shader
  92237. * @param value Define the value to give to the uniform
  92238. * @return the material itself allowing "fluent" like uniform updates
  92239. */
  92240. setVector4(name: string, value: Vector4): ShaderMaterial;
  92241. /**
  92242. * Set a mat4 in the shader from a Matrix.
  92243. * @param name Define the name of the uniform as defined in the shader
  92244. * @param value Define the value to give to the uniform
  92245. * @return the material itself allowing "fluent" like uniform updates
  92246. */
  92247. setMatrix(name: string, value: Matrix): ShaderMaterial;
  92248. /**
  92249. * Set a float32Array in the shader from a matrix array.
  92250. * @param name Define the name of the uniform as defined in the shader
  92251. * @param value Define the value to give to the uniform
  92252. * @return the material itself allowing "fluent" like uniform updates
  92253. */
  92254. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  92255. /**
  92256. * Set a mat3 in the shader from a Float32Array.
  92257. * @param name Define the name of the uniform as defined in the shader
  92258. * @param value Define the value to give to the uniform
  92259. * @return the material itself allowing "fluent" like uniform updates
  92260. */
  92261. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  92262. /**
  92263. * Set a mat2 in the shader from a Float32Array.
  92264. * @param name Define the name of the uniform as defined in the shader
  92265. * @param value Define the value to give to the uniform
  92266. * @return the material itself allowing "fluent" like uniform updates
  92267. */
  92268. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  92269. /**
  92270. * Set a vec2 array in the shader from a number array.
  92271. * @param name Define the name of the uniform as defined in the shader
  92272. * @param value Define the value to give to the uniform
  92273. * @return the material itself allowing "fluent" like uniform updates
  92274. */
  92275. setArray2(name: string, value: number[]): ShaderMaterial;
  92276. /**
  92277. * Set a vec3 array in the shader from a number array.
  92278. * @param name Define the name of the uniform as defined in the shader
  92279. * @param value Define the value to give to the uniform
  92280. * @return the material itself allowing "fluent" like uniform updates
  92281. */
  92282. setArray3(name: string, value: number[]): ShaderMaterial;
  92283. /**
  92284. * Set a vec4 array in the shader from a number array.
  92285. * @param name Define the name of the uniform as defined in the shader
  92286. * @param value Define the value to give to the uniform
  92287. * @return the material itself allowing "fluent" like uniform updates
  92288. */
  92289. setArray4(name: string, value: number[]): ShaderMaterial;
  92290. private _checkCache;
  92291. /**
  92292. * Specifies that the submesh is ready to be used
  92293. * @param mesh defines the mesh to check
  92294. * @param subMesh defines which submesh to check
  92295. * @param useInstances specifies that instances should be used
  92296. * @returns a boolean indicating that the submesh is ready or not
  92297. */
  92298. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  92299. /**
  92300. * Checks if the material is ready to render the requested mesh
  92301. * @param mesh Define the mesh to render
  92302. * @param useInstances Define whether or not the material is used with instances
  92303. * @returns true if ready, otherwise false
  92304. */
  92305. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  92306. /**
  92307. * Binds the world matrix to the material
  92308. * @param world defines the world transformation matrix
  92309. */
  92310. bindOnlyWorldMatrix(world: Matrix): void;
  92311. /**
  92312. * Binds the material to the mesh
  92313. * @param world defines the world transformation matrix
  92314. * @param mesh defines the mesh to bind the material to
  92315. */
  92316. bind(world: Matrix, mesh?: Mesh): void;
  92317. /**
  92318. * Gets the active textures from the material
  92319. * @returns an array of textures
  92320. */
  92321. getActiveTextures(): BaseTexture[];
  92322. /**
  92323. * Specifies if the material uses a texture
  92324. * @param texture defines the texture to check against the material
  92325. * @returns a boolean specifying if the material uses the texture
  92326. */
  92327. hasTexture(texture: BaseTexture): boolean;
  92328. /**
  92329. * Makes a duplicate of the material, and gives it a new name
  92330. * @param name defines the new name for the duplicated material
  92331. * @returns the cloned material
  92332. */
  92333. clone(name: string): ShaderMaterial;
  92334. /**
  92335. * Disposes the material
  92336. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  92337. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  92338. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  92339. */
  92340. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  92341. /**
  92342. * Serializes this material in a JSON representation
  92343. * @returns the serialized material object
  92344. */
  92345. serialize(): any;
  92346. /**
  92347. * Creates a shader material from parsed shader material data
  92348. * @param source defines the JSON represnetation of the material
  92349. * @param scene defines the hosting scene
  92350. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  92351. * @returns a new material
  92352. */
  92353. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  92354. }
  92355. }
  92356. declare module BABYLON {
  92357. /** @hidden */
  92358. export var colorPixelShader: {
  92359. name: string;
  92360. shader: string;
  92361. };
  92362. }
  92363. declare module BABYLON {
  92364. /** @hidden */
  92365. export var colorVertexShader: {
  92366. name: string;
  92367. shader: string;
  92368. };
  92369. }
  92370. declare module BABYLON {
  92371. /**
  92372. * Line mesh
  92373. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  92374. */
  92375. export class LinesMesh extends Mesh {
  92376. /**
  92377. * If vertex color should be applied to the mesh
  92378. */
  92379. readonly useVertexColor?: boolean | undefined;
  92380. /**
  92381. * If vertex alpha should be applied to the mesh
  92382. */
  92383. readonly useVertexAlpha?: boolean | undefined;
  92384. /**
  92385. * Color of the line (Default: White)
  92386. */
  92387. color: Color3;
  92388. /**
  92389. * Alpha of the line (Default: 1)
  92390. */
  92391. alpha: number;
  92392. /**
  92393. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  92394. * This margin is expressed in world space coordinates, so its value may vary.
  92395. * Default value is 0.1
  92396. */
  92397. intersectionThreshold: number;
  92398. private _colorShader;
  92399. private color4;
  92400. /**
  92401. * Creates a new LinesMesh
  92402. * @param name defines the name
  92403. * @param scene defines the hosting scene
  92404. * @param parent defines the parent mesh if any
  92405. * @param source defines the optional source LinesMesh used to clone data from
  92406. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  92407. * When false, achieved by calling a clone(), also passing False.
  92408. * This will make creation of children, recursive.
  92409. * @param useVertexColor defines if this LinesMesh supports vertex color
  92410. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  92411. */
  92412. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  92413. /**
  92414. * If vertex color should be applied to the mesh
  92415. */
  92416. useVertexColor?: boolean | undefined,
  92417. /**
  92418. * If vertex alpha should be applied to the mesh
  92419. */
  92420. useVertexAlpha?: boolean | undefined);
  92421. private _addClipPlaneDefine;
  92422. private _removeClipPlaneDefine;
  92423. isReady(): boolean;
  92424. /**
  92425. * Returns the string "LineMesh"
  92426. */
  92427. getClassName(): string;
  92428. /**
  92429. * @hidden
  92430. */
  92431. get material(): Material;
  92432. /**
  92433. * @hidden
  92434. */
  92435. set material(value: Material);
  92436. /**
  92437. * @hidden
  92438. */
  92439. get checkCollisions(): boolean;
  92440. /** @hidden */
  92441. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92442. /** @hidden */
  92443. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92444. /**
  92445. * Disposes of the line mesh
  92446. * @param doNotRecurse If children should be disposed
  92447. */
  92448. dispose(doNotRecurse?: boolean): void;
  92449. /**
  92450. * Returns a new LineMesh object cloned from the current one.
  92451. */
  92452. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): LinesMesh;
  92453. /**
  92454. * Creates a new InstancedLinesMesh object from the mesh model.
  92455. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92456. * @param name defines the name of the new instance
  92457. * @returns a new InstancedLinesMesh
  92458. */
  92459. createInstance(name: string): InstancedLinesMesh;
  92460. }
  92461. /**
  92462. * Creates an instance based on a source LinesMesh
  92463. */
  92464. export class InstancedLinesMesh extends InstancedMesh {
  92465. /**
  92466. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  92467. * This margin is expressed in world space coordinates, so its value may vary.
  92468. * Initilized with the intersectionThreshold value of the source LinesMesh
  92469. */
  92470. intersectionThreshold: number;
  92471. constructor(name: string, source: LinesMesh);
  92472. /**
  92473. * Returns the string "InstancedLinesMesh".
  92474. */
  92475. getClassName(): string;
  92476. }
  92477. }
  92478. declare module BABYLON {
  92479. /** @hidden */
  92480. export var linePixelShader: {
  92481. name: string;
  92482. shader: string;
  92483. };
  92484. }
  92485. declare module BABYLON {
  92486. /** @hidden */
  92487. export var lineVertexShader: {
  92488. name: string;
  92489. shader: string;
  92490. };
  92491. }
  92492. declare module BABYLON {
  92493. interface AbstractMesh {
  92494. /**
  92495. * Gets the edgesRenderer associated with the mesh
  92496. */
  92497. edgesRenderer: Nullable<EdgesRenderer>;
  92498. }
  92499. interface LinesMesh {
  92500. /**
  92501. * Enables the edge rendering mode on the mesh.
  92502. * This mode makes the mesh edges visible
  92503. * @param epsilon defines the maximal distance between two angles to detect a face
  92504. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  92505. * @returns the currentAbstractMesh
  92506. * @see https://www.babylonjs-playground.com/#19O9TU#0
  92507. */
  92508. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  92509. }
  92510. interface InstancedLinesMesh {
  92511. /**
  92512. * Enables the edge rendering mode on the mesh.
  92513. * This mode makes the mesh edges visible
  92514. * @param epsilon defines the maximal distance between two angles to detect a face
  92515. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  92516. * @returns the current InstancedLinesMesh
  92517. * @see https://www.babylonjs-playground.com/#19O9TU#0
  92518. */
  92519. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  92520. }
  92521. /**
  92522. * Defines the minimum contract an Edges renderer should follow.
  92523. */
  92524. export interface IEdgesRenderer extends IDisposable {
  92525. /**
  92526. * Gets or sets a boolean indicating if the edgesRenderer is active
  92527. */
  92528. isEnabled: boolean;
  92529. /**
  92530. * Renders the edges of the attached mesh,
  92531. */
  92532. render(): void;
  92533. /**
  92534. * Checks wether or not the edges renderer is ready to render.
  92535. * @return true if ready, otherwise false.
  92536. */
  92537. isReady(): boolean;
  92538. }
  92539. /**
  92540. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  92541. */
  92542. export class EdgesRenderer implements IEdgesRenderer {
  92543. /**
  92544. * Define the size of the edges with an orthographic camera
  92545. */
  92546. edgesWidthScalerForOrthographic: number;
  92547. /**
  92548. * Define the size of the edges with a perspective camera
  92549. */
  92550. edgesWidthScalerForPerspective: number;
  92551. protected _source: AbstractMesh;
  92552. protected _linesPositions: number[];
  92553. protected _linesNormals: number[];
  92554. protected _linesIndices: number[];
  92555. protected _epsilon: number;
  92556. protected _indicesCount: number;
  92557. protected _lineShader: ShaderMaterial;
  92558. protected _ib: DataBuffer;
  92559. protected _buffers: {
  92560. [key: string]: Nullable<VertexBuffer>;
  92561. };
  92562. protected _checkVerticesInsteadOfIndices: boolean;
  92563. private _meshRebuildObserver;
  92564. private _meshDisposeObserver;
  92565. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  92566. isEnabled: boolean;
  92567. /**
  92568. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  92569. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  92570. * @param source Mesh used to create edges
  92571. * @param epsilon sum of angles in adjacency to check for edge
  92572. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  92573. * @param generateEdgesLines - should generate Lines or only prepare resources.
  92574. */
  92575. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  92576. protected _prepareRessources(): void;
  92577. /** @hidden */
  92578. _rebuild(): void;
  92579. /**
  92580. * Releases the required resources for the edges renderer
  92581. */
  92582. dispose(): void;
  92583. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  92584. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  92585. /**
  92586. * Checks if the pair of p0 and p1 is en edge
  92587. * @param faceIndex
  92588. * @param edge
  92589. * @param faceNormals
  92590. * @param p0
  92591. * @param p1
  92592. * @private
  92593. */
  92594. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  92595. /**
  92596. * push line into the position, normal and index buffer
  92597. * @protected
  92598. */
  92599. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  92600. /**
  92601. * Generates lines edges from adjacencjes
  92602. * @private
  92603. */
  92604. _generateEdgesLines(): void;
  92605. /**
  92606. * Checks wether or not the edges renderer is ready to render.
  92607. * @return true if ready, otherwise false.
  92608. */
  92609. isReady(): boolean;
  92610. /**
  92611. * Renders the edges of the attached mesh,
  92612. */
  92613. render(): void;
  92614. }
  92615. /**
  92616. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  92617. */
  92618. export class LineEdgesRenderer extends EdgesRenderer {
  92619. /**
  92620. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  92621. * @param source LineMesh used to generate edges
  92622. * @param epsilon not important (specified angle for edge detection)
  92623. * @param checkVerticesInsteadOfIndices not important for LineMesh
  92624. */
  92625. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  92626. /**
  92627. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  92628. */
  92629. _generateEdgesLines(): void;
  92630. }
  92631. }
  92632. declare module BABYLON {
  92633. /**
  92634. * This represents the object necessary to create a rendering group.
  92635. * This is exclusively used and created by the rendering manager.
  92636. * To modify the behavior, you use the available helpers in your scene or meshes.
  92637. * @hidden
  92638. */
  92639. export class RenderingGroup {
  92640. index: number;
  92641. private static _zeroVector;
  92642. private _scene;
  92643. private _opaqueSubMeshes;
  92644. private _transparentSubMeshes;
  92645. private _alphaTestSubMeshes;
  92646. private _depthOnlySubMeshes;
  92647. private _particleSystems;
  92648. private _spriteManagers;
  92649. private _opaqueSortCompareFn;
  92650. private _alphaTestSortCompareFn;
  92651. private _transparentSortCompareFn;
  92652. private _renderOpaque;
  92653. private _renderAlphaTest;
  92654. private _renderTransparent;
  92655. /** @hidden */
  92656. _edgesRenderers: SmartArray<IEdgesRenderer>;
  92657. onBeforeTransparentRendering: () => void;
  92658. /**
  92659. * Set the opaque sort comparison function.
  92660. * If null the sub meshes will be render in the order they were created
  92661. */
  92662. set opaqueSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  92663. /**
  92664. * Set the alpha test sort comparison function.
  92665. * If null the sub meshes will be render in the order they were created
  92666. */
  92667. set alphaTestSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  92668. /**
  92669. * Set the transparent sort comparison function.
  92670. * If null the sub meshes will be render in the order they were created
  92671. */
  92672. set transparentSortCompareFn(value: Nullable<(a: SubMesh, b: SubMesh) => number>);
  92673. /**
  92674. * Creates a new rendering group.
  92675. * @param index The rendering group index
  92676. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  92677. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  92678. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  92679. */
  92680. 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>);
  92681. /**
  92682. * Render all the sub meshes contained in the group.
  92683. * @param customRenderFunction Used to override the default render behaviour of the group.
  92684. * @returns true if rendered some submeshes.
  92685. */
  92686. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  92687. /**
  92688. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  92689. * @param subMeshes The submeshes to render
  92690. */
  92691. private renderOpaqueSorted;
  92692. /**
  92693. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  92694. * @param subMeshes The submeshes to render
  92695. */
  92696. private renderAlphaTestSorted;
  92697. /**
  92698. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  92699. * @param subMeshes The submeshes to render
  92700. */
  92701. private renderTransparentSorted;
  92702. /**
  92703. * Renders the submeshes in a specified order.
  92704. * @param subMeshes The submeshes to sort before render
  92705. * @param sortCompareFn The comparison function use to sort
  92706. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  92707. * @param transparent Specifies to activate blending if true
  92708. */
  92709. private static renderSorted;
  92710. /**
  92711. * Renders the submeshes in the order they were dispatched (no sort applied).
  92712. * @param subMeshes The submeshes to render
  92713. */
  92714. private static renderUnsorted;
  92715. /**
  92716. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  92717. * are rendered back to front if in the same alpha index.
  92718. *
  92719. * @param a The first submesh
  92720. * @param b The second submesh
  92721. * @returns The result of the comparison
  92722. */
  92723. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  92724. /**
  92725. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  92726. * are rendered back to front.
  92727. *
  92728. * @param a The first submesh
  92729. * @param b The second submesh
  92730. * @returns The result of the comparison
  92731. */
  92732. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  92733. /**
  92734. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  92735. * are rendered front to back (prevent overdraw).
  92736. *
  92737. * @param a The first submesh
  92738. * @param b The second submesh
  92739. * @returns The result of the comparison
  92740. */
  92741. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  92742. /**
  92743. * Resets the different lists of submeshes to prepare a new frame.
  92744. */
  92745. prepare(): void;
  92746. dispose(): void;
  92747. /**
  92748. * Inserts the submesh in its correct queue depending on its material.
  92749. * @param subMesh The submesh to dispatch
  92750. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  92751. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  92752. */
  92753. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  92754. dispatchSprites(spriteManager: ISpriteManager): void;
  92755. dispatchParticles(particleSystem: IParticleSystem): void;
  92756. private _renderParticles;
  92757. private _renderSprites;
  92758. }
  92759. }
  92760. declare module BABYLON {
  92761. /**
  92762. * Interface describing the different options available in the rendering manager
  92763. * regarding Auto Clear between groups.
  92764. */
  92765. export interface IRenderingManagerAutoClearSetup {
  92766. /**
  92767. * Defines whether or not autoclear is enable.
  92768. */
  92769. autoClear: boolean;
  92770. /**
  92771. * Defines whether or not to autoclear the depth buffer.
  92772. */
  92773. depth: boolean;
  92774. /**
  92775. * Defines whether or not to autoclear the stencil buffer.
  92776. */
  92777. stencil: boolean;
  92778. }
  92779. /**
  92780. * This class is used by the onRenderingGroupObservable
  92781. */
  92782. export class RenderingGroupInfo {
  92783. /**
  92784. * The Scene that being rendered
  92785. */
  92786. scene: Scene;
  92787. /**
  92788. * The camera currently used for the rendering pass
  92789. */
  92790. camera: Nullable<Camera>;
  92791. /**
  92792. * The ID of the renderingGroup being processed
  92793. */
  92794. renderingGroupId: number;
  92795. }
  92796. /**
  92797. * This is the manager responsible of all the rendering for meshes sprites and particles.
  92798. * It is enable to manage the different groups as well as the different necessary sort functions.
  92799. * This should not be used directly aside of the few static configurations
  92800. */
  92801. export class RenderingManager {
  92802. /**
  92803. * The max id used for rendering groups (not included)
  92804. */
  92805. static MAX_RENDERINGGROUPS: number;
  92806. /**
  92807. * The min id used for rendering groups (included)
  92808. */
  92809. static MIN_RENDERINGGROUPS: number;
  92810. /**
  92811. * Used to globally prevent autoclearing scenes.
  92812. */
  92813. static AUTOCLEAR: boolean;
  92814. /**
  92815. * @hidden
  92816. */
  92817. _useSceneAutoClearSetup: boolean;
  92818. private _scene;
  92819. private _renderingGroups;
  92820. private _depthStencilBufferAlreadyCleaned;
  92821. private _autoClearDepthStencil;
  92822. private _customOpaqueSortCompareFn;
  92823. private _customAlphaTestSortCompareFn;
  92824. private _customTransparentSortCompareFn;
  92825. private _renderingGroupInfo;
  92826. /**
  92827. * Instantiates a new rendering group for a particular scene
  92828. * @param scene Defines the scene the groups belongs to
  92829. */
  92830. constructor(scene: Scene);
  92831. private _clearDepthStencilBuffer;
  92832. /**
  92833. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  92834. * @hidden
  92835. */
  92836. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  92837. /**
  92838. * Resets the different information of the group to prepare a new frame
  92839. * @hidden
  92840. */
  92841. reset(): void;
  92842. /**
  92843. * Dispose and release the group and its associated resources.
  92844. * @hidden
  92845. */
  92846. dispose(): void;
  92847. /**
  92848. * Clear the info related to rendering groups preventing retention points during dispose.
  92849. */
  92850. freeRenderingGroups(): void;
  92851. private _prepareRenderingGroup;
  92852. /**
  92853. * Add a sprite manager to the rendering manager in order to render it this frame.
  92854. * @param spriteManager Define the sprite manager to render
  92855. */
  92856. dispatchSprites(spriteManager: ISpriteManager): void;
  92857. /**
  92858. * Add a particle system to the rendering manager in order to render it this frame.
  92859. * @param particleSystem Define the particle system to render
  92860. */
  92861. dispatchParticles(particleSystem: IParticleSystem): void;
  92862. /**
  92863. * Add a submesh to the manager in order to render it this frame
  92864. * @param subMesh The submesh to dispatch
  92865. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  92866. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  92867. */
  92868. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  92869. /**
  92870. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  92871. * This allowed control for front to back rendering or reversly depending of the special needs.
  92872. *
  92873. * @param renderingGroupId The rendering group id corresponding to its index
  92874. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  92875. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  92876. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  92877. */
  92878. 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;
  92879. /**
  92880. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  92881. *
  92882. * @param renderingGroupId The rendering group id corresponding to its index
  92883. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  92884. * @param depth Automatically clears depth between groups if true and autoClear is true.
  92885. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  92886. */
  92887. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  92888. /**
  92889. * Gets the current auto clear configuration for one rendering group of the rendering
  92890. * manager.
  92891. * @param index the rendering group index to get the information for
  92892. * @returns The auto clear setup for the requested rendering group
  92893. */
  92894. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  92895. }
  92896. }
  92897. declare module BABYLON {
  92898. /**
  92899. * This Helps creating a texture that will be created from a camera in your scene.
  92900. * It is basically a dynamic texture that could be used to create special effects for instance.
  92901. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  92902. */
  92903. export class RenderTargetTexture extends Texture {
  92904. isCube: boolean;
  92905. /**
  92906. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  92907. */
  92908. static readonly REFRESHRATE_RENDER_ONCE: number;
  92909. /**
  92910. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  92911. */
  92912. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  92913. /**
  92914. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  92915. * the central point of your effect and can save a lot of performances.
  92916. */
  92917. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  92918. /**
  92919. * Use this predicate to dynamically define the list of mesh you want to render.
  92920. * If set, the renderList property will be overwritten.
  92921. */
  92922. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  92923. private _renderList;
  92924. /**
  92925. * Use this list to define the list of mesh you want to render.
  92926. */
  92927. get renderList(): Nullable<Array<AbstractMesh>>;
  92928. set renderList(value: Nullable<Array<AbstractMesh>>);
  92929. /**
  92930. * Use this function to overload the renderList array at rendering time.
  92931. * Return null to render with the curent renderList, else return the list of meshes to use for rendering.
  92932. * For 2DArray RTT, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of
  92933. * the cube (if the RTT is a cube, else layerOrFace=0).
  92934. * The renderList passed to the function is the current render list (the one that will be used if the function returns null)
  92935. */
  92936. getCustomRenderList: (layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>) => Nullable<Array<AbstractMesh>>;
  92937. private _hookArray;
  92938. /**
  92939. * Define if particles should be rendered in your texture.
  92940. */
  92941. renderParticles: boolean;
  92942. /**
  92943. * Define if sprites should be rendered in your texture.
  92944. */
  92945. renderSprites: boolean;
  92946. /**
  92947. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  92948. */
  92949. coordinatesMode: number;
  92950. /**
  92951. * Define the camera used to render the texture.
  92952. */
  92953. activeCamera: Nullable<Camera>;
  92954. /**
  92955. * Override the render function of the texture with your own one.
  92956. */
  92957. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  92958. /**
  92959. * Define if camera post processes should be use while rendering the texture.
  92960. */
  92961. useCameraPostProcesses: boolean;
  92962. /**
  92963. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  92964. */
  92965. ignoreCameraViewport: boolean;
  92966. private _postProcessManager;
  92967. private _postProcesses;
  92968. private _resizeObserver;
  92969. /**
  92970. * An event triggered when the texture is unbind.
  92971. */
  92972. onBeforeBindObservable: Observable<RenderTargetTexture>;
  92973. /**
  92974. * An event triggered when the texture is unbind.
  92975. */
  92976. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  92977. private _onAfterUnbindObserver;
  92978. /**
  92979. * Set a after unbind callback in the texture.
  92980. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  92981. */
  92982. set onAfterUnbind(callback: () => void);
  92983. /**
  92984. * An event triggered before rendering the texture
  92985. */
  92986. onBeforeRenderObservable: Observable<number>;
  92987. private _onBeforeRenderObserver;
  92988. /**
  92989. * Set a before render callback in the texture.
  92990. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  92991. */
  92992. set onBeforeRender(callback: (faceIndex: number) => void);
  92993. /**
  92994. * An event triggered after rendering the texture
  92995. */
  92996. onAfterRenderObservable: Observable<number>;
  92997. private _onAfterRenderObserver;
  92998. /**
  92999. * Set a after render callback in the texture.
  93000. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  93001. */
  93002. set onAfterRender(callback: (faceIndex: number) => void);
  93003. /**
  93004. * An event triggered after the texture clear
  93005. */
  93006. onClearObservable: Observable<Engine>;
  93007. private _onClearObserver;
  93008. /**
  93009. * Set a clear callback in the texture.
  93010. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  93011. */
  93012. set onClear(callback: (Engine: Engine) => void);
  93013. /**
  93014. * An event triggered when the texture is resized.
  93015. */
  93016. onResizeObservable: Observable<RenderTargetTexture>;
  93017. /**
  93018. * Define the clear color of the Render Target if it should be different from the scene.
  93019. */
  93020. clearColor: Color4;
  93021. protected _size: number | {
  93022. width: number;
  93023. height: number;
  93024. layers?: number;
  93025. };
  93026. protected _initialSizeParameter: number | {
  93027. width: number;
  93028. height: number;
  93029. } | {
  93030. ratio: number;
  93031. };
  93032. protected _sizeRatio: Nullable<number>;
  93033. /** @hidden */
  93034. _generateMipMaps: boolean;
  93035. protected _renderingManager: RenderingManager;
  93036. /** @hidden */
  93037. _waitingRenderList: string[];
  93038. protected _doNotChangeAspectRatio: boolean;
  93039. protected _currentRefreshId: number;
  93040. protected _refreshRate: number;
  93041. protected _textureMatrix: Matrix;
  93042. protected _samples: number;
  93043. protected _renderTargetOptions: RenderTargetCreationOptions;
  93044. /**
  93045. * Gets render target creation options that were used.
  93046. */
  93047. get renderTargetOptions(): RenderTargetCreationOptions;
  93048. protected _engine: Engine;
  93049. protected _onRatioRescale(): void;
  93050. /**
  93051. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  93052. * It must define where the camera used to render the texture is set
  93053. */
  93054. boundingBoxPosition: Vector3;
  93055. private _boundingBoxSize;
  93056. /**
  93057. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  93058. * When defined, the cubemap will switch to local mode
  93059. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  93060. * @example https://www.babylonjs-playground.com/#RNASML
  93061. */
  93062. set boundingBoxSize(value: Vector3);
  93063. get boundingBoxSize(): Vector3;
  93064. /**
  93065. * In case the RTT has been created with a depth texture, get the associated
  93066. * depth texture.
  93067. * Otherwise, return null.
  93068. */
  93069. get depthStencilTexture(): Nullable<InternalTexture>;
  93070. /**
  93071. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  93072. * or used a shadow, depth texture...
  93073. * @param name The friendly name of the texture
  93074. * @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)
  93075. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  93076. * @param generateMipMaps True if mip maps need to be generated after render.
  93077. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  93078. * @param type The type of the buffer in the RTT (int, half float, float...)
  93079. * @param isCube True if a cube texture needs to be created
  93080. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  93081. * @param generateDepthBuffer True to generate a depth buffer
  93082. * @param generateStencilBuffer True to generate a stencil buffer
  93083. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  93084. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  93085. * @param delayAllocation if the texture allocation should be delayed (default: false)
  93086. */
  93087. constructor(name: string, size: number | {
  93088. width: number;
  93089. height: number;
  93090. layers?: number;
  93091. } | {
  93092. ratio: number;
  93093. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  93094. /**
  93095. * Creates a depth stencil texture.
  93096. * This is only available in WebGL 2 or with the depth texture extension available.
  93097. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  93098. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  93099. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  93100. */
  93101. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  93102. private _processSizeParameter;
  93103. /**
  93104. * Define the number of samples to use in case of MSAA.
  93105. * It defaults to one meaning no MSAA has been enabled.
  93106. */
  93107. get samples(): number;
  93108. set samples(value: number);
  93109. /**
  93110. * Resets the refresh counter of the texture and start bak from scratch.
  93111. * Could be useful to regenerate the texture if it is setup to render only once.
  93112. */
  93113. resetRefreshCounter(): void;
  93114. /**
  93115. * Define the refresh rate of the texture or the rendering frequency.
  93116. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  93117. */
  93118. get refreshRate(): number;
  93119. set refreshRate(value: number);
  93120. /**
  93121. * Adds a post process to the render target rendering passes.
  93122. * @param postProcess define the post process to add
  93123. */
  93124. addPostProcess(postProcess: PostProcess): void;
  93125. /**
  93126. * Clear all the post processes attached to the render target
  93127. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  93128. */
  93129. clearPostProcesses(dispose?: boolean): void;
  93130. /**
  93131. * Remove one of the post process from the list of attached post processes to the texture
  93132. * @param postProcess define the post process to remove from the list
  93133. */
  93134. removePostProcess(postProcess: PostProcess): void;
  93135. /** @hidden */
  93136. _shouldRender(): boolean;
  93137. /**
  93138. * Gets the actual render size of the texture.
  93139. * @returns the width of the render size
  93140. */
  93141. getRenderSize(): number;
  93142. /**
  93143. * Gets the actual render width of the texture.
  93144. * @returns the width of the render size
  93145. */
  93146. getRenderWidth(): number;
  93147. /**
  93148. * Gets the actual render height of the texture.
  93149. * @returns the height of the render size
  93150. */
  93151. getRenderHeight(): number;
  93152. /**
  93153. * Gets the actual number of layers of the texture.
  93154. * @returns the number of layers
  93155. */
  93156. getRenderLayers(): number;
  93157. /**
  93158. * Get if the texture can be rescaled or not.
  93159. */
  93160. get canRescale(): boolean;
  93161. /**
  93162. * Resize the texture using a ratio.
  93163. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  93164. */
  93165. scale(ratio: number): void;
  93166. /**
  93167. * Get the texture reflection matrix used to rotate/transform the reflection.
  93168. * @returns the reflection matrix
  93169. */
  93170. getReflectionTextureMatrix(): Matrix;
  93171. /**
  93172. * Resize the texture to a new desired size.
  93173. * Be carrefull as it will recreate all the data in the new texture.
  93174. * @param size Define the new size. It can be:
  93175. * - a number for squared texture,
  93176. * - an object containing { width: number, height: number }
  93177. * - or an object containing a ratio { ratio: number }
  93178. */
  93179. resize(size: number | {
  93180. width: number;
  93181. height: number;
  93182. } | {
  93183. ratio: number;
  93184. }): void;
  93185. private _defaultRenderListPrepared;
  93186. /**
  93187. * Renders all the objects from the render list into the texture.
  93188. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  93189. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  93190. */
  93191. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  93192. private _bestReflectionRenderTargetDimension;
  93193. private _prepareRenderingManager;
  93194. /**
  93195. * @hidden
  93196. * @param faceIndex face index to bind to if this is a cubetexture
  93197. * @param layer defines the index of the texture to bind in the array
  93198. */
  93199. _bindFrameBuffer(faceIndex?: number, layer?: number): void;
  93200. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  93201. private renderToTarget;
  93202. /**
  93203. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  93204. * This allowed control for front to back rendering or reversly depending of the special needs.
  93205. *
  93206. * @param renderingGroupId The rendering group id corresponding to its index
  93207. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  93208. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  93209. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  93210. */
  93211. 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;
  93212. /**
  93213. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  93214. *
  93215. * @param renderingGroupId The rendering group id corresponding to its index
  93216. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  93217. */
  93218. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  93219. /**
  93220. * Clones the texture.
  93221. * @returns the cloned texture
  93222. */
  93223. clone(): RenderTargetTexture;
  93224. /**
  93225. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  93226. * @returns The JSON representation of the texture
  93227. */
  93228. serialize(): any;
  93229. /**
  93230. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  93231. */
  93232. disposeFramebufferObjects(): void;
  93233. /**
  93234. * Dispose the texture and release its associated resources.
  93235. */
  93236. dispose(): void;
  93237. /** @hidden */
  93238. _rebuild(): void;
  93239. /**
  93240. * Clear the info related to rendering groups preventing retention point in material dispose.
  93241. */
  93242. freeRenderingGroups(): void;
  93243. /**
  93244. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  93245. * @returns the view count
  93246. */
  93247. getViewCount(): number;
  93248. }
  93249. }
  93250. declare module BABYLON {
  93251. /**
  93252. * Options for compiling materials.
  93253. */
  93254. export interface IMaterialCompilationOptions {
  93255. /**
  93256. * Defines whether clip planes are enabled.
  93257. */
  93258. clipPlane: boolean;
  93259. /**
  93260. * Defines whether instances are enabled.
  93261. */
  93262. useInstances: boolean;
  93263. }
  93264. /**
  93265. * Base class for the main features of a material in Babylon.js
  93266. */
  93267. export class Material implements IAnimatable {
  93268. /**
  93269. * Returns the triangle fill mode
  93270. */
  93271. static readonly TriangleFillMode: number;
  93272. /**
  93273. * Returns the wireframe mode
  93274. */
  93275. static readonly WireFrameFillMode: number;
  93276. /**
  93277. * Returns the point fill mode
  93278. */
  93279. static readonly PointFillMode: number;
  93280. /**
  93281. * Returns the point list draw mode
  93282. */
  93283. static readonly PointListDrawMode: number;
  93284. /**
  93285. * Returns the line list draw mode
  93286. */
  93287. static readonly LineListDrawMode: number;
  93288. /**
  93289. * Returns the line loop draw mode
  93290. */
  93291. static readonly LineLoopDrawMode: number;
  93292. /**
  93293. * Returns the line strip draw mode
  93294. */
  93295. static readonly LineStripDrawMode: number;
  93296. /**
  93297. * Returns the triangle strip draw mode
  93298. */
  93299. static readonly TriangleStripDrawMode: number;
  93300. /**
  93301. * Returns the triangle fan draw mode
  93302. */
  93303. static readonly TriangleFanDrawMode: number;
  93304. /**
  93305. * Stores the clock-wise side orientation
  93306. */
  93307. static readonly ClockWiseSideOrientation: number;
  93308. /**
  93309. * Stores the counter clock-wise side orientation
  93310. */
  93311. static readonly CounterClockWiseSideOrientation: number;
  93312. /**
  93313. * The dirty texture flag value
  93314. */
  93315. static readonly TextureDirtyFlag: number;
  93316. /**
  93317. * The dirty light flag value
  93318. */
  93319. static readonly LightDirtyFlag: number;
  93320. /**
  93321. * The dirty fresnel flag value
  93322. */
  93323. static readonly FresnelDirtyFlag: number;
  93324. /**
  93325. * The dirty attribute flag value
  93326. */
  93327. static readonly AttributesDirtyFlag: number;
  93328. /**
  93329. * The dirty misc flag value
  93330. */
  93331. static readonly MiscDirtyFlag: number;
  93332. /**
  93333. * The all dirty flag value
  93334. */
  93335. static readonly AllDirtyFlag: number;
  93336. /**
  93337. * The ID of the material
  93338. */
  93339. id: string;
  93340. /**
  93341. * Gets or sets the unique id of the material
  93342. */
  93343. uniqueId: number;
  93344. /**
  93345. * The name of the material
  93346. */
  93347. name: string;
  93348. /**
  93349. * Gets or sets user defined metadata
  93350. */
  93351. metadata: any;
  93352. /**
  93353. * For internal use only. Please do not use.
  93354. */
  93355. reservedDataStore: any;
  93356. /**
  93357. * Specifies if the ready state should be checked on each call
  93358. */
  93359. checkReadyOnEveryCall: boolean;
  93360. /**
  93361. * Specifies if the ready state should be checked once
  93362. */
  93363. checkReadyOnlyOnce: boolean;
  93364. /**
  93365. * The state of the material
  93366. */
  93367. state: string;
  93368. /**
  93369. * The alpha value of the material
  93370. */
  93371. protected _alpha: number;
  93372. /**
  93373. * List of inspectable custom properties (used by the Inspector)
  93374. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  93375. */
  93376. inspectableCustomProperties: IInspectable[];
  93377. /**
  93378. * Sets the alpha value of the material
  93379. */
  93380. set alpha(value: number);
  93381. /**
  93382. * Gets the alpha value of the material
  93383. */
  93384. get alpha(): number;
  93385. /**
  93386. * Specifies if back face culling is enabled
  93387. */
  93388. protected _backFaceCulling: boolean;
  93389. /**
  93390. * Sets the back-face culling state
  93391. */
  93392. set backFaceCulling(value: boolean);
  93393. /**
  93394. * Gets the back-face culling state
  93395. */
  93396. get backFaceCulling(): boolean;
  93397. /**
  93398. * Stores the value for side orientation
  93399. */
  93400. sideOrientation: number;
  93401. /**
  93402. * Callback triggered when the material is compiled
  93403. */
  93404. onCompiled: Nullable<(effect: Effect) => void>;
  93405. /**
  93406. * Callback triggered when an error occurs
  93407. */
  93408. onError: Nullable<(effect: Effect, errors: string) => void>;
  93409. /**
  93410. * Callback triggered to get the render target textures
  93411. */
  93412. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  93413. /**
  93414. * Gets a boolean indicating that current material needs to register RTT
  93415. */
  93416. get hasRenderTargetTextures(): boolean;
  93417. /**
  93418. * Specifies if the material should be serialized
  93419. */
  93420. doNotSerialize: boolean;
  93421. /**
  93422. * @hidden
  93423. */
  93424. _storeEffectOnSubMeshes: boolean;
  93425. /**
  93426. * Stores the animations for the material
  93427. */
  93428. animations: Nullable<Array<Animation>>;
  93429. /**
  93430. * An event triggered when the material is disposed
  93431. */
  93432. onDisposeObservable: Observable<Material>;
  93433. /**
  93434. * An observer which watches for dispose events
  93435. */
  93436. private _onDisposeObserver;
  93437. private _onUnBindObservable;
  93438. /**
  93439. * Called during a dispose event
  93440. */
  93441. set onDispose(callback: () => void);
  93442. private _onBindObservable;
  93443. /**
  93444. * An event triggered when the material is bound
  93445. */
  93446. get onBindObservable(): Observable<AbstractMesh>;
  93447. /**
  93448. * An observer which watches for bind events
  93449. */
  93450. private _onBindObserver;
  93451. /**
  93452. * Called during a bind event
  93453. */
  93454. set onBind(callback: (Mesh: AbstractMesh) => void);
  93455. /**
  93456. * An event triggered when the material is unbound
  93457. */
  93458. get onUnBindObservable(): Observable<Material>;
  93459. /**
  93460. * Stores the value of the alpha mode
  93461. */
  93462. private _alphaMode;
  93463. /**
  93464. * Sets the value of the alpha mode.
  93465. *
  93466. * | Value | Type | Description |
  93467. * | --- | --- | --- |
  93468. * | 0 | ALPHA_DISABLE | |
  93469. * | 1 | ALPHA_ADD | |
  93470. * | 2 | ALPHA_COMBINE | |
  93471. * | 3 | ALPHA_SUBTRACT | |
  93472. * | 4 | ALPHA_MULTIPLY | |
  93473. * | 5 | ALPHA_MAXIMIZED | |
  93474. * | 6 | ALPHA_ONEONE | |
  93475. * | 7 | ALPHA_PREMULTIPLIED | |
  93476. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  93477. * | 9 | ALPHA_INTERPOLATE | |
  93478. * | 10 | ALPHA_SCREENMODE | |
  93479. *
  93480. */
  93481. set alphaMode(value: number);
  93482. /**
  93483. * Gets the value of the alpha mode
  93484. */
  93485. get alphaMode(): number;
  93486. /**
  93487. * Stores the state of the need depth pre-pass value
  93488. */
  93489. private _needDepthPrePass;
  93490. /**
  93491. * Sets the need depth pre-pass value
  93492. */
  93493. set needDepthPrePass(value: boolean);
  93494. /**
  93495. * Gets the depth pre-pass value
  93496. */
  93497. get needDepthPrePass(): boolean;
  93498. /**
  93499. * Specifies if depth writing should be disabled
  93500. */
  93501. disableDepthWrite: boolean;
  93502. /**
  93503. * Specifies if depth writing should be forced
  93504. */
  93505. forceDepthWrite: boolean;
  93506. /**
  93507. * Specifies the depth function that should be used. 0 means the default engine function
  93508. */
  93509. depthFunction: number;
  93510. /**
  93511. * Specifies if there should be a separate pass for culling
  93512. */
  93513. separateCullingPass: boolean;
  93514. /**
  93515. * Stores the state specifing if fog should be enabled
  93516. */
  93517. private _fogEnabled;
  93518. /**
  93519. * Sets the state for enabling fog
  93520. */
  93521. set fogEnabled(value: boolean);
  93522. /**
  93523. * Gets the value of the fog enabled state
  93524. */
  93525. get fogEnabled(): boolean;
  93526. /**
  93527. * Stores the size of points
  93528. */
  93529. pointSize: number;
  93530. /**
  93531. * Stores the z offset value
  93532. */
  93533. zOffset: number;
  93534. /**
  93535. * Gets a value specifying if wireframe mode is enabled
  93536. */
  93537. get wireframe(): boolean;
  93538. /**
  93539. * Sets the state of wireframe mode
  93540. */
  93541. set wireframe(value: boolean);
  93542. /**
  93543. * Gets the value specifying if point clouds are enabled
  93544. */
  93545. get pointsCloud(): boolean;
  93546. /**
  93547. * Sets the state of point cloud mode
  93548. */
  93549. set pointsCloud(value: boolean);
  93550. /**
  93551. * Gets the material fill mode
  93552. */
  93553. get fillMode(): number;
  93554. /**
  93555. * Sets the material fill mode
  93556. */
  93557. set fillMode(value: number);
  93558. /**
  93559. * @hidden
  93560. * Stores the effects for the material
  93561. */
  93562. _effect: Nullable<Effect>;
  93563. /**
  93564. * Specifies if uniform buffers should be used
  93565. */
  93566. private _useUBO;
  93567. /**
  93568. * Stores a reference to the scene
  93569. */
  93570. private _scene;
  93571. /**
  93572. * Stores the fill mode state
  93573. */
  93574. private _fillMode;
  93575. /**
  93576. * Specifies if the depth write state should be cached
  93577. */
  93578. private _cachedDepthWriteState;
  93579. /**
  93580. * Specifies if the depth function state should be cached
  93581. */
  93582. private _cachedDepthFunctionState;
  93583. /**
  93584. * Stores the uniform buffer
  93585. */
  93586. protected _uniformBuffer: UniformBuffer;
  93587. /** @hidden */
  93588. _indexInSceneMaterialArray: number;
  93589. /** @hidden */
  93590. meshMap: Nullable<{
  93591. [id: string]: AbstractMesh | undefined;
  93592. }>;
  93593. /**
  93594. * Creates a material instance
  93595. * @param name defines the name of the material
  93596. * @param scene defines the scene to reference
  93597. * @param doNotAdd specifies if the material should be added to the scene
  93598. */
  93599. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  93600. /**
  93601. * Returns a string representation of the current material
  93602. * @param fullDetails defines a boolean indicating which levels of logging is desired
  93603. * @returns a string with material information
  93604. */
  93605. toString(fullDetails?: boolean): string;
  93606. /**
  93607. * Gets the class name of the material
  93608. * @returns a string with the class name of the material
  93609. */
  93610. getClassName(): string;
  93611. /**
  93612. * Specifies if updates for the material been locked
  93613. */
  93614. get isFrozen(): boolean;
  93615. /**
  93616. * Locks updates for the material
  93617. */
  93618. freeze(): void;
  93619. /**
  93620. * Unlocks updates for the material
  93621. */
  93622. unfreeze(): void;
  93623. /**
  93624. * Specifies if the material is ready to be used
  93625. * @param mesh defines the mesh to check
  93626. * @param useInstances specifies if instances should be used
  93627. * @returns a boolean indicating if the material is ready to be used
  93628. */
  93629. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  93630. /**
  93631. * Specifies that the submesh is ready to be used
  93632. * @param mesh defines the mesh to check
  93633. * @param subMesh defines which submesh to check
  93634. * @param useInstances specifies that instances should be used
  93635. * @returns a boolean indicating that the submesh is ready or not
  93636. */
  93637. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  93638. /**
  93639. * Returns the material effect
  93640. * @returns the effect associated with the material
  93641. */
  93642. getEffect(): Nullable<Effect>;
  93643. /**
  93644. * Returns the current scene
  93645. * @returns a Scene
  93646. */
  93647. getScene(): Scene;
  93648. /**
  93649. * Specifies if the material will require alpha blending
  93650. * @returns a boolean specifying if alpha blending is needed
  93651. */
  93652. needAlphaBlending(): boolean;
  93653. /**
  93654. * Specifies if the mesh will require alpha blending
  93655. * @param mesh defines the mesh to check
  93656. * @returns a boolean specifying if alpha blending is needed for the mesh
  93657. */
  93658. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  93659. /**
  93660. * Specifies if this material should be rendered in alpha test mode
  93661. * @returns a boolean specifying if an alpha test is needed.
  93662. */
  93663. needAlphaTesting(): boolean;
  93664. /**
  93665. * Gets the texture used for the alpha test
  93666. * @returns the texture to use for alpha testing
  93667. */
  93668. getAlphaTestTexture(): Nullable<BaseTexture>;
  93669. /**
  93670. * Marks the material to indicate that it needs to be re-calculated
  93671. */
  93672. markDirty(): void;
  93673. /** @hidden */
  93674. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  93675. /**
  93676. * Binds the material to the mesh
  93677. * @param world defines the world transformation matrix
  93678. * @param mesh defines the mesh to bind the material to
  93679. */
  93680. bind(world: Matrix, mesh?: Mesh): void;
  93681. /**
  93682. * Binds the submesh to the material
  93683. * @param world defines the world transformation matrix
  93684. * @param mesh defines the mesh containing the submesh
  93685. * @param subMesh defines the submesh to bind the material to
  93686. */
  93687. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  93688. /**
  93689. * Binds the world matrix to the material
  93690. * @param world defines the world transformation matrix
  93691. */
  93692. bindOnlyWorldMatrix(world: Matrix): void;
  93693. /**
  93694. * Binds the scene's uniform buffer to the effect.
  93695. * @param effect defines the effect to bind to the scene uniform buffer
  93696. * @param sceneUbo defines the uniform buffer storing scene data
  93697. */
  93698. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  93699. /**
  93700. * Binds the view matrix to the effect
  93701. * @param effect defines the effect to bind the view matrix to
  93702. */
  93703. bindView(effect: Effect): void;
  93704. /**
  93705. * Binds the view projection matrix to the effect
  93706. * @param effect defines the effect to bind the view projection matrix to
  93707. */
  93708. bindViewProjection(effect: Effect): void;
  93709. /**
  93710. * Specifies if material alpha testing should be turned on for the mesh
  93711. * @param mesh defines the mesh to check
  93712. */
  93713. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  93714. /**
  93715. * Processes to execute after binding the material to a mesh
  93716. * @param mesh defines the rendered mesh
  93717. */
  93718. protected _afterBind(mesh?: Mesh): void;
  93719. /**
  93720. * Unbinds the material from the mesh
  93721. */
  93722. unbind(): void;
  93723. /**
  93724. * Gets the active textures from the material
  93725. * @returns an array of textures
  93726. */
  93727. getActiveTextures(): BaseTexture[];
  93728. /**
  93729. * Specifies if the material uses a texture
  93730. * @param texture defines the texture to check against the material
  93731. * @returns a boolean specifying if the material uses the texture
  93732. */
  93733. hasTexture(texture: BaseTexture): boolean;
  93734. /**
  93735. * Makes a duplicate of the material, and gives it a new name
  93736. * @param name defines the new name for the duplicated material
  93737. * @returns the cloned material
  93738. */
  93739. clone(name: string): Nullable<Material>;
  93740. /**
  93741. * Gets the meshes bound to the material
  93742. * @returns an array of meshes bound to the material
  93743. */
  93744. getBindedMeshes(): AbstractMesh[];
  93745. /**
  93746. * Force shader compilation
  93747. * @param mesh defines the mesh associated with this material
  93748. * @param onCompiled defines a function to execute once the material is compiled
  93749. * @param options defines the options to configure the compilation
  93750. * @param onError defines a function to execute if the material fails compiling
  93751. */
  93752. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  93753. /**
  93754. * Force shader compilation
  93755. * @param mesh defines the mesh that will use this material
  93756. * @param options defines additional options for compiling the shaders
  93757. * @returns a promise that resolves when the compilation completes
  93758. */
  93759. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  93760. private static readonly _AllDirtyCallBack;
  93761. private static readonly _ImageProcessingDirtyCallBack;
  93762. private static readonly _TextureDirtyCallBack;
  93763. private static readonly _FresnelDirtyCallBack;
  93764. private static readonly _MiscDirtyCallBack;
  93765. private static readonly _LightsDirtyCallBack;
  93766. private static readonly _AttributeDirtyCallBack;
  93767. private static _FresnelAndMiscDirtyCallBack;
  93768. private static _TextureAndMiscDirtyCallBack;
  93769. private static readonly _DirtyCallbackArray;
  93770. private static readonly _RunDirtyCallBacks;
  93771. /**
  93772. * Marks a define in the material to indicate that it needs to be re-computed
  93773. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  93774. */
  93775. markAsDirty(flag: number): void;
  93776. /**
  93777. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  93778. * @param func defines a function which checks material defines against the submeshes
  93779. */
  93780. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  93781. /**
  93782. * Indicates that we need to re-calculated for all submeshes
  93783. */
  93784. protected _markAllSubMeshesAsAllDirty(): void;
  93785. /**
  93786. * Indicates that image processing needs to be re-calculated for all submeshes
  93787. */
  93788. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  93789. /**
  93790. * Indicates that textures need to be re-calculated for all submeshes
  93791. */
  93792. protected _markAllSubMeshesAsTexturesDirty(): void;
  93793. /**
  93794. * Indicates that fresnel needs to be re-calculated for all submeshes
  93795. */
  93796. protected _markAllSubMeshesAsFresnelDirty(): void;
  93797. /**
  93798. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  93799. */
  93800. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  93801. /**
  93802. * Indicates that lights need to be re-calculated for all submeshes
  93803. */
  93804. protected _markAllSubMeshesAsLightsDirty(): void;
  93805. /**
  93806. * Indicates that attributes need to be re-calculated for all submeshes
  93807. */
  93808. protected _markAllSubMeshesAsAttributesDirty(): void;
  93809. /**
  93810. * Indicates that misc needs to be re-calculated for all submeshes
  93811. */
  93812. protected _markAllSubMeshesAsMiscDirty(): void;
  93813. /**
  93814. * Indicates that textures and misc need to be re-calculated for all submeshes
  93815. */
  93816. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  93817. /**
  93818. * Disposes the material
  93819. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  93820. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  93821. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  93822. */
  93823. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  93824. /** @hidden */
  93825. private releaseVertexArrayObject;
  93826. /**
  93827. * Serializes this material
  93828. * @returns the serialized material object
  93829. */
  93830. serialize(): any;
  93831. /**
  93832. * Creates a material from parsed material data
  93833. * @param parsedMaterial defines parsed material data
  93834. * @param scene defines the hosting scene
  93835. * @param rootUrl defines the root URL to use to load textures
  93836. * @returns a new material
  93837. */
  93838. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  93839. }
  93840. }
  93841. declare module BABYLON {
  93842. /**
  93843. * A multi-material is used to apply different materials to different parts of the same object without the need of
  93844. * separate meshes. This can be use to improve performances.
  93845. * @see http://doc.babylonjs.com/how_to/multi_materials
  93846. */
  93847. export class MultiMaterial extends Material {
  93848. private _subMaterials;
  93849. /**
  93850. * Gets or Sets the list of Materials used within the multi material.
  93851. * They need to be ordered according to the submeshes order in the associated mesh
  93852. */
  93853. get subMaterials(): Nullable<Material>[];
  93854. set subMaterials(value: Nullable<Material>[]);
  93855. /**
  93856. * Function used to align with Node.getChildren()
  93857. * @returns the list of Materials used within the multi material
  93858. */
  93859. getChildren(): Nullable<Material>[];
  93860. /**
  93861. * Instantiates a new Multi Material
  93862. * A multi-material is used to apply different materials to different parts of the same object without the need of
  93863. * separate meshes. This can be use to improve performances.
  93864. * @see http://doc.babylonjs.com/how_to/multi_materials
  93865. * @param name Define the name in the scene
  93866. * @param scene Define the scene the material belongs to
  93867. */
  93868. constructor(name: string, scene: Scene);
  93869. private _hookArray;
  93870. /**
  93871. * Get one of the submaterial by its index in the submaterials array
  93872. * @param index The index to look the sub material at
  93873. * @returns The Material if the index has been defined
  93874. */
  93875. getSubMaterial(index: number): Nullable<Material>;
  93876. /**
  93877. * Get the list of active textures for the whole sub materials list.
  93878. * @returns All the textures that will be used during the rendering
  93879. */
  93880. getActiveTextures(): BaseTexture[];
  93881. /**
  93882. * Gets the current class name of the material e.g. "MultiMaterial"
  93883. * Mainly use in serialization.
  93884. * @returns the class name
  93885. */
  93886. getClassName(): string;
  93887. /**
  93888. * Checks if the material is ready to render the requested sub mesh
  93889. * @param mesh Define the mesh the submesh belongs to
  93890. * @param subMesh Define the sub mesh to look readyness for
  93891. * @param useInstances Define whether or not the material is used with instances
  93892. * @returns true if ready, otherwise false
  93893. */
  93894. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  93895. /**
  93896. * Clones the current material and its related sub materials
  93897. * @param name Define the name of the newly cloned material
  93898. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  93899. * @returns the cloned material
  93900. */
  93901. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  93902. /**
  93903. * Serializes the materials into a JSON representation.
  93904. * @returns the JSON representation
  93905. */
  93906. serialize(): any;
  93907. /**
  93908. * Dispose the material and release its associated resources
  93909. * @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)
  93910. * @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)
  93911. * @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)
  93912. */
  93913. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  93914. /**
  93915. * Creates a MultiMaterial from parsed MultiMaterial data.
  93916. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  93917. * @param scene defines the hosting scene
  93918. * @returns a new MultiMaterial
  93919. */
  93920. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  93921. }
  93922. }
  93923. declare module BABYLON {
  93924. /**
  93925. * Base class for submeshes
  93926. */
  93927. export class BaseSubMesh {
  93928. /** @hidden */
  93929. _materialDefines: Nullable<MaterialDefines>;
  93930. /** @hidden */
  93931. _materialEffect: Nullable<Effect>;
  93932. /**
  93933. * Gets material defines used by the effect associated to the sub mesh
  93934. */
  93935. get materialDefines(): Nullable<MaterialDefines>;
  93936. /**
  93937. * Sets material defines used by the effect associated to the sub mesh
  93938. */
  93939. set materialDefines(defines: Nullable<MaterialDefines>);
  93940. /**
  93941. * Gets associated effect
  93942. */
  93943. get effect(): Nullable<Effect>;
  93944. /**
  93945. * Sets associated effect (effect used to render this submesh)
  93946. * @param effect defines the effect to associate with
  93947. * @param defines defines the set of defines used to compile this effect
  93948. */
  93949. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  93950. }
  93951. /**
  93952. * Defines a subdivision inside a mesh
  93953. */
  93954. export class SubMesh extends BaseSubMesh implements ICullable {
  93955. /** the material index to use */
  93956. materialIndex: number;
  93957. /** vertex index start */
  93958. verticesStart: number;
  93959. /** vertices count */
  93960. verticesCount: number;
  93961. /** index start */
  93962. indexStart: number;
  93963. /** indices count */
  93964. indexCount: number;
  93965. /** @hidden */
  93966. _linesIndexCount: number;
  93967. private _mesh;
  93968. private _renderingMesh;
  93969. private _boundingInfo;
  93970. private _linesIndexBuffer;
  93971. /** @hidden */
  93972. _lastColliderWorldVertices: Nullable<Vector3[]>;
  93973. /** @hidden */
  93974. _trianglePlanes: Plane[];
  93975. /** @hidden */
  93976. _lastColliderTransformMatrix: Nullable<Matrix>;
  93977. /** @hidden */
  93978. _renderId: number;
  93979. /** @hidden */
  93980. _alphaIndex: number;
  93981. /** @hidden */
  93982. _distanceToCamera: number;
  93983. /** @hidden */
  93984. _id: number;
  93985. private _currentMaterial;
  93986. /**
  93987. * Add a new submesh to a mesh
  93988. * @param materialIndex defines the material index to use
  93989. * @param verticesStart defines vertex index start
  93990. * @param verticesCount defines vertices count
  93991. * @param indexStart defines index start
  93992. * @param indexCount defines indices count
  93993. * @param mesh defines the parent mesh
  93994. * @param renderingMesh defines an optional rendering mesh
  93995. * @param createBoundingBox defines if bounding box should be created for this submesh
  93996. * @returns the new submesh
  93997. */
  93998. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  93999. /**
  94000. * Creates a new submesh
  94001. * @param materialIndex defines the material index to use
  94002. * @param verticesStart defines vertex index start
  94003. * @param verticesCount defines vertices count
  94004. * @param indexStart defines index start
  94005. * @param indexCount defines indices count
  94006. * @param mesh defines the parent mesh
  94007. * @param renderingMesh defines an optional rendering mesh
  94008. * @param createBoundingBox defines if bounding box should be created for this submesh
  94009. */
  94010. constructor(
  94011. /** the material index to use */
  94012. materialIndex: number,
  94013. /** vertex index start */
  94014. verticesStart: number,
  94015. /** vertices count */
  94016. verticesCount: number,
  94017. /** index start */
  94018. indexStart: number,
  94019. /** indices count */
  94020. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  94021. /**
  94022. * Returns true if this submesh covers the entire parent mesh
  94023. * @ignorenaming
  94024. */
  94025. get IsGlobal(): boolean;
  94026. /**
  94027. * Returns the submesh BoudingInfo object
  94028. * @returns current bounding info (or mesh's one if the submesh is global)
  94029. */
  94030. getBoundingInfo(): BoundingInfo;
  94031. /**
  94032. * Sets the submesh BoundingInfo
  94033. * @param boundingInfo defines the new bounding info to use
  94034. * @returns the SubMesh
  94035. */
  94036. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  94037. /**
  94038. * Returns the mesh of the current submesh
  94039. * @return the parent mesh
  94040. */
  94041. getMesh(): AbstractMesh;
  94042. /**
  94043. * Returns the rendering mesh of the submesh
  94044. * @returns the rendering mesh (could be different from parent mesh)
  94045. */
  94046. getRenderingMesh(): Mesh;
  94047. /**
  94048. * Returns the submesh material
  94049. * @returns null or the current material
  94050. */
  94051. getMaterial(): Nullable<Material>;
  94052. /**
  94053. * Sets a new updated BoundingInfo object to the submesh
  94054. * @param data defines an optional position array to use to determine the bounding info
  94055. * @returns the SubMesh
  94056. */
  94057. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  94058. /** @hidden */
  94059. _checkCollision(collider: Collider): boolean;
  94060. /**
  94061. * Updates the submesh BoundingInfo
  94062. * @param world defines the world matrix to use to update the bounding info
  94063. * @returns the submesh
  94064. */
  94065. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  94066. /**
  94067. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  94068. * @param frustumPlanes defines the frustum planes
  94069. * @returns true if the submesh is intersecting with the frustum
  94070. */
  94071. isInFrustum(frustumPlanes: Plane[]): boolean;
  94072. /**
  94073. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  94074. * @param frustumPlanes defines the frustum planes
  94075. * @returns true if the submesh is inside the frustum
  94076. */
  94077. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  94078. /**
  94079. * Renders the submesh
  94080. * @param enableAlphaMode defines if alpha needs to be used
  94081. * @returns the submesh
  94082. */
  94083. render(enableAlphaMode: boolean): SubMesh;
  94084. /**
  94085. * @hidden
  94086. */
  94087. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  94088. /**
  94089. * Checks if the submesh intersects with a ray
  94090. * @param ray defines the ray to test
  94091. * @returns true is the passed ray intersects the submesh bounding box
  94092. */
  94093. canIntersects(ray: Ray): boolean;
  94094. /**
  94095. * Intersects current submesh with a ray
  94096. * @param ray defines the ray to test
  94097. * @param positions defines mesh's positions array
  94098. * @param indices defines mesh's indices array
  94099. * @param fastCheck defines if only bounding info should be used
  94100. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  94101. * @returns intersection info or null if no intersection
  94102. */
  94103. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  94104. /** @hidden */
  94105. private _intersectLines;
  94106. /** @hidden */
  94107. private _intersectUnIndexedLines;
  94108. /** @hidden */
  94109. private _intersectTriangles;
  94110. /** @hidden */
  94111. private _intersectUnIndexedTriangles;
  94112. /** @hidden */
  94113. _rebuild(): void;
  94114. /**
  94115. * Creates a new submesh from the passed mesh
  94116. * @param newMesh defines the new hosting mesh
  94117. * @param newRenderingMesh defines an optional rendering mesh
  94118. * @returns the new submesh
  94119. */
  94120. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  94121. /**
  94122. * Release associated resources
  94123. */
  94124. dispose(): void;
  94125. /**
  94126. * Gets the class name
  94127. * @returns the string "SubMesh".
  94128. */
  94129. getClassName(): string;
  94130. /**
  94131. * Creates a new submesh from indices data
  94132. * @param materialIndex the index of the main mesh material
  94133. * @param startIndex the index where to start the copy in the mesh indices array
  94134. * @param indexCount the number of indices to copy then from the startIndex
  94135. * @param mesh the main mesh to create the submesh from
  94136. * @param renderingMesh the optional rendering mesh
  94137. * @returns a new submesh
  94138. */
  94139. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  94140. }
  94141. }
  94142. declare module BABYLON {
  94143. /**
  94144. * Class used to represent data loading progression
  94145. */
  94146. export class SceneLoaderFlags {
  94147. private static _ForceFullSceneLoadingForIncremental;
  94148. private static _ShowLoadingScreen;
  94149. private static _CleanBoneMatrixWeights;
  94150. private static _loggingLevel;
  94151. /**
  94152. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  94153. */
  94154. static get ForceFullSceneLoadingForIncremental(): boolean;
  94155. static set ForceFullSceneLoadingForIncremental(value: boolean);
  94156. /**
  94157. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  94158. */
  94159. static get ShowLoadingScreen(): boolean;
  94160. static set ShowLoadingScreen(value: boolean);
  94161. /**
  94162. * Defines the current logging level (while loading the scene)
  94163. * @ignorenaming
  94164. */
  94165. static get loggingLevel(): number;
  94166. static set loggingLevel(value: number);
  94167. /**
  94168. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  94169. */
  94170. static get CleanBoneMatrixWeights(): boolean;
  94171. static set CleanBoneMatrixWeights(value: boolean);
  94172. }
  94173. }
  94174. declare module BABYLON {
  94175. /**
  94176. * Class used to store geometry data (vertex buffers + index buffer)
  94177. */
  94178. export class Geometry implements IGetSetVerticesData {
  94179. /**
  94180. * Gets or sets the ID of the geometry
  94181. */
  94182. id: string;
  94183. /**
  94184. * Gets or sets the unique ID of the geometry
  94185. */
  94186. uniqueId: number;
  94187. /**
  94188. * Gets the delay loading state of the geometry (none by default which means not delayed)
  94189. */
  94190. delayLoadState: number;
  94191. /**
  94192. * Gets the file containing the data to load when running in delay load state
  94193. */
  94194. delayLoadingFile: Nullable<string>;
  94195. /**
  94196. * Callback called when the geometry is updated
  94197. */
  94198. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  94199. private _scene;
  94200. private _engine;
  94201. private _meshes;
  94202. private _totalVertices;
  94203. /** @hidden */
  94204. _indices: IndicesArray;
  94205. /** @hidden */
  94206. _vertexBuffers: {
  94207. [key: string]: VertexBuffer;
  94208. };
  94209. private _isDisposed;
  94210. private _extend;
  94211. private _boundingBias;
  94212. /** @hidden */
  94213. _delayInfo: Array<string>;
  94214. private _indexBuffer;
  94215. private _indexBufferIsUpdatable;
  94216. /** @hidden */
  94217. _boundingInfo: Nullable<BoundingInfo>;
  94218. /** @hidden */
  94219. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  94220. /** @hidden */
  94221. _softwareSkinningFrameId: number;
  94222. private _vertexArrayObjects;
  94223. private _updatable;
  94224. /** @hidden */
  94225. _positions: Nullable<Vector3[]>;
  94226. /**
  94227. * 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
  94228. */
  94229. get boundingBias(): Vector2;
  94230. /**
  94231. * 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
  94232. */
  94233. set boundingBias(value: Vector2);
  94234. /**
  94235. * Static function used to attach a new empty geometry to a mesh
  94236. * @param mesh defines the mesh to attach the geometry to
  94237. * @returns the new Geometry
  94238. */
  94239. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  94240. /**
  94241. * Creates a new geometry
  94242. * @param id defines the unique ID
  94243. * @param scene defines the hosting scene
  94244. * @param vertexData defines the VertexData used to get geometry data
  94245. * @param updatable defines if geometry must be updatable (false by default)
  94246. * @param mesh defines the mesh that will be associated with the geometry
  94247. */
  94248. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  94249. /**
  94250. * Gets the current extend of the geometry
  94251. */
  94252. get extend(): {
  94253. minimum: Vector3;
  94254. maximum: Vector3;
  94255. };
  94256. /**
  94257. * Gets the hosting scene
  94258. * @returns the hosting Scene
  94259. */
  94260. getScene(): Scene;
  94261. /**
  94262. * Gets the hosting engine
  94263. * @returns the hosting Engine
  94264. */
  94265. getEngine(): Engine;
  94266. /**
  94267. * Defines if the geometry is ready to use
  94268. * @returns true if the geometry is ready to be used
  94269. */
  94270. isReady(): boolean;
  94271. /**
  94272. * Gets a value indicating that the geometry should not be serialized
  94273. */
  94274. get doNotSerialize(): boolean;
  94275. /** @hidden */
  94276. _rebuild(): void;
  94277. /**
  94278. * Affects all geometry data in one call
  94279. * @param vertexData defines the geometry data
  94280. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  94281. */
  94282. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  94283. /**
  94284. * Set specific vertex data
  94285. * @param kind defines the data kind (Position, normal, etc...)
  94286. * @param data defines the vertex data to use
  94287. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  94288. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  94289. */
  94290. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  94291. /**
  94292. * Removes a specific vertex data
  94293. * @param kind defines the data kind (Position, normal, etc...)
  94294. */
  94295. removeVerticesData(kind: string): void;
  94296. /**
  94297. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  94298. * @param buffer defines the vertex buffer to use
  94299. * @param totalVertices defines the total number of vertices for position kind (could be null)
  94300. */
  94301. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  94302. /**
  94303. * Update a specific vertex buffer
  94304. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  94305. * It will do nothing if the buffer is not updatable
  94306. * @param kind defines the data kind (Position, normal, etc...)
  94307. * @param data defines the data to use
  94308. * @param offset defines the offset in the target buffer where to store the data
  94309. * @param useBytes set to true if the offset is in bytes
  94310. */
  94311. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  94312. /**
  94313. * Update a specific vertex buffer
  94314. * This function will create a new buffer if the current one is not updatable
  94315. * @param kind defines the data kind (Position, normal, etc...)
  94316. * @param data defines the data to use
  94317. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  94318. */
  94319. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  94320. private _updateBoundingInfo;
  94321. /** @hidden */
  94322. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  94323. /**
  94324. * Gets total number of vertices
  94325. * @returns the total number of vertices
  94326. */
  94327. getTotalVertices(): number;
  94328. /**
  94329. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  94330. * @param kind defines the data kind (Position, normal, etc...)
  94331. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  94332. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  94333. * @returns a float array containing vertex data
  94334. */
  94335. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  94336. /**
  94337. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  94338. * @param kind defines the data kind (Position, normal, etc...)
  94339. * @returns true if the vertex buffer with the specified kind is updatable
  94340. */
  94341. isVertexBufferUpdatable(kind: string): boolean;
  94342. /**
  94343. * Gets a specific vertex buffer
  94344. * @param kind defines the data kind (Position, normal, etc...)
  94345. * @returns a VertexBuffer
  94346. */
  94347. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  94348. /**
  94349. * Returns all vertex buffers
  94350. * @return an object holding all vertex buffers indexed by kind
  94351. */
  94352. getVertexBuffers(): Nullable<{
  94353. [key: string]: VertexBuffer;
  94354. }>;
  94355. /**
  94356. * Gets a boolean indicating if specific vertex buffer is present
  94357. * @param kind defines the data kind (Position, normal, etc...)
  94358. * @returns true if data is present
  94359. */
  94360. isVerticesDataPresent(kind: string): boolean;
  94361. /**
  94362. * Gets a list of all attached data kinds (Position, normal, etc...)
  94363. * @returns a list of string containing all kinds
  94364. */
  94365. getVerticesDataKinds(): string[];
  94366. /**
  94367. * Update index buffer
  94368. * @param indices defines the indices to store in the index buffer
  94369. * @param offset defines the offset in the target buffer where to store the data
  94370. * @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)
  94371. */
  94372. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  94373. /**
  94374. * Creates a new index buffer
  94375. * @param indices defines the indices to store in the index buffer
  94376. * @param totalVertices defines the total number of vertices (could be null)
  94377. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  94378. */
  94379. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  94380. /**
  94381. * Return the total number of indices
  94382. * @returns the total number of indices
  94383. */
  94384. getTotalIndices(): number;
  94385. /**
  94386. * Gets the index buffer array
  94387. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  94388. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  94389. * @returns the index buffer array
  94390. */
  94391. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  94392. /**
  94393. * Gets the index buffer
  94394. * @return the index buffer
  94395. */
  94396. getIndexBuffer(): Nullable<DataBuffer>;
  94397. /** @hidden */
  94398. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  94399. /**
  94400. * Release the associated resources for a specific mesh
  94401. * @param mesh defines the source mesh
  94402. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  94403. */
  94404. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  94405. /**
  94406. * Apply current geometry to a given mesh
  94407. * @param mesh defines the mesh to apply geometry to
  94408. */
  94409. applyToMesh(mesh: Mesh): void;
  94410. private _updateExtend;
  94411. private _applyToMesh;
  94412. private notifyUpdate;
  94413. /**
  94414. * Load the geometry if it was flagged as delay loaded
  94415. * @param scene defines the hosting scene
  94416. * @param onLoaded defines a callback called when the geometry is loaded
  94417. */
  94418. load(scene: Scene, onLoaded?: () => void): void;
  94419. private _queueLoad;
  94420. /**
  94421. * Invert the geometry to move from a right handed system to a left handed one.
  94422. */
  94423. toLeftHanded(): void;
  94424. /** @hidden */
  94425. _resetPointsArrayCache(): void;
  94426. /** @hidden */
  94427. _generatePointsArray(): boolean;
  94428. /**
  94429. * Gets a value indicating if the geometry is disposed
  94430. * @returns true if the geometry was disposed
  94431. */
  94432. isDisposed(): boolean;
  94433. private _disposeVertexArrayObjects;
  94434. /**
  94435. * Free all associated resources
  94436. */
  94437. dispose(): void;
  94438. /**
  94439. * Clone the current geometry into a new geometry
  94440. * @param id defines the unique ID of the new geometry
  94441. * @returns a new geometry object
  94442. */
  94443. copy(id: string): Geometry;
  94444. /**
  94445. * Serialize the current geometry info (and not the vertices data) into a JSON object
  94446. * @return a JSON representation of the current geometry data (without the vertices data)
  94447. */
  94448. serialize(): any;
  94449. private toNumberArray;
  94450. /**
  94451. * Serialize all vertices data into a JSON oject
  94452. * @returns a JSON representation of the current geometry data
  94453. */
  94454. serializeVerticeData(): any;
  94455. /**
  94456. * Extracts a clone of a mesh geometry
  94457. * @param mesh defines the source mesh
  94458. * @param id defines the unique ID of the new geometry object
  94459. * @returns the new geometry object
  94460. */
  94461. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  94462. /**
  94463. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  94464. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  94465. * Be aware Math.random() could cause collisions, but:
  94466. * "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"
  94467. * @returns a string containing a new GUID
  94468. */
  94469. static RandomId(): string;
  94470. /** @hidden */
  94471. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  94472. private static _CleanMatricesWeights;
  94473. /**
  94474. * Create a new geometry from persisted data (Using .babylon file format)
  94475. * @param parsedVertexData defines the persisted data
  94476. * @param scene defines the hosting scene
  94477. * @param rootUrl defines the root url to use to load assets (like delayed data)
  94478. * @returns the new geometry object
  94479. */
  94480. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  94481. }
  94482. }
  94483. declare module BABYLON {
  94484. /**
  94485. * Define an interface for all classes that will get and set the data on vertices
  94486. */
  94487. export interface IGetSetVerticesData {
  94488. /**
  94489. * Gets a boolean indicating if specific vertex data is present
  94490. * @param kind defines the vertex data kind to use
  94491. * @returns true is data kind is present
  94492. */
  94493. isVerticesDataPresent(kind: string): boolean;
  94494. /**
  94495. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  94496. * @param kind defines the data kind (Position, normal, etc...)
  94497. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  94498. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  94499. * @returns a float array containing vertex data
  94500. */
  94501. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  94502. /**
  94503. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  94504. * @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.
  94505. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  94506. * @returns the indices array or an empty array if the mesh has no geometry
  94507. */
  94508. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  94509. /**
  94510. * Set specific vertex data
  94511. * @param kind defines the data kind (Position, normal, etc...)
  94512. * @param data defines the vertex data to use
  94513. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  94514. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  94515. */
  94516. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  94517. /**
  94518. * Update a specific associated vertex buffer
  94519. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  94520. * - VertexBuffer.PositionKind
  94521. * - VertexBuffer.UVKind
  94522. * - VertexBuffer.UV2Kind
  94523. * - VertexBuffer.UV3Kind
  94524. * - VertexBuffer.UV4Kind
  94525. * - VertexBuffer.UV5Kind
  94526. * - VertexBuffer.UV6Kind
  94527. * - VertexBuffer.ColorKind
  94528. * - VertexBuffer.MatricesIndicesKind
  94529. * - VertexBuffer.MatricesIndicesExtraKind
  94530. * - VertexBuffer.MatricesWeightsKind
  94531. * - VertexBuffer.MatricesWeightsExtraKind
  94532. * @param data defines the data source
  94533. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  94534. * @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)
  94535. */
  94536. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  94537. /**
  94538. * Creates a new index buffer
  94539. * @param indices defines the indices to store in the index buffer
  94540. * @param totalVertices defines the total number of vertices (could be null)
  94541. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  94542. */
  94543. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  94544. }
  94545. /**
  94546. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  94547. */
  94548. export class VertexData {
  94549. /**
  94550. * Mesh side orientation : usually the external or front surface
  94551. */
  94552. static readonly FRONTSIDE: number;
  94553. /**
  94554. * Mesh side orientation : usually the internal or back surface
  94555. */
  94556. static readonly BACKSIDE: number;
  94557. /**
  94558. * Mesh side orientation : both internal and external or front and back surfaces
  94559. */
  94560. static readonly DOUBLESIDE: number;
  94561. /**
  94562. * Mesh side orientation : by default, `FRONTSIDE`
  94563. */
  94564. static readonly DEFAULTSIDE: number;
  94565. /**
  94566. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  94567. */
  94568. positions: Nullable<FloatArray>;
  94569. /**
  94570. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  94571. */
  94572. normals: Nullable<FloatArray>;
  94573. /**
  94574. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  94575. */
  94576. tangents: Nullable<FloatArray>;
  94577. /**
  94578. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94579. */
  94580. uvs: Nullable<FloatArray>;
  94581. /**
  94582. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94583. */
  94584. uvs2: Nullable<FloatArray>;
  94585. /**
  94586. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94587. */
  94588. uvs3: Nullable<FloatArray>;
  94589. /**
  94590. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94591. */
  94592. uvs4: Nullable<FloatArray>;
  94593. /**
  94594. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94595. */
  94596. uvs5: Nullable<FloatArray>;
  94597. /**
  94598. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  94599. */
  94600. uvs6: Nullable<FloatArray>;
  94601. /**
  94602. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  94603. */
  94604. colors: Nullable<FloatArray>;
  94605. /**
  94606. * 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).
  94607. */
  94608. matricesIndices: Nullable<FloatArray>;
  94609. /**
  94610. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  94611. */
  94612. matricesWeights: Nullable<FloatArray>;
  94613. /**
  94614. * An array extending the number of possible indices
  94615. */
  94616. matricesIndicesExtra: Nullable<FloatArray>;
  94617. /**
  94618. * An array extending the number of possible weights when the number of indices is extended
  94619. */
  94620. matricesWeightsExtra: Nullable<FloatArray>;
  94621. /**
  94622. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  94623. */
  94624. indices: Nullable<IndicesArray>;
  94625. /**
  94626. * Uses the passed data array to set the set the values for the specified kind of data
  94627. * @param data a linear array of floating numbers
  94628. * @param kind the type of data that is being set, eg positions, colors etc
  94629. */
  94630. set(data: FloatArray, kind: string): void;
  94631. /**
  94632. * Associates the vertexData to the passed Mesh.
  94633. * Sets it as updatable or not (default `false`)
  94634. * @param mesh the mesh the vertexData is applied to
  94635. * @param updatable when used and having the value true allows new data to update the vertexData
  94636. * @returns the VertexData
  94637. */
  94638. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  94639. /**
  94640. * Associates the vertexData to the passed Geometry.
  94641. * Sets it as updatable or not (default `false`)
  94642. * @param geometry the geometry the vertexData is applied to
  94643. * @param updatable when used and having the value true allows new data to update the vertexData
  94644. * @returns VertexData
  94645. */
  94646. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  94647. /**
  94648. * Updates the associated mesh
  94649. * @param mesh the mesh to be updated
  94650. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  94651. * @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
  94652. * @returns VertexData
  94653. */
  94654. updateMesh(mesh: Mesh): VertexData;
  94655. /**
  94656. * Updates the associated geometry
  94657. * @param geometry the geometry to be updated
  94658. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  94659. * @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
  94660. * @returns VertexData.
  94661. */
  94662. updateGeometry(geometry: Geometry): VertexData;
  94663. private _applyTo;
  94664. private _update;
  94665. /**
  94666. * Transforms each position and each normal of the vertexData according to the passed Matrix
  94667. * @param matrix the transforming matrix
  94668. * @returns the VertexData
  94669. */
  94670. transform(matrix: Matrix): VertexData;
  94671. /**
  94672. * Merges the passed VertexData into the current one
  94673. * @param other the VertexData to be merged into the current one
  94674. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  94675. * @returns the modified VertexData
  94676. */
  94677. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  94678. private _mergeElement;
  94679. private _validate;
  94680. /**
  94681. * Serializes the VertexData
  94682. * @returns a serialized object
  94683. */
  94684. serialize(): any;
  94685. /**
  94686. * Extracts the vertexData from a mesh
  94687. * @param mesh the mesh from which to extract the VertexData
  94688. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  94689. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  94690. * @returns the object VertexData associated to the passed mesh
  94691. */
  94692. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  94693. /**
  94694. * Extracts the vertexData from the geometry
  94695. * @param geometry the geometry from which to extract the VertexData
  94696. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  94697. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  94698. * @returns the object VertexData associated to the passed mesh
  94699. */
  94700. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  94701. private static _ExtractFrom;
  94702. /**
  94703. * Creates the VertexData for a Ribbon
  94704. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  94705. * * pathArray array of paths, each of which an array of successive Vector3
  94706. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  94707. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  94708. * * 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
  94709. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94710. * * 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)
  94711. * * 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)
  94712. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  94713. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  94714. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  94715. * @returns the VertexData of the ribbon
  94716. */
  94717. static CreateRibbon(options: {
  94718. pathArray: Vector3[][];
  94719. closeArray?: boolean;
  94720. closePath?: boolean;
  94721. offset?: number;
  94722. sideOrientation?: number;
  94723. frontUVs?: Vector4;
  94724. backUVs?: Vector4;
  94725. invertUV?: boolean;
  94726. uvs?: Vector2[];
  94727. colors?: Color4[];
  94728. }): VertexData;
  94729. /**
  94730. * Creates the VertexData for a box
  94731. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94732. * * size sets the width, height and depth of the box to the value of size, optional default 1
  94733. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  94734. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  94735. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  94736. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  94737. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  94738. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94739. * * 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)
  94740. * * 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)
  94741. * @returns the VertexData of the box
  94742. */
  94743. static CreateBox(options: {
  94744. size?: number;
  94745. width?: number;
  94746. height?: number;
  94747. depth?: number;
  94748. faceUV?: Vector4[];
  94749. faceColors?: Color4[];
  94750. sideOrientation?: number;
  94751. frontUVs?: Vector4;
  94752. backUVs?: Vector4;
  94753. }): VertexData;
  94754. /**
  94755. * Creates the VertexData for a tiled box
  94756. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94757. * * faceTiles sets the pattern, tile size and number of tiles for a face
  94758. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  94759. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  94760. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94761. * @returns the VertexData of the box
  94762. */
  94763. static CreateTiledBox(options: {
  94764. pattern?: number;
  94765. width?: number;
  94766. height?: number;
  94767. depth?: number;
  94768. tileSize?: number;
  94769. tileWidth?: number;
  94770. tileHeight?: number;
  94771. alignHorizontal?: number;
  94772. alignVertical?: number;
  94773. faceUV?: Vector4[];
  94774. faceColors?: Color4[];
  94775. sideOrientation?: number;
  94776. }): VertexData;
  94777. /**
  94778. * Creates the VertexData for a tiled plane
  94779. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94780. * * pattern a limited pattern arrangement depending on the number
  94781. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  94782. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  94783. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  94784. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94785. * * 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)
  94786. * * 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)
  94787. * @returns the VertexData of the tiled plane
  94788. */
  94789. static CreateTiledPlane(options: {
  94790. pattern?: number;
  94791. tileSize?: number;
  94792. tileWidth?: number;
  94793. tileHeight?: number;
  94794. size?: number;
  94795. width?: number;
  94796. height?: number;
  94797. alignHorizontal?: number;
  94798. alignVertical?: number;
  94799. sideOrientation?: number;
  94800. frontUVs?: Vector4;
  94801. backUVs?: Vector4;
  94802. }): VertexData;
  94803. /**
  94804. * Creates the VertexData for an ellipsoid, defaults to a sphere
  94805. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94806. * * segments sets the number of horizontal strips optional, default 32
  94807. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  94808. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  94809. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  94810. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  94811. * * 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
  94812. * * 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
  94813. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94814. * * 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)
  94815. * * 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)
  94816. * @returns the VertexData of the ellipsoid
  94817. */
  94818. static CreateSphere(options: {
  94819. segments?: number;
  94820. diameter?: number;
  94821. diameterX?: number;
  94822. diameterY?: number;
  94823. diameterZ?: number;
  94824. arc?: number;
  94825. slice?: number;
  94826. sideOrientation?: number;
  94827. frontUVs?: Vector4;
  94828. backUVs?: Vector4;
  94829. }): VertexData;
  94830. /**
  94831. * Creates the VertexData for a cylinder, cone or prism
  94832. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94833. * * height sets the height (y direction) of the cylinder, optional, default 2
  94834. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  94835. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  94836. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  94837. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  94838. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  94839. * * 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
  94840. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  94841. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  94842. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  94843. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  94844. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94845. * * 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)
  94846. * * 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)
  94847. * @returns the VertexData of the cylinder, cone or prism
  94848. */
  94849. static CreateCylinder(options: {
  94850. height?: number;
  94851. diameterTop?: number;
  94852. diameterBottom?: number;
  94853. diameter?: number;
  94854. tessellation?: number;
  94855. subdivisions?: number;
  94856. arc?: number;
  94857. faceColors?: Color4[];
  94858. faceUV?: Vector4[];
  94859. hasRings?: boolean;
  94860. enclose?: boolean;
  94861. sideOrientation?: number;
  94862. frontUVs?: Vector4;
  94863. backUVs?: Vector4;
  94864. }): VertexData;
  94865. /**
  94866. * Creates the VertexData for a torus
  94867. * @param options an object used to set the following optional parameters for the box, required but can be empty
  94868. * * diameter the diameter of the torus, optional default 1
  94869. * * thickness the diameter of the tube forming the torus, optional default 0.5
  94870. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  94871. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94872. * * 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)
  94873. * * 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)
  94874. * @returns the VertexData of the torus
  94875. */
  94876. static CreateTorus(options: {
  94877. diameter?: number;
  94878. thickness?: number;
  94879. tessellation?: number;
  94880. sideOrientation?: number;
  94881. frontUVs?: Vector4;
  94882. backUVs?: Vector4;
  94883. }): VertexData;
  94884. /**
  94885. * Creates the VertexData of the LineSystem
  94886. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  94887. * - lines an array of lines, each line being an array of successive Vector3
  94888. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  94889. * @returns the VertexData of the LineSystem
  94890. */
  94891. static CreateLineSystem(options: {
  94892. lines: Vector3[][];
  94893. colors?: Nullable<Color4[][]>;
  94894. }): VertexData;
  94895. /**
  94896. * Create the VertexData for a DashedLines
  94897. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  94898. * - points an array successive Vector3
  94899. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  94900. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  94901. * - dashNb the intended total number of dashes, optional, default 200
  94902. * @returns the VertexData for the DashedLines
  94903. */
  94904. static CreateDashedLines(options: {
  94905. points: Vector3[];
  94906. dashSize?: number;
  94907. gapSize?: number;
  94908. dashNb?: number;
  94909. }): VertexData;
  94910. /**
  94911. * Creates the VertexData for a Ground
  94912. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  94913. * - width the width (x direction) of the ground, optional, default 1
  94914. * - height the height (z direction) of the ground, optional, default 1
  94915. * - subdivisions the number of subdivisions per side, optional, default 1
  94916. * @returns the VertexData of the Ground
  94917. */
  94918. static CreateGround(options: {
  94919. width?: number;
  94920. height?: number;
  94921. subdivisions?: number;
  94922. subdivisionsX?: number;
  94923. subdivisionsY?: number;
  94924. }): VertexData;
  94925. /**
  94926. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  94927. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  94928. * * xmin the ground minimum X coordinate, optional, default -1
  94929. * * zmin the ground minimum Z coordinate, optional, default -1
  94930. * * xmax the ground maximum X coordinate, optional, default 1
  94931. * * zmax the ground maximum Z coordinate, optional, default 1
  94932. * * 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}
  94933. * * 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}
  94934. * @returns the VertexData of the TiledGround
  94935. */
  94936. static CreateTiledGround(options: {
  94937. xmin: number;
  94938. zmin: number;
  94939. xmax: number;
  94940. zmax: number;
  94941. subdivisions?: {
  94942. w: number;
  94943. h: number;
  94944. };
  94945. precision?: {
  94946. w: number;
  94947. h: number;
  94948. };
  94949. }): VertexData;
  94950. /**
  94951. * Creates the VertexData of the Ground designed from a heightmap
  94952. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  94953. * * width the width (x direction) of the ground
  94954. * * height the height (z direction) of the ground
  94955. * * subdivisions the number of subdivisions per side
  94956. * * minHeight the minimum altitude on the ground, optional, default 0
  94957. * * maxHeight the maximum altitude on the ground, optional default 1
  94958. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  94959. * * buffer the array holding the image color data
  94960. * * bufferWidth the width of image
  94961. * * bufferHeight the height of image
  94962. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  94963. * @returns the VertexData of the Ground designed from a heightmap
  94964. */
  94965. static CreateGroundFromHeightMap(options: {
  94966. width: number;
  94967. height: number;
  94968. subdivisions: number;
  94969. minHeight: number;
  94970. maxHeight: number;
  94971. colorFilter: Color3;
  94972. buffer: Uint8Array;
  94973. bufferWidth: number;
  94974. bufferHeight: number;
  94975. alphaFilter: number;
  94976. }): VertexData;
  94977. /**
  94978. * Creates the VertexData for a Plane
  94979. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  94980. * * size sets the width and height of the plane to the value of size, optional default 1
  94981. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  94982. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  94983. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  94984. * * 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)
  94985. * * 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)
  94986. * @returns the VertexData of the box
  94987. */
  94988. static CreatePlane(options: {
  94989. size?: number;
  94990. width?: number;
  94991. height?: number;
  94992. sideOrientation?: number;
  94993. frontUVs?: Vector4;
  94994. backUVs?: Vector4;
  94995. }): VertexData;
  94996. /**
  94997. * Creates the VertexData of the Disc or regular Polygon
  94998. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  94999. * * radius the radius of the disc, optional default 0.5
  95000. * * tessellation the number of polygon sides, optional, default 64
  95001. * * 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
  95002. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95003. * * 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)
  95004. * * 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)
  95005. * @returns the VertexData of the box
  95006. */
  95007. static CreateDisc(options: {
  95008. radius?: number;
  95009. tessellation?: number;
  95010. arc?: number;
  95011. sideOrientation?: number;
  95012. frontUVs?: Vector4;
  95013. backUVs?: Vector4;
  95014. }): VertexData;
  95015. /**
  95016. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  95017. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  95018. * @param polygon a mesh built from polygonTriangulation.build()
  95019. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95020. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  95021. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  95022. * @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)
  95023. * @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)
  95024. * @returns the VertexData of the Polygon
  95025. */
  95026. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  95027. /**
  95028. * Creates the VertexData of the IcoSphere
  95029. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  95030. * * radius the radius of the IcoSphere, optional default 1
  95031. * * radiusX allows stretching in the x direction, optional, default radius
  95032. * * radiusY allows stretching in the y direction, optional, default radius
  95033. * * radiusZ allows stretching in the z direction, optional, default radius
  95034. * * flat when true creates a flat shaded mesh, optional, default true
  95035. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  95036. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95037. * * 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)
  95038. * * 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)
  95039. * @returns the VertexData of the IcoSphere
  95040. */
  95041. static CreateIcoSphere(options: {
  95042. radius?: number;
  95043. radiusX?: number;
  95044. radiusY?: number;
  95045. radiusZ?: number;
  95046. flat?: boolean;
  95047. subdivisions?: number;
  95048. sideOrientation?: number;
  95049. frontUVs?: Vector4;
  95050. backUVs?: Vector4;
  95051. }): VertexData;
  95052. /**
  95053. * Creates the VertexData for a Polyhedron
  95054. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  95055. * * type provided types are:
  95056. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  95057. * * 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)
  95058. * * size the size of the IcoSphere, optional default 1
  95059. * * sizeX allows stretching in the x direction, optional, default size
  95060. * * sizeY allows stretching in the y direction, optional, default size
  95061. * * sizeZ allows stretching in the z direction, optional, default size
  95062. * * 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
  95063. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  95064. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  95065. * * flat when true creates a flat shaded mesh, optional, default true
  95066. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  95067. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95068. * * 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)
  95069. * * 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)
  95070. * @returns the VertexData of the Polyhedron
  95071. */
  95072. static CreatePolyhedron(options: {
  95073. type?: number;
  95074. size?: number;
  95075. sizeX?: number;
  95076. sizeY?: number;
  95077. sizeZ?: number;
  95078. custom?: any;
  95079. faceUV?: Vector4[];
  95080. faceColors?: Color4[];
  95081. flat?: boolean;
  95082. sideOrientation?: number;
  95083. frontUVs?: Vector4;
  95084. backUVs?: Vector4;
  95085. }): VertexData;
  95086. /**
  95087. * Creates the VertexData for a TorusKnot
  95088. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  95089. * * radius the radius of the torus knot, optional, default 2
  95090. * * tube the thickness of the tube, optional, default 0.5
  95091. * * radialSegments the number of sides on each tube segments, optional, default 32
  95092. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  95093. * * p the number of windings around the z axis, optional, default 2
  95094. * * q the number of windings around the x axis, optional, default 3
  95095. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  95096. * * 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)
  95097. * * 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)
  95098. * @returns the VertexData of the Torus Knot
  95099. */
  95100. static CreateTorusKnot(options: {
  95101. radius?: number;
  95102. tube?: number;
  95103. radialSegments?: number;
  95104. tubularSegments?: number;
  95105. p?: number;
  95106. q?: number;
  95107. sideOrientation?: number;
  95108. frontUVs?: Vector4;
  95109. backUVs?: Vector4;
  95110. }): VertexData;
  95111. /**
  95112. * Compute normals for given positions and indices
  95113. * @param positions an array of vertex positions, [...., x, y, z, ......]
  95114. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  95115. * @param normals an array of vertex normals, [...., x, y, z, ......]
  95116. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  95117. * * facetNormals : optional array of facet normals (vector3)
  95118. * * facetPositions : optional array of facet positions (vector3)
  95119. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  95120. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  95121. * * bInfo : optional bounding info, required for facetPartitioning computation
  95122. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  95123. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  95124. * * useRightHandedSystem: optional boolean to for right handed system computation
  95125. * * depthSort : optional boolean to enable the facet depth sort computation
  95126. * * distanceTo : optional Vector3 to compute the facet depth from this location
  95127. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  95128. */
  95129. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  95130. facetNormals?: any;
  95131. facetPositions?: any;
  95132. facetPartitioning?: any;
  95133. ratio?: number;
  95134. bInfo?: any;
  95135. bbSize?: Vector3;
  95136. subDiv?: any;
  95137. useRightHandedSystem?: boolean;
  95138. depthSort?: boolean;
  95139. distanceTo?: Vector3;
  95140. depthSortedFacets?: any;
  95141. }): void;
  95142. /** @hidden */
  95143. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  95144. /**
  95145. * Applies VertexData created from the imported parameters to the geometry
  95146. * @param parsedVertexData the parsed data from an imported file
  95147. * @param geometry the geometry to apply the VertexData to
  95148. */
  95149. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  95150. }
  95151. }
  95152. declare module BABYLON {
  95153. /**
  95154. * Defines a target to use with MorphTargetManager
  95155. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  95156. */
  95157. export class MorphTarget implements IAnimatable {
  95158. /** defines the name of the target */
  95159. name: string;
  95160. /**
  95161. * Gets or sets the list of animations
  95162. */
  95163. animations: Animation[];
  95164. private _scene;
  95165. private _positions;
  95166. private _normals;
  95167. private _tangents;
  95168. private _uvs;
  95169. private _influence;
  95170. private _uniqueId;
  95171. /**
  95172. * Observable raised when the influence changes
  95173. */
  95174. onInfluenceChanged: Observable<boolean>;
  95175. /** @hidden */
  95176. _onDataLayoutChanged: Observable<void>;
  95177. /**
  95178. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  95179. */
  95180. get influence(): number;
  95181. set influence(influence: number);
  95182. /**
  95183. * Gets or sets the id of the morph Target
  95184. */
  95185. id: string;
  95186. private _animationPropertiesOverride;
  95187. /**
  95188. * Gets or sets the animation properties override
  95189. */
  95190. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  95191. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  95192. /**
  95193. * Creates a new MorphTarget
  95194. * @param name defines the name of the target
  95195. * @param influence defines the influence to use
  95196. * @param scene defines the scene the morphtarget belongs to
  95197. */
  95198. constructor(
  95199. /** defines the name of the target */
  95200. name: string, influence?: number, scene?: Nullable<Scene>);
  95201. /**
  95202. * Gets the unique ID of this manager
  95203. */
  95204. get uniqueId(): number;
  95205. /**
  95206. * Gets a boolean defining if the target contains position data
  95207. */
  95208. get hasPositions(): boolean;
  95209. /**
  95210. * Gets a boolean defining if the target contains normal data
  95211. */
  95212. get hasNormals(): boolean;
  95213. /**
  95214. * Gets a boolean defining if the target contains tangent data
  95215. */
  95216. get hasTangents(): boolean;
  95217. /**
  95218. * Gets a boolean defining if the target contains texture coordinates data
  95219. */
  95220. get hasUVs(): boolean;
  95221. /**
  95222. * Affects position data to this target
  95223. * @param data defines the position data to use
  95224. */
  95225. setPositions(data: Nullable<FloatArray>): void;
  95226. /**
  95227. * Gets the position data stored in this target
  95228. * @returns a FloatArray containing the position data (or null if not present)
  95229. */
  95230. getPositions(): Nullable<FloatArray>;
  95231. /**
  95232. * Affects normal data to this target
  95233. * @param data defines the normal data to use
  95234. */
  95235. setNormals(data: Nullable<FloatArray>): void;
  95236. /**
  95237. * Gets the normal data stored in this target
  95238. * @returns a FloatArray containing the normal data (or null if not present)
  95239. */
  95240. getNormals(): Nullable<FloatArray>;
  95241. /**
  95242. * Affects tangent data to this target
  95243. * @param data defines the tangent data to use
  95244. */
  95245. setTangents(data: Nullable<FloatArray>): void;
  95246. /**
  95247. * Gets the tangent data stored in this target
  95248. * @returns a FloatArray containing the tangent data (or null if not present)
  95249. */
  95250. getTangents(): Nullable<FloatArray>;
  95251. /**
  95252. * Affects texture coordinates data to this target
  95253. * @param data defines the texture coordinates data to use
  95254. */
  95255. setUVs(data: Nullable<FloatArray>): void;
  95256. /**
  95257. * Gets the texture coordinates data stored in this target
  95258. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  95259. */
  95260. getUVs(): Nullable<FloatArray>;
  95261. /**
  95262. * Clone the current target
  95263. * @returns a new MorphTarget
  95264. */
  95265. clone(): MorphTarget;
  95266. /**
  95267. * Serializes the current target into a Serialization object
  95268. * @returns the serialized object
  95269. */
  95270. serialize(): any;
  95271. /**
  95272. * Returns the string "MorphTarget"
  95273. * @returns "MorphTarget"
  95274. */
  95275. getClassName(): string;
  95276. /**
  95277. * Creates a new target from serialized data
  95278. * @param serializationObject defines the serialized data to use
  95279. * @returns a new MorphTarget
  95280. */
  95281. static Parse(serializationObject: any): MorphTarget;
  95282. /**
  95283. * Creates a MorphTarget from mesh data
  95284. * @param mesh defines the source mesh
  95285. * @param name defines the name to use for the new target
  95286. * @param influence defines the influence to attach to the target
  95287. * @returns a new MorphTarget
  95288. */
  95289. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  95290. }
  95291. }
  95292. declare module BABYLON {
  95293. /**
  95294. * This class is used to deform meshes using morphing between different targets
  95295. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  95296. */
  95297. export class MorphTargetManager {
  95298. private _targets;
  95299. private _targetInfluenceChangedObservers;
  95300. private _targetDataLayoutChangedObservers;
  95301. private _activeTargets;
  95302. private _scene;
  95303. private _influences;
  95304. private _supportsNormals;
  95305. private _supportsTangents;
  95306. private _supportsUVs;
  95307. private _vertexCount;
  95308. private _uniqueId;
  95309. private _tempInfluences;
  95310. /**
  95311. * Gets or sets a boolean indicating if normals must be morphed
  95312. */
  95313. enableNormalMorphing: boolean;
  95314. /**
  95315. * Gets or sets a boolean indicating if tangents must be morphed
  95316. */
  95317. enableTangentMorphing: boolean;
  95318. /**
  95319. * Gets or sets a boolean indicating if UV must be morphed
  95320. */
  95321. enableUVMorphing: boolean;
  95322. /**
  95323. * Creates a new MorphTargetManager
  95324. * @param scene defines the current scene
  95325. */
  95326. constructor(scene?: Nullable<Scene>);
  95327. /**
  95328. * Gets the unique ID of this manager
  95329. */
  95330. get uniqueId(): number;
  95331. /**
  95332. * Gets the number of vertices handled by this manager
  95333. */
  95334. get vertexCount(): number;
  95335. /**
  95336. * Gets a boolean indicating if this manager supports morphing of normals
  95337. */
  95338. get supportsNormals(): boolean;
  95339. /**
  95340. * Gets a boolean indicating if this manager supports morphing of tangents
  95341. */
  95342. get supportsTangents(): boolean;
  95343. /**
  95344. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  95345. */
  95346. get supportsUVs(): boolean;
  95347. /**
  95348. * Gets the number of targets stored in this manager
  95349. */
  95350. get numTargets(): number;
  95351. /**
  95352. * Gets the number of influencers (ie. the number of targets with influences > 0)
  95353. */
  95354. get numInfluencers(): number;
  95355. /**
  95356. * Gets the list of influences (one per target)
  95357. */
  95358. get influences(): Float32Array;
  95359. /**
  95360. * Gets the active target at specified index. An active target is a target with an influence > 0
  95361. * @param index defines the index to check
  95362. * @returns the requested target
  95363. */
  95364. getActiveTarget(index: number): MorphTarget;
  95365. /**
  95366. * Gets the target at specified index
  95367. * @param index defines the index to check
  95368. * @returns the requested target
  95369. */
  95370. getTarget(index: number): MorphTarget;
  95371. /**
  95372. * Add a new target to this manager
  95373. * @param target defines the target to add
  95374. */
  95375. addTarget(target: MorphTarget): void;
  95376. /**
  95377. * Removes a target from the manager
  95378. * @param target defines the target to remove
  95379. */
  95380. removeTarget(target: MorphTarget): void;
  95381. /**
  95382. * Clone the current manager
  95383. * @returns a new MorphTargetManager
  95384. */
  95385. clone(): MorphTargetManager;
  95386. /**
  95387. * Serializes the current manager into a Serialization object
  95388. * @returns the serialized object
  95389. */
  95390. serialize(): any;
  95391. private _syncActiveTargets;
  95392. /**
  95393. * Syncrhonize the targets with all the meshes using this morph target manager
  95394. */
  95395. synchronize(): void;
  95396. /**
  95397. * Creates a new MorphTargetManager from serialized data
  95398. * @param serializationObject defines the serialized data
  95399. * @param scene defines the hosting scene
  95400. * @returns the new MorphTargetManager
  95401. */
  95402. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  95403. }
  95404. }
  95405. declare module BABYLON {
  95406. /**
  95407. * Class used to represent a specific level of detail of a mesh
  95408. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  95409. */
  95410. export class MeshLODLevel {
  95411. /** Defines the distance where this level should start being displayed */
  95412. distance: number;
  95413. /** Defines the mesh to use to render this level */
  95414. mesh: Nullable<Mesh>;
  95415. /**
  95416. * Creates a new LOD level
  95417. * @param distance defines the distance where this level should star being displayed
  95418. * @param mesh defines the mesh to use to render this level
  95419. */
  95420. constructor(
  95421. /** Defines the distance where this level should start being displayed */
  95422. distance: number,
  95423. /** Defines the mesh to use to render this level */
  95424. mesh: Nullable<Mesh>);
  95425. }
  95426. }
  95427. declare module BABYLON {
  95428. /**
  95429. * Mesh representing the gorund
  95430. */
  95431. export class GroundMesh extends Mesh {
  95432. /** If octree should be generated */
  95433. generateOctree: boolean;
  95434. private _heightQuads;
  95435. /** @hidden */
  95436. _subdivisionsX: number;
  95437. /** @hidden */
  95438. _subdivisionsY: number;
  95439. /** @hidden */
  95440. _width: number;
  95441. /** @hidden */
  95442. _height: number;
  95443. /** @hidden */
  95444. _minX: number;
  95445. /** @hidden */
  95446. _maxX: number;
  95447. /** @hidden */
  95448. _minZ: number;
  95449. /** @hidden */
  95450. _maxZ: number;
  95451. constructor(name: string, scene: Scene);
  95452. /**
  95453. * "GroundMesh"
  95454. * @returns "GroundMesh"
  95455. */
  95456. getClassName(): string;
  95457. /**
  95458. * The minimum of x and y subdivisions
  95459. */
  95460. get subdivisions(): number;
  95461. /**
  95462. * X subdivisions
  95463. */
  95464. get subdivisionsX(): number;
  95465. /**
  95466. * Y subdivisions
  95467. */
  95468. get subdivisionsY(): number;
  95469. /**
  95470. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  95471. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  95472. * @param chunksCount the number of subdivisions for x and y
  95473. * @param octreeBlocksSize (Default: 32)
  95474. */
  95475. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  95476. /**
  95477. * Returns a height (y) value in the Worl system :
  95478. * the ground altitude at the coordinates (x, z) expressed in the World system.
  95479. * @param x x coordinate
  95480. * @param z z coordinate
  95481. * @returns the ground y position if (x, z) are outside the ground surface.
  95482. */
  95483. getHeightAtCoordinates(x: number, z: number): number;
  95484. /**
  95485. * Returns a normalized vector (Vector3) orthogonal to the ground
  95486. * at the ground coordinates (x, z) expressed in the World system.
  95487. * @param x x coordinate
  95488. * @param z z coordinate
  95489. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  95490. */
  95491. getNormalAtCoordinates(x: number, z: number): Vector3;
  95492. /**
  95493. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  95494. * at the ground coordinates (x, z) expressed in the World system.
  95495. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  95496. * @param x x coordinate
  95497. * @param z z coordinate
  95498. * @param ref vector to store the result
  95499. * @returns the GroundMesh.
  95500. */
  95501. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  95502. /**
  95503. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  95504. * if the ground has been updated.
  95505. * This can be used in the render loop.
  95506. * @returns the GroundMesh.
  95507. */
  95508. updateCoordinateHeights(): GroundMesh;
  95509. private _getFacetAt;
  95510. private _initHeightQuads;
  95511. private _computeHeightQuads;
  95512. /**
  95513. * Serializes this ground mesh
  95514. * @param serializationObject object to write serialization to
  95515. */
  95516. serialize(serializationObject: any): void;
  95517. /**
  95518. * Parses a serialized ground mesh
  95519. * @param parsedMesh the serialized mesh
  95520. * @param scene the scene to create the ground mesh in
  95521. * @returns the created ground mesh
  95522. */
  95523. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  95524. }
  95525. }
  95526. declare module BABYLON {
  95527. /**
  95528. * Interface for Physics-Joint data
  95529. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95530. */
  95531. export interface PhysicsJointData {
  95532. /**
  95533. * The main pivot of the joint
  95534. */
  95535. mainPivot?: Vector3;
  95536. /**
  95537. * The connected pivot of the joint
  95538. */
  95539. connectedPivot?: Vector3;
  95540. /**
  95541. * The main axis of the joint
  95542. */
  95543. mainAxis?: Vector3;
  95544. /**
  95545. * The connected axis of the joint
  95546. */
  95547. connectedAxis?: Vector3;
  95548. /**
  95549. * The collision of the joint
  95550. */
  95551. collision?: boolean;
  95552. /**
  95553. * Native Oimo/Cannon/Energy data
  95554. */
  95555. nativeParams?: any;
  95556. }
  95557. /**
  95558. * This is a holder class for the physics joint created by the physics plugin
  95559. * It holds a set of functions to control the underlying joint
  95560. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95561. */
  95562. export class PhysicsJoint {
  95563. /**
  95564. * The type of the physics joint
  95565. */
  95566. type: number;
  95567. /**
  95568. * The data for the physics joint
  95569. */
  95570. jointData: PhysicsJointData;
  95571. private _physicsJoint;
  95572. protected _physicsPlugin: IPhysicsEnginePlugin;
  95573. /**
  95574. * Initializes the physics joint
  95575. * @param type The type of the physics joint
  95576. * @param jointData The data for the physics joint
  95577. */
  95578. constructor(
  95579. /**
  95580. * The type of the physics joint
  95581. */
  95582. type: number,
  95583. /**
  95584. * The data for the physics joint
  95585. */
  95586. jointData: PhysicsJointData);
  95587. /**
  95588. * Gets the physics joint
  95589. */
  95590. get physicsJoint(): any;
  95591. /**
  95592. * Sets the physics joint
  95593. */
  95594. set physicsJoint(newJoint: any);
  95595. /**
  95596. * Sets the physics plugin
  95597. */
  95598. set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin);
  95599. /**
  95600. * Execute a function that is physics-plugin specific.
  95601. * @param {Function} func the function that will be executed.
  95602. * It accepts two parameters: the physics world and the physics joint
  95603. */
  95604. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  95605. /**
  95606. * Distance-Joint type
  95607. */
  95608. static DistanceJoint: number;
  95609. /**
  95610. * Hinge-Joint type
  95611. */
  95612. static HingeJoint: number;
  95613. /**
  95614. * Ball-and-Socket joint type
  95615. */
  95616. static BallAndSocketJoint: number;
  95617. /**
  95618. * Wheel-Joint type
  95619. */
  95620. static WheelJoint: number;
  95621. /**
  95622. * Slider-Joint type
  95623. */
  95624. static SliderJoint: number;
  95625. /**
  95626. * Prismatic-Joint type
  95627. */
  95628. static PrismaticJoint: number;
  95629. /**
  95630. * Universal-Joint type
  95631. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  95632. */
  95633. static UniversalJoint: number;
  95634. /**
  95635. * Hinge-Joint 2 type
  95636. */
  95637. static Hinge2Joint: number;
  95638. /**
  95639. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  95640. */
  95641. static PointToPointJoint: number;
  95642. /**
  95643. * Spring-Joint type
  95644. */
  95645. static SpringJoint: number;
  95646. /**
  95647. * Lock-Joint type
  95648. */
  95649. static LockJoint: number;
  95650. }
  95651. /**
  95652. * A class representing a physics distance joint
  95653. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95654. */
  95655. export class DistanceJoint extends PhysicsJoint {
  95656. /**
  95657. *
  95658. * @param jointData The data for the Distance-Joint
  95659. */
  95660. constructor(jointData: DistanceJointData);
  95661. /**
  95662. * Update the predefined distance.
  95663. * @param maxDistance The maximum preferred distance
  95664. * @param minDistance The minimum preferred distance
  95665. */
  95666. updateDistance(maxDistance: number, minDistance?: number): void;
  95667. }
  95668. /**
  95669. * Represents a Motor-Enabled Joint
  95670. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95671. */
  95672. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  95673. /**
  95674. * Initializes the Motor-Enabled Joint
  95675. * @param type The type of the joint
  95676. * @param jointData The physica joint data for the joint
  95677. */
  95678. constructor(type: number, jointData: PhysicsJointData);
  95679. /**
  95680. * Set the motor values.
  95681. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95682. * @param force the force to apply
  95683. * @param maxForce max force for this motor.
  95684. */
  95685. setMotor(force?: number, maxForce?: number): void;
  95686. /**
  95687. * Set the motor's limits.
  95688. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95689. * @param upperLimit The upper limit of the motor
  95690. * @param lowerLimit The lower limit of the motor
  95691. */
  95692. setLimit(upperLimit: number, lowerLimit?: number): void;
  95693. }
  95694. /**
  95695. * This class represents a single physics Hinge-Joint
  95696. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95697. */
  95698. export class HingeJoint extends MotorEnabledJoint {
  95699. /**
  95700. * Initializes the Hinge-Joint
  95701. * @param jointData The joint data for the Hinge-Joint
  95702. */
  95703. constructor(jointData: PhysicsJointData);
  95704. /**
  95705. * Set the motor values.
  95706. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95707. * @param {number} force the force to apply
  95708. * @param {number} maxForce max force for this motor.
  95709. */
  95710. setMotor(force?: number, maxForce?: number): void;
  95711. /**
  95712. * Set the motor's limits.
  95713. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95714. * @param upperLimit The upper limit of the motor
  95715. * @param lowerLimit The lower limit of the motor
  95716. */
  95717. setLimit(upperLimit: number, lowerLimit?: number): void;
  95718. }
  95719. /**
  95720. * This class represents a dual hinge physics joint (same as wheel joint)
  95721. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95722. */
  95723. export class Hinge2Joint extends MotorEnabledJoint {
  95724. /**
  95725. * Initializes the Hinge2-Joint
  95726. * @param jointData The joint data for the Hinge2-Joint
  95727. */
  95728. constructor(jointData: PhysicsJointData);
  95729. /**
  95730. * Set the motor values.
  95731. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95732. * @param {number} targetSpeed the speed the motor is to reach
  95733. * @param {number} maxForce max force for this motor.
  95734. * @param {motorIndex} the motor's index, 0 or 1.
  95735. */
  95736. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  95737. /**
  95738. * Set the motor limits.
  95739. * Attention, this function is plugin specific. Engines won't react 100% the same.
  95740. * @param {number} upperLimit the upper limit
  95741. * @param {number} lowerLimit lower limit
  95742. * @param {motorIndex} the motor's index, 0 or 1.
  95743. */
  95744. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  95745. }
  95746. /**
  95747. * Interface for a motor enabled joint
  95748. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95749. */
  95750. export interface IMotorEnabledJoint {
  95751. /**
  95752. * Physics joint
  95753. */
  95754. physicsJoint: any;
  95755. /**
  95756. * Sets the motor of the motor-enabled joint
  95757. * @param force The force of the motor
  95758. * @param maxForce The maximum force of the motor
  95759. * @param motorIndex The index of the motor
  95760. */
  95761. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  95762. /**
  95763. * Sets the limit of the motor
  95764. * @param upperLimit The upper limit of the motor
  95765. * @param lowerLimit The lower limit of the motor
  95766. * @param motorIndex The index of the motor
  95767. */
  95768. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  95769. }
  95770. /**
  95771. * Joint data for a Distance-Joint
  95772. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95773. */
  95774. export interface DistanceJointData extends PhysicsJointData {
  95775. /**
  95776. * Max distance the 2 joint objects can be apart
  95777. */
  95778. maxDistance: number;
  95779. }
  95780. /**
  95781. * Joint data from a spring joint
  95782. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95783. */
  95784. export interface SpringJointData extends PhysicsJointData {
  95785. /**
  95786. * Length of the spring
  95787. */
  95788. length: number;
  95789. /**
  95790. * Stiffness of the spring
  95791. */
  95792. stiffness: number;
  95793. /**
  95794. * Damping of the spring
  95795. */
  95796. damping: number;
  95797. /** this callback will be called when applying the force to the impostors. */
  95798. forceApplicationCallback: () => void;
  95799. }
  95800. }
  95801. declare module BABYLON {
  95802. /**
  95803. * Holds the data for the raycast result
  95804. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95805. */
  95806. export class PhysicsRaycastResult {
  95807. private _hasHit;
  95808. private _hitDistance;
  95809. private _hitNormalWorld;
  95810. private _hitPointWorld;
  95811. private _rayFromWorld;
  95812. private _rayToWorld;
  95813. /**
  95814. * Gets if there was a hit
  95815. */
  95816. get hasHit(): boolean;
  95817. /**
  95818. * Gets the distance from the hit
  95819. */
  95820. get hitDistance(): number;
  95821. /**
  95822. * Gets the hit normal/direction in the world
  95823. */
  95824. get hitNormalWorld(): Vector3;
  95825. /**
  95826. * Gets the hit point in the world
  95827. */
  95828. get hitPointWorld(): Vector3;
  95829. /**
  95830. * Gets the ray "start point" of the ray in the world
  95831. */
  95832. get rayFromWorld(): Vector3;
  95833. /**
  95834. * Gets the ray "end point" of the ray in the world
  95835. */
  95836. get rayToWorld(): Vector3;
  95837. /**
  95838. * Sets the hit data (normal & point in world space)
  95839. * @param hitNormalWorld defines the normal in world space
  95840. * @param hitPointWorld defines the point in world space
  95841. */
  95842. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  95843. /**
  95844. * Sets the distance from the start point to the hit point
  95845. * @param distance
  95846. */
  95847. setHitDistance(distance: number): void;
  95848. /**
  95849. * Calculates the distance manually
  95850. */
  95851. calculateHitDistance(): void;
  95852. /**
  95853. * Resets all the values to default
  95854. * @param from The from point on world space
  95855. * @param to The to point on world space
  95856. */
  95857. reset(from?: Vector3, to?: Vector3): void;
  95858. }
  95859. /**
  95860. * Interface for the size containing width and height
  95861. */
  95862. interface IXYZ {
  95863. /**
  95864. * X
  95865. */
  95866. x: number;
  95867. /**
  95868. * Y
  95869. */
  95870. y: number;
  95871. /**
  95872. * Z
  95873. */
  95874. z: number;
  95875. }
  95876. }
  95877. declare module BABYLON {
  95878. /**
  95879. * Interface used to describe a physics joint
  95880. */
  95881. export interface PhysicsImpostorJoint {
  95882. /** Defines the main impostor to which the joint is linked */
  95883. mainImpostor: PhysicsImpostor;
  95884. /** Defines the impostor that is connected to the main impostor using this joint */
  95885. connectedImpostor: PhysicsImpostor;
  95886. /** Defines the joint itself */
  95887. joint: PhysicsJoint;
  95888. }
  95889. /** @hidden */
  95890. export interface IPhysicsEnginePlugin {
  95891. world: any;
  95892. name: string;
  95893. setGravity(gravity: Vector3): void;
  95894. setTimeStep(timeStep: number): void;
  95895. getTimeStep(): number;
  95896. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  95897. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  95898. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  95899. generatePhysicsBody(impostor: PhysicsImpostor): void;
  95900. removePhysicsBody(impostor: PhysicsImpostor): void;
  95901. generateJoint(joint: PhysicsImpostorJoint): void;
  95902. removeJoint(joint: PhysicsImpostorJoint): void;
  95903. isSupported(): boolean;
  95904. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  95905. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  95906. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  95907. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  95908. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  95909. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  95910. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  95911. getBodyMass(impostor: PhysicsImpostor): number;
  95912. getBodyFriction(impostor: PhysicsImpostor): number;
  95913. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  95914. getBodyRestitution(impostor: PhysicsImpostor): number;
  95915. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  95916. getBodyPressure?(impostor: PhysicsImpostor): number;
  95917. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  95918. getBodyStiffness?(impostor: PhysicsImpostor): number;
  95919. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  95920. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  95921. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  95922. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  95923. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  95924. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  95925. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  95926. sleepBody(impostor: PhysicsImpostor): void;
  95927. wakeUpBody(impostor: PhysicsImpostor): void;
  95928. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  95929. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  95930. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  95931. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  95932. getRadius(impostor: PhysicsImpostor): number;
  95933. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  95934. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  95935. dispose(): void;
  95936. }
  95937. /**
  95938. * Interface used to define a physics engine
  95939. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  95940. */
  95941. export interface IPhysicsEngine {
  95942. /**
  95943. * Gets the gravity vector used by the simulation
  95944. */
  95945. gravity: Vector3;
  95946. /**
  95947. * Sets the gravity vector used by the simulation
  95948. * @param gravity defines the gravity vector to use
  95949. */
  95950. setGravity(gravity: Vector3): void;
  95951. /**
  95952. * Set the time step of the physics engine.
  95953. * Default is 1/60.
  95954. * To slow it down, enter 1/600 for example.
  95955. * To speed it up, 1/30
  95956. * @param newTimeStep the new timestep to apply to this world.
  95957. */
  95958. setTimeStep(newTimeStep: number): void;
  95959. /**
  95960. * Get the time step of the physics engine.
  95961. * @returns the current time step
  95962. */
  95963. getTimeStep(): number;
  95964. /**
  95965. * Set the sub time step of the physics engine.
  95966. * Default is 0 meaning there is no sub steps
  95967. * To increase physics resolution precision, set a small value (like 1 ms)
  95968. * @param subTimeStep defines the new sub timestep used for physics resolution.
  95969. */
  95970. setSubTimeStep(subTimeStep: number): void;
  95971. /**
  95972. * Get the sub time step of the physics engine.
  95973. * @returns the current sub time step
  95974. */
  95975. getSubTimeStep(): number;
  95976. /**
  95977. * Release all resources
  95978. */
  95979. dispose(): void;
  95980. /**
  95981. * Gets the name of the current physics plugin
  95982. * @returns the name of the plugin
  95983. */
  95984. getPhysicsPluginName(): string;
  95985. /**
  95986. * Adding a new impostor for the impostor tracking.
  95987. * This will be done by the impostor itself.
  95988. * @param impostor the impostor to add
  95989. */
  95990. addImpostor(impostor: PhysicsImpostor): void;
  95991. /**
  95992. * Remove an impostor from the engine.
  95993. * This impostor and its mesh will not longer be updated by the physics engine.
  95994. * @param impostor the impostor to remove
  95995. */
  95996. removeImpostor(impostor: PhysicsImpostor): void;
  95997. /**
  95998. * Add a joint to the physics engine
  95999. * @param mainImpostor defines the main impostor to which the joint is added.
  96000. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  96001. * @param joint defines the joint that will connect both impostors.
  96002. */
  96003. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  96004. /**
  96005. * Removes a joint from the simulation
  96006. * @param mainImpostor defines the impostor used with the joint
  96007. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  96008. * @param joint defines the joint to remove
  96009. */
  96010. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  96011. /**
  96012. * Gets the current plugin used to run the simulation
  96013. * @returns current plugin
  96014. */
  96015. getPhysicsPlugin(): IPhysicsEnginePlugin;
  96016. /**
  96017. * Gets the list of physic impostors
  96018. * @returns an array of PhysicsImpostor
  96019. */
  96020. getImpostors(): Array<PhysicsImpostor>;
  96021. /**
  96022. * Gets the impostor for a physics enabled object
  96023. * @param object defines the object impersonated by the impostor
  96024. * @returns the PhysicsImpostor or null if not found
  96025. */
  96026. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  96027. /**
  96028. * Gets the impostor for a physics body object
  96029. * @param body defines physics body used by the impostor
  96030. * @returns the PhysicsImpostor or null if not found
  96031. */
  96032. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  96033. /**
  96034. * Does a raycast in the physics world
  96035. * @param from when should the ray start?
  96036. * @param to when should the ray end?
  96037. * @returns PhysicsRaycastResult
  96038. */
  96039. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  96040. /**
  96041. * Called by the scene. No need to call it.
  96042. * @param delta defines the timespam between frames
  96043. */
  96044. _step(delta: number): void;
  96045. }
  96046. }
  96047. declare module BABYLON {
  96048. /**
  96049. * The interface for the physics imposter parameters
  96050. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96051. */
  96052. export interface PhysicsImpostorParameters {
  96053. /**
  96054. * The mass of the physics imposter
  96055. */
  96056. mass: number;
  96057. /**
  96058. * The friction of the physics imposter
  96059. */
  96060. friction?: number;
  96061. /**
  96062. * The coefficient of restitution of the physics imposter
  96063. */
  96064. restitution?: number;
  96065. /**
  96066. * The native options of the physics imposter
  96067. */
  96068. nativeOptions?: any;
  96069. /**
  96070. * Specifies if the parent should be ignored
  96071. */
  96072. ignoreParent?: boolean;
  96073. /**
  96074. * Specifies if bi-directional transformations should be disabled
  96075. */
  96076. disableBidirectionalTransformation?: boolean;
  96077. /**
  96078. * The pressure inside the physics imposter, soft object only
  96079. */
  96080. pressure?: number;
  96081. /**
  96082. * The stiffness the physics imposter, soft object only
  96083. */
  96084. stiffness?: number;
  96085. /**
  96086. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  96087. */
  96088. velocityIterations?: number;
  96089. /**
  96090. * The number of iterations used in maintaining consistent vertex positions, soft object only
  96091. */
  96092. positionIterations?: number;
  96093. /**
  96094. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  96095. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  96096. * Add to fix multiple points
  96097. */
  96098. fixedPoints?: number;
  96099. /**
  96100. * The collision margin around a soft object
  96101. */
  96102. margin?: number;
  96103. /**
  96104. * The collision margin around a soft object
  96105. */
  96106. damping?: number;
  96107. /**
  96108. * The path for a rope based on an extrusion
  96109. */
  96110. path?: any;
  96111. /**
  96112. * The shape of an extrusion used for a rope based on an extrusion
  96113. */
  96114. shape?: any;
  96115. }
  96116. /**
  96117. * Interface for a physics-enabled object
  96118. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96119. */
  96120. export interface IPhysicsEnabledObject {
  96121. /**
  96122. * The position of the physics-enabled object
  96123. */
  96124. position: Vector3;
  96125. /**
  96126. * The rotation of the physics-enabled object
  96127. */
  96128. rotationQuaternion: Nullable<Quaternion>;
  96129. /**
  96130. * The scale of the physics-enabled object
  96131. */
  96132. scaling: Vector3;
  96133. /**
  96134. * The rotation of the physics-enabled object
  96135. */
  96136. rotation?: Vector3;
  96137. /**
  96138. * The parent of the physics-enabled object
  96139. */
  96140. parent?: any;
  96141. /**
  96142. * The bounding info of the physics-enabled object
  96143. * @returns The bounding info of the physics-enabled object
  96144. */
  96145. getBoundingInfo(): BoundingInfo;
  96146. /**
  96147. * Computes the world matrix
  96148. * @param force Specifies if the world matrix should be computed by force
  96149. * @returns A world matrix
  96150. */
  96151. computeWorldMatrix(force: boolean): Matrix;
  96152. /**
  96153. * Gets the world matrix
  96154. * @returns A world matrix
  96155. */
  96156. getWorldMatrix?(): Matrix;
  96157. /**
  96158. * Gets the child meshes
  96159. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  96160. * @returns An array of abstract meshes
  96161. */
  96162. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  96163. /**
  96164. * Gets the vertex data
  96165. * @param kind The type of vertex data
  96166. * @returns A nullable array of numbers, or a float32 array
  96167. */
  96168. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  96169. /**
  96170. * Gets the indices from the mesh
  96171. * @returns A nullable array of index arrays
  96172. */
  96173. getIndices?(): Nullable<IndicesArray>;
  96174. /**
  96175. * Gets the scene from the mesh
  96176. * @returns the indices array or null
  96177. */
  96178. getScene?(): Scene;
  96179. /**
  96180. * Gets the absolute position from the mesh
  96181. * @returns the absolute position
  96182. */
  96183. getAbsolutePosition(): Vector3;
  96184. /**
  96185. * Gets the absolute pivot point from the mesh
  96186. * @returns the absolute pivot point
  96187. */
  96188. getAbsolutePivotPoint(): Vector3;
  96189. /**
  96190. * Rotates the mesh
  96191. * @param axis The axis of rotation
  96192. * @param amount The amount of rotation
  96193. * @param space The space of the rotation
  96194. * @returns The rotation transform node
  96195. */
  96196. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  96197. /**
  96198. * Translates the mesh
  96199. * @param axis The axis of translation
  96200. * @param distance The distance of translation
  96201. * @param space The space of the translation
  96202. * @returns The transform node
  96203. */
  96204. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  96205. /**
  96206. * Sets the absolute position of the mesh
  96207. * @param absolutePosition The absolute position of the mesh
  96208. * @returns The transform node
  96209. */
  96210. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  96211. /**
  96212. * Gets the class name of the mesh
  96213. * @returns The class name
  96214. */
  96215. getClassName(): string;
  96216. }
  96217. /**
  96218. * Represents a physics imposter
  96219. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96220. */
  96221. export class PhysicsImpostor {
  96222. /**
  96223. * The physics-enabled object used as the physics imposter
  96224. */
  96225. object: IPhysicsEnabledObject;
  96226. /**
  96227. * The type of the physics imposter
  96228. */
  96229. type: number;
  96230. private _options;
  96231. private _scene?;
  96232. /**
  96233. * The default object size of the imposter
  96234. */
  96235. static DEFAULT_OBJECT_SIZE: Vector3;
  96236. /**
  96237. * The identity quaternion of the imposter
  96238. */
  96239. static IDENTITY_QUATERNION: Quaternion;
  96240. /** @hidden */
  96241. _pluginData: any;
  96242. private _physicsEngine;
  96243. private _physicsBody;
  96244. private _bodyUpdateRequired;
  96245. private _onBeforePhysicsStepCallbacks;
  96246. private _onAfterPhysicsStepCallbacks;
  96247. /** @hidden */
  96248. _onPhysicsCollideCallbacks: Array<{
  96249. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  96250. otherImpostors: Array<PhysicsImpostor>;
  96251. }>;
  96252. private _deltaPosition;
  96253. private _deltaRotation;
  96254. private _deltaRotationConjugated;
  96255. /** @hidden */
  96256. _isFromLine: boolean;
  96257. private _parent;
  96258. private _isDisposed;
  96259. private static _tmpVecs;
  96260. private static _tmpQuat;
  96261. /**
  96262. * Specifies if the physics imposter is disposed
  96263. */
  96264. get isDisposed(): boolean;
  96265. /**
  96266. * Gets the mass of the physics imposter
  96267. */
  96268. get mass(): number;
  96269. set mass(value: number);
  96270. /**
  96271. * Gets the coefficient of friction
  96272. */
  96273. get friction(): number;
  96274. /**
  96275. * Sets the coefficient of friction
  96276. */
  96277. set friction(value: number);
  96278. /**
  96279. * Gets the coefficient of restitution
  96280. */
  96281. get restitution(): number;
  96282. /**
  96283. * Sets the coefficient of restitution
  96284. */
  96285. set restitution(value: number);
  96286. /**
  96287. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  96288. */
  96289. get pressure(): number;
  96290. /**
  96291. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  96292. */
  96293. set pressure(value: number);
  96294. /**
  96295. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  96296. */
  96297. get stiffness(): number;
  96298. /**
  96299. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  96300. */
  96301. set stiffness(value: number);
  96302. /**
  96303. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  96304. */
  96305. get velocityIterations(): number;
  96306. /**
  96307. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  96308. */
  96309. set velocityIterations(value: number);
  96310. /**
  96311. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  96312. */
  96313. get positionIterations(): number;
  96314. /**
  96315. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  96316. */
  96317. set positionIterations(value: number);
  96318. /**
  96319. * The unique id of the physics imposter
  96320. * set by the physics engine when adding this impostor to the array
  96321. */
  96322. uniqueId: number;
  96323. /**
  96324. * @hidden
  96325. */
  96326. soft: boolean;
  96327. /**
  96328. * @hidden
  96329. */
  96330. segments: number;
  96331. private _joints;
  96332. /**
  96333. * Initializes the physics imposter
  96334. * @param object The physics-enabled object used as the physics imposter
  96335. * @param type The type of the physics imposter
  96336. * @param _options The options for the physics imposter
  96337. * @param _scene The Babylon scene
  96338. */
  96339. constructor(
  96340. /**
  96341. * The physics-enabled object used as the physics imposter
  96342. */
  96343. object: IPhysicsEnabledObject,
  96344. /**
  96345. * The type of the physics imposter
  96346. */
  96347. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  96348. /**
  96349. * This function will completly initialize this impostor.
  96350. * It will create a new body - but only if this mesh has no parent.
  96351. * If it has, this impostor will not be used other than to define the impostor
  96352. * of the child mesh.
  96353. * @hidden
  96354. */
  96355. _init(): void;
  96356. private _getPhysicsParent;
  96357. /**
  96358. * Should a new body be generated.
  96359. * @returns boolean specifying if body initialization is required
  96360. */
  96361. isBodyInitRequired(): boolean;
  96362. /**
  96363. * Sets the updated scaling
  96364. * @param updated Specifies if the scaling is updated
  96365. */
  96366. setScalingUpdated(): void;
  96367. /**
  96368. * Force a regeneration of this or the parent's impostor's body.
  96369. * Use under cautious - This will remove all joints already implemented.
  96370. */
  96371. forceUpdate(): void;
  96372. /**
  96373. * Gets the body that holds this impostor. Either its own, or its parent.
  96374. */
  96375. get physicsBody(): any;
  96376. /**
  96377. * Get the parent of the physics imposter
  96378. * @returns Physics imposter or null
  96379. */
  96380. get parent(): Nullable<PhysicsImpostor>;
  96381. /**
  96382. * Sets the parent of the physics imposter
  96383. */
  96384. set parent(value: Nullable<PhysicsImpostor>);
  96385. /**
  96386. * Set the physics body. Used mainly by the physics engine/plugin
  96387. */
  96388. set physicsBody(physicsBody: any);
  96389. /**
  96390. * Resets the update flags
  96391. */
  96392. resetUpdateFlags(): void;
  96393. /**
  96394. * Gets the object extend size
  96395. * @returns the object extend size
  96396. */
  96397. getObjectExtendSize(): Vector3;
  96398. /**
  96399. * Gets the object center
  96400. * @returns The object center
  96401. */
  96402. getObjectCenter(): Vector3;
  96403. /**
  96404. * Get a specific parameter from the options parameters
  96405. * @param paramName The object parameter name
  96406. * @returns The object parameter
  96407. */
  96408. getParam(paramName: string): any;
  96409. /**
  96410. * Sets a specific parameter in the options given to the physics plugin
  96411. * @param paramName The parameter name
  96412. * @param value The value of the parameter
  96413. */
  96414. setParam(paramName: string, value: number): void;
  96415. /**
  96416. * Specifically change the body's mass option. Won't recreate the physics body object
  96417. * @param mass The mass of the physics imposter
  96418. */
  96419. setMass(mass: number): void;
  96420. /**
  96421. * Gets the linear velocity
  96422. * @returns linear velocity or null
  96423. */
  96424. getLinearVelocity(): Nullable<Vector3>;
  96425. /**
  96426. * Sets the linear velocity
  96427. * @param velocity linear velocity or null
  96428. */
  96429. setLinearVelocity(velocity: Nullable<Vector3>): void;
  96430. /**
  96431. * Gets the angular velocity
  96432. * @returns angular velocity or null
  96433. */
  96434. getAngularVelocity(): Nullable<Vector3>;
  96435. /**
  96436. * Sets the angular velocity
  96437. * @param velocity The velocity or null
  96438. */
  96439. setAngularVelocity(velocity: Nullable<Vector3>): void;
  96440. /**
  96441. * Execute a function with the physics plugin native code
  96442. * Provide a function the will have two variables - the world object and the physics body object
  96443. * @param func The function to execute with the physics plugin native code
  96444. */
  96445. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  96446. /**
  96447. * Register a function that will be executed before the physics world is stepping forward
  96448. * @param func The function to execute before the physics world is stepped forward
  96449. */
  96450. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  96451. /**
  96452. * Unregister a function that will be executed before the physics world is stepping forward
  96453. * @param func The function to execute before the physics world is stepped forward
  96454. */
  96455. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  96456. /**
  96457. * Register a function that will be executed after the physics step
  96458. * @param func The function to execute after physics step
  96459. */
  96460. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  96461. /**
  96462. * Unregisters a function that will be executed after the physics step
  96463. * @param func The function to execute after physics step
  96464. */
  96465. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  96466. /**
  96467. * register a function that will be executed when this impostor collides against a different body
  96468. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96469. * @param func Callback that is executed on collision
  96470. */
  96471. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  96472. /**
  96473. * Unregisters the physics imposter on contact
  96474. * @param collideAgainst The physics object to collide against
  96475. * @param func Callback to execute on collision
  96476. */
  96477. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  96478. private _tmpQuat;
  96479. private _tmpQuat2;
  96480. /**
  96481. * Get the parent rotation
  96482. * @returns The parent rotation
  96483. */
  96484. getParentsRotation(): Quaternion;
  96485. /**
  96486. * this function is executed by the physics engine.
  96487. */
  96488. beforeStep: () => void;
  96489. /**
  96490. * this function is executed by the physics engine
  96491. */
  96492. afterStep: () => void;
  96493. /**
  96494. * Legacy collision detection event support
  96495. */
  96496. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  96497. /**
  96498. * event and body object due to cannon's event-based architecture.
  96499. */
  96500. onCollide: (e: {
  96501. body: any;
  96502. }) => void;
  96503. /**
  96504. * Apply a force
  96505. * @param force The force to apply
  96506. * @param contactPoint The contact point for the force
  96507. * @returns The physics imposter
  96508. */
  96509. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  96510. /**
  96511. * Apply an impulse
  96512. * @param force The impulse force
  96513. * @param contactPoint The contact point for the impulse force
  96514. * @returns The physics imposter
  96515. */
  96516. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  96517. /**
  96518. * A help function to create a joint
  96519. * @param otherImpostor A physics imposter used to create a joint
  96520. * @param jointType The type of joint
  96521. * @param jointData The data for the joint
  96522. * @returns The physics imposter
  96523. */
  96524. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  96525. /**
  96526. * Add a joint to this impostor with a different impostor
  96527. * @param otherImpostor A physics imposter used to add a joint
  96528. * @param joint The joint to add
  96529. * @returns The physics imposter
  96530. */
  96531. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  96532. /**
  96533. * Add an anchor to a cloth impostor
  96534. * @param otherImpostor rigid impostor to anchor to
  96535. * @param width ratio across width from 0 to 1
  96536. * @param height ratio up height from 0 to 1
  96537. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  96538. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  96539. * @returns impostor the soft imposter
  96540. */
  96541. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  96542. /**
  96543. * Add a hook to a rope impostor
  96544. * @param otherImpostor rigid impostor to anchor to
  96545. * @param length ratio across rope from 0 to 1
  96546. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  96547. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  96548. * @returns impostor the rope imposter
  96549. */
  96550. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  96551. /**
  96552. * Will keep this body still, in a sleep mode.
  96553. * @returns the physics imposter
  96554. */
  96555. sleep(): PhysicsImpostor;
  96556. /**
  96557. * Wake the body up.
  96558. * @returns The physics imposter
  96559. */
  96560. wakeUp(): PhysicsImpostor;
  96561. /**
  96562. * Clones the physics imposter
  96563. * @param newObject The physics imposter clones to this physics-enabled object
  96564. * @returns A nullable physics imposter
  96565. */
  96566. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  96567. /**
  96568. * Disposes the physics imposter
  96569. */
  96570. dispose(): void;
  96571. /**
  96572. * Sets the delta position
  96573. * @param position The delta position amount
  96574. */
  96575. setDeltaPosition(position: Vector3): void;
  96576. /**
  96577. * Sets the delta rotation
  96578. * @param rotation The delta rotation amount
  96579. */
  96580. setDeltaRotation(rotation: Quaternion): void;
  96581. /**
  96582. * Gets the box size of the physics imposter and stores the result in the input parameter
  96583. * @param result Stores the box size
  96584. * @returns The physics imposter
  96585. */
  96586. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  96587. /**
  96588. * Gets the radius of the physics imposter
  96589. * @returns Radius of the physics imposter
  96590. */
  96591. getRadius(): number;
  96592. /**
  96593. * Sync a bone with this impostor
  96594. * @param bone The bone to sync to the impostor.
  96595. * @param boneMesh The mesh that the bone is influencing.
  96596. * @param jointPivot The pivot of the joint / bone in local space.
  96597. * @param distToJoint Optional distance from the impostor to the joint.
  96598. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96599. */
  96600. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  96601. /**
  96602. * Sync impostor to a bone
  96603. * @param bone The bone that the impostor will be synced to.
  96604. * @param boneMesh The mesh that the bone is influencing.
  96605. * @param jointPivot The pivot of the joint / bone in local space.
  96606. * @param distToJoint Optional distance from the impostor to the joint.
  96607. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96608. * @param boneAxis Optional vector3 axis the bone is aligned with
  96609. */
  96610. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  96611. /**
  96612. * No-Imposter type
  96613. */
  96614. static NoImpostor: number;
  96615. /**
  96616. * Sphere-Imposter type
  96617. */
  96618. static SphereImpostor: number;
  96619. /**
  96620. * Box-Imposter type
  96621. */
  96622. static BoxImpostor: number;
  96623. /**
  96624. * Plane-Imposter type
  96625. */
  96626. static PlaneImpostor: number;
  96627. /**
  96628. * Mesh-imposter type
  96629. */
  96630. static MeshImpostor: number;
  96631. /**
  96632. * Capsule-Impostor type (Ammo.js plugin only)
  96633. */
  96634. static CapsuleImpostor: number;
  96635. /**
  96636. * Cylinder-Imposter type
  96637. */
  96638. static CylinderImpostor: number;
  96639. /**
  96640. * Particle-Imposter type
  96641. */
  96642. static ParticleImpostor: number;
  96643. /**
  96644. * Heightmap-Imposter type
  96645. */
  96646. static HeightmapImpostor: number;
  96647. /**
  96648. * ConvexHull-Impostor type (Ammo.js plugin only)
  96649. */
  96650. static ConvexHullImpostor: number;
  96651. /**
  96652. * Custom-Imposter type (Ammo.js plugin only)
  96653. */
  96654. static CustomImpostor: number;
  96655. /**
  96656. * Rope-Imposter type
  96657. */
  96658. static RopeImpostor: number;
  96659. /**
  96660. * Cloth-Imposter type
  96661. */
  96662. static ClothImpostor: number;
  96663. /**
  96664. * Softbody-Imposter type
  96665. */
  96666. static SoftbodyImpostor: number;
  96667. }
  96668. }
  96669. declare module BABYLON {
  96670. /**
  96671. * @hidden
  96672. **/
  96673. export class _CreationDataStorage {
  96674. closePath?: boolean;
  96675. closeArray?: boolean;
  96676. idx: number[];
  96677. dashSize: number;
  96678. gapSize: number;
  96679. path3D: Path3D;
  96680. pathArray: Vector3[][];
  96681. arc: number;
  96682. radius: number;
  96683. cap: number;
  96684. tessellation: number;
  96685. }
  96686. /**
  96687. * @hidden
  96688. **/
  96689. class _InstanceDataStorage {
  96690. visibleInstances: any;
  96691. batchCache: _InstancesBatch;
  96692. instancesBufferSize: number;
  96693. instancesBuffer: Nullable<Buffer>;
  96694. instancesData: Float32Array;
  96695. overridenInstanceCount: number;
  96696. isFrozen: boolean;
  96697. previousBatch: Nullable<_InstancesBatch>;
  96698. hardwareInstancedRendering: boolean;
  96699. sideOrientation: number;
  96700. manualUpdate: boolean;
  96701. }
  96702. /**
  96703. * @hidden
  96704. **/
  96705. export class _InstancesBatch {
  96706. mustReturn: boolean;
  96707. visibleInstances: Nullable<InstancedMesh[]>[];
  96708. renderSelf: boolean[];
  96709. hardwareInstancedRendering: boolean[];
  96710. }
  96711. /**
  96712. * Class used to represent renderable models
  96713. */
  96714. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  96715. /**
  96716. * Mesh side orientation : usually the external or front surface
  96717. */
  96718. static readonly FRONTSIDE: number;
  96719. /**
  96720. * Mesh side orientation : usually the internal or back surface
  96721. */
  96722. static readonly BACKSIDE: number;
  96723. /**
  96724. * Mesh side orientation : both internal and external or front and back surfaces
  96725. */
  96726. static readonly DOUBLESIDE: number;
  96727. /**
  96728. * Mesh side orientation : by default, `FRONTSIDE`
  96729. */
  96730. static readonly DEFAULTSIDE: number;
  96731. /**
  96732. * Mesh cap setting : no cap
  96733. */
  96734. static readonly NO_CAP: number;
  96735. /**
  96736. * Mesh cap setting : one cap at the beginning of the mesh
  96737. */
  96738. static readonly CAP_START: number;
  96739. /**
  96740. * Mesh cap setting : one cap at the end of the mesh
  96741. */
  96742. static readonly CAP_END: number;
  96743. /**
  96744. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  96745. */
  96746. static readonly CAP_ALL: number;
  96747. /**
  96748. * Mesh pattern setting : no flip or rotate
  96749. */
  96750. static readonly NO_FLIP: number;
  96751. /**
  96752. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  96753. */
  96754. static readonly FLIP_TILE: number;
  96755. /**
  96756. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  96757. */
  96758. static readonly ROTATE_TILE: number;
  96759. /**
  96760. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  96761. */
  96762. static readonly FLIP_ROW: number;
  96763. /**
  96764. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  96765. */
  96766. static readonly ROTATE_ROW: number;
  96767. /**
  96768. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  96769. */
  96770. static readonly FLIP_N_ROTATE_TILE: number;
  96771. /**
  96772. * Mesh pattern setting : rotate pattern and rotate
  96773. */
  96774. static readonly FLIP_N_ROTATE_ROW: number;
  96775. /**
  96776. * Mesh tile positioning : part tiles same on left/right or top/bottom
  96777. */
  96778. static readonly CENTER: number;
  96779. /**
  96780. * Mesh tile positioning : part tiles on left
  96781. */
  96782. static readonly LEFT: number;
  96783. /**
  96784. * Mesh tile positioning : part tiles on right
  96785. */
  96786. static readonly RIGHT: number;
  96787. /**
  96788. * Mesh tile positioning : part tiles on top
  96789. */
  96790. static readonly TOP: number;
  96791. /**
  96792. * Mesh tile positioning : part tiles on bottom
  96793. */
  96794. static readonly BOTTOM: number;
  96795. /**
  96796. * Gets the default side orientation.
  96797. * @param orientation the orientation to value to attempt to get
  96798. * @returns the default orientation
  96799. * @hidden
  96800. */
  96801. static _GetDefaultSideOrientation(orientation?: number): number;
  96802. private _internalMeshDataInfo;
  96803. /**
  96804. * An event triggered before rendering the mesh
  96805. */
  96806. get onBeforeRenderObservable(): Observable<Mesh>;
  96807. /**
  96808. * An event triggered before binding the mesh
  96809. */
  96810. get onBeforeBindObservable(): Observable<Mesh>;
  96811. /**
  96812. * An event triggered after rendering the mesh
  96813. */
  96814. get onAfterRenderObservable(): Observable<Mesh>;
  96815. /**
  96816. * An event triggered before drawing the mesh
  96817. */
  96818. get onBeforeDrawObservable(): Observable<Mesh>;
  96819. private _onBeforeDrawObserver;
  96820. /**
  96821. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  96822. */
  96823. set onBeforeDraw(callback: () => void);
  96824. get hasInstances(): boolean;
  96825. /**
  96826. * Gets the delay loading state of the mesh (when delay loading is turned on)
  96827. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  96828. */
  96829. delayLoadState: number;
  96830. /**
  96831. * Gets the list of instances created from this mesh
  96832. * it is not supposed to be modified manually.
  96833. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  96834. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  96835. */
  96836. instances: InstancedMesh[];
  96837. /**
  96838. * Gets the file containing delay loading data for this mesh
  96839. */
  96840. delayLoadingFile: string;
  96841. /** @hidden */
  96842. _binaryInfo: any;
  96843. /**
  96844. * User defined function used to change how LOD level selection is done
  96845. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  96846. */
  96847. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  96848. /**
  96849. * Gets or sets the morph target manager
  96850. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  96851. */
  96852. get morphTargetManager(): Nullable<MorphTargetManager>;
  96853. set morphTargetManager(value: Nullable<MorphTargetManager>);
  96854. /** @hidden */
  96855. _creationDataStorage: Nullable<_CreationDataStorage>;
  96856. /** @hidden */
  96857. _geometry: Nullable<Geometry>;
  96858. /** @hidden */
  96859. _delayInfo: Array<string>;
  96860. /** @hidden */
  96861. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  96862. /** @hidden */
  96863. _instanceDataStorage: _InstanceDataStorage;
  96864. private _effectiveMaterial;
  96865. /** @hidden */
  96866. _shouldGenerateFlatShading: boolean;
  96867. /** @hidden */
  96868. _originalBuilderSideOrientation: number;
  96869. /**
  96870. * Use this property to change the original side orientation defined at construction time
  96871. */
  96872. overrideMaterialSideOrientation: Nullable<number>;
  96873. /**
  96874. * Gets the source mesh (the one used to clone this one from)
  96875. */
  96876. get source(): Nullable<Mesh>;
  96877. /**
  96878. * Gets or sets a boolean indicating that this mesh does not use index buffer
  96879. */
  96880. get isUnIndexed(): boolean;
  96881. set isUnIndexed(value: boolean);
  96882. /** Gets the array buffer used to store the instanced buffer used for instances' world matrices */
  96883. get worldMatrixInstancedBuffer(): Float32Array;
  96884. /** Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual */
  96885. get manualUpdateOfWorldMatrixInstancedBuffer(): boolean;
  96886. set manualUpdateOfWorldMatrixInstancedBuffer(value: boolean);
  96887. /**
  96888. * @constructor
  96889. * @param name The value used by scene.getMeshByName() to do a lookup.
  96890. * @param scene The scene to add this mesh to.
  96891. * @param parent The parent of this mesh, if it has one
  96892. * @param source An optional Mesh from which geometry is shared, cloned.
  96893. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  96894. * When false, achieved by calling a clone(), also passing False.
  96895. * This will make creation of children, recursive.
  96896. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  96897. */
  96898. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  96899. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  96900. doNotInstantiate: boolean;
  96901. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  96902. /**
  96903. * Gets the class name
  96904. * @returns the string "Mesh".
  96905. */
  96906. getClassName(): string;
  96907. /** @hidden */
  96908. get _isMesh(): boolean;
  96909. /**
  96910. * Returns a description of this mesh
  96911. * @param fullDetails define if full details about this mesh must be used
  96912. * @returns a descriptive string representing this mesh
  96913. */
  96914. toString(fullDetails?: boolean): string;
  96915. /** @hidden */
  96916. _unBindEffect(): void;
  96917. /**
  96918. * Gets a boolean indicating if this mesh has LOD
  96919. */
  96920. get hasLODLevels(): boolean;
  96921. /**
  96922. * Gets the list of MeshLODLevel associated with the current mesh
  96923. * @returns an array of MeshLODLevel
  96924. */
  96925. getLODLevels(): MeshLODLevel[];
  96926. private _sortLODLevels;
  96927. /**
  96928. * Add a mesh as LOD level triggered at the given distance.
  96929. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  96930. * @param distance The distance from the center of the object to show this level
  96931. * @param mesh The mesh to be added as LOD level (can be null)
  96932. * @return This mesh (for chaining)
  96933. */
  96934. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  96935. /**
  96936. * Returns the LOD level mesh at the passed distance or null if not found.
  96937. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  96938. * @param distance The distance from the center of the object to show this level
  96939. * @returns a Mesh or `null`
  96940. */
  96941. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  96942. /**
  96943. * Remove a mesh from the LOD array
  96944. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  96945. * @param mesh defines the mesh to be removed
  96946. * @return This mesh (for chaining)
  96947. */
  96948. removeLODLevel(mesh: Mesh): Mesh;
  96949. /**
  96950. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  96951. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  96952. * @param camera defines the camera to use to compute distance
  96953. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  96954. * @return This mesh (for chaining)
  96955. */
  96956. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  96957. /**
  96958. * Gets the mesh internal Geometry object
  96959. */
  96960. get geometry(): Nullable<Geometry>;
  96961. /**
  96962. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  96963. * @returns the total number of vertices
  96964. */
  96965. getTotalVertices(): number;
  96966. /**
  96967. * Returns the content of an associated vertex buffer
  96968. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  96969. * - VertexBuffer.PositionKind
  96970. * - VertexBuffer.UVKind
  96971. * - VertexBuffer.UV2Kind
  96972. * - VertexBuffer.UV3Kind
  96973. * - VertexBuffer.UV4Kind
  96974. * - VertexBuffer.UV5Kind
  96975. * - VertexBuffer.UV6Kind
  96976. * - VertexBuffer.ColorKind
  96977. * - VertexBuffer.MatricesIndicesKind
  96978. * - VertexBuffer.MatricesIndicesExtraKind
  96979. * - VertexBuffer.MatricesWeightsKind
  96980. * - VertexBuffer.MatricesWeightsExtraKind
  96981. * @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
  96982. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  96983. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  96984. */
  96985. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  96986. /**
  96987. * Returns the mesh VertexBuffer object from the requested `kind`
  96988. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  96989. * - VertexBuffer.PositionKind
  96990. * - VertexBuffer.NormalKind
  96991. * - VertexBuffer.UVKind
  96992. * - VertexBuffer.UV2Kind
  96993. * - VertexBuffer.UV3Kind
  96994. * - VertexBuffer.UV4Kind
  96995. * - VertexBuffer.UV5Kind
  96996. * - VertexBuffer.UV6Kind
  96997. * - VertexBuffer.ColorKind
  96998. * - VertexBuffer.MatricesIndicesKind
  96999. * - VertexBuffer.MatricesIndicesExtraKind
  97000. * - VertexBuffer.MatricesWeightsKind
  97001. * - VertexBuffer.MatricesWeightsExtraKind
  97002. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  97003. */
  97004. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  97005. /**
  97006. * Tests if a specific vertex buffer is associated with this mesh
  97007. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  97008. * - VertexBuffer.PositionKind
  97009. * - VertexBuffer.NormalKind
  97010. * - VertexBuffer.UVKind
  97011. * - VertexBuffer.UV2Kind
  97012. * - VertexBuffer.UV3Kind
  97013. * - VertexBuffer.UV4Kind
  97014. * - VertexBuffer.UV5Kind
  97015. * - VertexBuffer.UV6Kind
  97016. * - VertexBuffer.ColorKind
  97017. * - VertexBuffer.MatricesIndicesKind
  97018. * - VertexBuffer.MatricesIndicesExtraKind
  97019. * - VertexBuffer.MatricesWeightsKind
  97020. * - VertexBuffer.MatricesWeightsExtraKind
  97021. * @returns a boolean
  97022. */
  97023. isVerticesDataPresent(kind: string): boolean;
  97024. /**
  97025. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  97026. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  97027. * - VertexBuffer.PositionKind
  97028. * - VertexBuffer.UVKind
  97029. * - VertexBuffer.UV2Kind
  97030. * - VertexBuffer.UV3Kind
  97031. * - VertexBuffer.UV4Kind
  97032. * - VertexBuffer.UV5Kind
  97033. * - VertexBuffer.UV6Kind
  97034. * - VertexBuffer.ColorKind
  97035. * - VertexBuffer.MatricesIndicesKind
  97036. * - VertexBuffer.MatricesIndicesExtraKind
  97037. * - VertexBuffer.MatricesWeightsKind
  97038. * - VertexBuffer.MatricesWeightsExtraKind
  97039. * @returns a boolean
  97040. */
  97041. isVertexBufferUpdatable(kind: string): boolean;
  97042. /**
  97043. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  97044. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  97045. * - VertexBuffer.PositionKind
  97046. * - VertexBuffer.NormalKind
  97047. * - VertexBuffer.UVKind
  97048. * - VertexBuffer.UV2Kind
  97049. * - VertexBuffer.UV3Kind
  97050. * - VertexBuffer.UV4Kind
  97051. * - VertexBuffer.UV5Kind
  97052. * - VertexBuffer.UV6Kind
  97053. * - VertexBuffer.ColorKind
  97054. * - VertexBuffer.MatricesIndicesKind
  97055. * - VertexBuffer.MatricesIndicesExtraKind
  97056. * - VertexBuffer.MatricesWeightsKind
  97057. * - VertexBuffer.MatricesWeightsExtraKind
  97058. * @returns an array of strings
  97059. */
  97060. getVerticesDataKinds(): string[];
  97061. /**
  97062. * Returns a positive integer : the total number of indices in this mesh geometry.
  97063. * @returns the numner of indices or zero if the mesh has no geometry.
  97064. */
  97065. getTotalIndices(): number;
  97066. /**
  97067. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  97068. * @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.
  97069. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  97070. * @returns the indices array or an empty array if the mesh has no geometry
  97071. */
  97072. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  97073. get isBlocked(): boolean;
  97074. /**
  97075. * Determine if the current mesh is ready to be rendered
  97076. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  97077. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  97078. * @returns true if all associated assets are ready (material, textures, shaders)
  97079. */
  97080. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  97081. /**
  97082. * 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.
  97083. */
  97084. get areNormalsFrozen(): boolean;
  97085. /**
  97086. * 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.
  97087. * @returns the current mesh
  97088. */
  97089. freezeNormals(): Mesh;
  97090. /**
  97091. * 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
  97092. * @returns the current mesh
  97093. */
  97094. unfreezeNormals(): Mesh;
  97095. /**
  97096. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  97097. */
  97098. set overridenInstanceCount(count: number);
  97099. /** @hidden */
  97100. _preActivate(): Mesh;
  97101. /** @hidden */
  97102. _preActivateForIntermediateRendering(renderId: number): Mesh;
  97103. /** @hidden */
  97104. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  97105. /**
  97106. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  97107. * This means the mesh underlying bounding box and sphere are recomputed.
  97108. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  97109. * @returns the current mesh
  97110. */
  97111. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  97112. /** @hidden */
  97113. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  97114. /**
  97115. * This function will subdivide the mesh into multiple submeshes
  97116. * @param count defines the expected number of submeshes
  97117. */
  97118. subdivide(count: number): void;
  97119. /**
  97120. * Copy a FloatArray into a specific associated vertex buffer
  97121. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  97122. * - VertexBuffer.PositionKind
  97123. * - VertexBuffer.UVKind
  97124. * - VertexBuffer.UV2Kind
  97125. * - VertexBuffer.UV3Kind
  97126. * - VertexBuffer.UV4Kind
  97127. * - VertexBuffer.UV5Kind
  97128. * - VertexBuffer.UV6Kind
  97129. * - VertexBuffer.ColorKind
  97130. * - VertexBuffer.MatricesIndicesKind
  97131. * - VertexBuffer.MatricesIndicesExtraKind
  97132. * - VertexBuffer.MatricesWeightsKind
  97133. * - VertexBuffer.MatricesWeightsExtraKind
  97134. * @param data defines the data source
  97135. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  97136. * @param stride defines the data stride size (can be null)
  97137. * @returns the current mesh
  97138. */
  97139. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  97140. /**
  97141. * Delete a vertex buffer associated with this mesh
  97142. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  97143. * - VertexBuffer.PositionKind
  97144. * - VertexBuffer.UVKind
  97145. * - VertexBuffer.UV2Kind
  97146. * - VertexBuffer.UV3Kind
  97147. * - VertexBuffer.UV4Kind
  97148. * - VertexBuffer.UV5Kind
  97149. * - VertexBuffer.UV6Kind
  97150. * - VertexBuffer.ColorKind
  97151. * - VertexBuffer.MatricesIndicesKind
  97152. * - VertexBuffer.MatricesIndicesExtraKind
  97153. * - VertexBuffer.MatricesWeightsKind
  97154. * - VertexBuffer.MatricesWeightsExtraKind
  97155. */
  97156. removeVerticesData(kind: string): void;
  97157. /**
  97158. * Flags an associated vertex buffer as updatable
  97159. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  97160. * - VertexBuffer.PositionKind
  97161. * - VertexBuffer.UVKind
  97162. * - VertexBuffer.UV2Kind
  97163. * - VertexBuffer.UV3Kind
  97164. * - VertexBuffer.UV4Kind
  97165. * - VertexBuffer.UV5Kind
  97166. * - VertexBuffer.UV6Kind
  97167. * - VertexBuffer.ColorKind
  97168. * - VertexBuffer.MatricesIndicesKind
  97169. * - VertexBuffer.MatricesIndicesExtraKind
  97170. * - VertexBuffer.MatricesWeightsKind
  97171. * - VertexBuffer.MatricesWeightsExtraKind
  97172. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  97173. */
  97174. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  97175. /**
  97176. * Sets the mesh global Vertex Buffer
  97177. * @param buffer defines the buffer to use
  97178. * @returns the current mesh
  97179. */
  97180. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  97181. /**
  97182. * Update a specific associated vertex buffer
  97183. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  97184. * - VertexBuffer.PositionKind
  97185. * - VertexBuffer.UVKind
  97186. * - VertexBuffer.UV2Kind
  97187. * - VertexBuffer.UV3Kind
  97188. * - VertexBuffer.UV4Kind
  97189. * - VertexBuffer.UV5Kind
  97190. * - VertexBuffer.UV6Kind
  97191. * - VertexBuffer.ColorKind
  97192. * - VertexBuffer.MatricesIndicesKind
  97193. * - VertexBuffer.MatricesIndicesExtraKind
  97194. * - VertexBuffer.MatricesWeightsKind
  97195. * - VertexBuffer.MatricesWeightsExtraKind
  97196. * @param data defines the data source
  97197. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  97198. * @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)
  97199. * @returns the current mesh
  97200. */
  97201. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  97202. /**
  97203. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  97204. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  97205. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  97206. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  97207. * @returns the current mesh
  97208. */
  97209. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  97210. /**
  97211. * Creates a un-shared specific occurence of the geometry for the mesh.
  97212. * @returns the current mesh
  97213. */
  97214. makeGeometryUnique(): Mesh;
  97215. /**
  97216. * Set the index buffer of this mesh
  97217. * @param indices defines the source data
  97218. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  97219. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  97220. * @returns the current mesh
  97221. */
  97222. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  97223. /**
  97224. * Update the current index buffer
  97225. * @param indices defines the source data
  97226. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  97227. * @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)
  97228. * @returns the current mesh
  97229. */
  97230. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  97231. /**
  97232. * Invert the geometry to move from a right handed system to a left handed one.
  97233. * @returns the current mesh
  97234. */
  97235. toLeftHanded(): Mesh;
  97236. /** @hidden */
  97237. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  97238. /** @hidden */
  97239. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  97240. /**
  97241. * Registers for this mesh a javascript function called just before the rendering process
  97242. * @param func defines the function to call before rendering this mesh
  97243. * @returns the current mesh
  97244. */
  97245. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  97246. /**
  97247. * Disposes a previously registered javascript function called before the rendering
  97248. * @param func defines the function to remove
  97249. * @returns the current mesh
  97250. */
  97251. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  97252. /**
  97253. * Registers for this mesh a javascript function called just after the rendering is complete
  97254. * @param func defines the function to call after rendering this mesh
  97255. * @returns the current mesh
  97256. */
  97257. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  97258. /**
  97259. * Disposes a previously registered javascript function called after the rendering.
  97260. * @param func defines the function to remove
  97261. * @returns the current mesh
  97262. */
  97263. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  97264. /** @hidden */
  97265. _getInstancesRenderList(subMeshId: number, isReplacementMode?: boolean): _InstancesBatch;
  97266. /** @hidden */
  97267. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  97268. /** @hidden */
  97269. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  97270. /** @hidden */
  97271. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  97272. /** @hidden */
  97273. _rebuild(): void;
  97274. /** @hidden */
  97275. _freeze(): void;
  97276. /** @hidden */
  97277. _unFreeze(): void;
  97278. /**
  97279. * 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
  97280. * @param subMesh defines the subMesh to render
  97281. * @param enableAlphaMode defines if alpha mode can be changed
  97282. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  97283. * @returns the current mesh
  97284. */
  97285. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  97286. private _onBeforeDraw;
  97287. /**
  97288. * Renormalize the mesh and patch it up if there are no weights
  97289. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  97290. * However in the case of zero weights then we set just a single influence to 1.
  97291. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  97292. */
  97293. cleanMatrixWeights(): void;
  97294. private normalizeSkinFourWeights;
  97295. private normalizeSkinWeightsAndExtra;
  97296. /**
  97297. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  97298. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  97299. * the user know there was an issue with importing the mesh
  97300. * @returns a validation object with skinned, valid and report string
  97301. */
  97302. validateSkinning(): {
  97303. skinned: boolean;
  97304. valid: boolean;
  97305. report: string;
  97306. };
  97307. /** @hidden */
  97308. _checkDelayState(): Mesh;
  97309. private _queueLoad;
  97310. /**
  97311. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  97312. * A mesh is in the frustum if its bounding box intersects the frustum
  97313. * @param frustumPlanes defines the frustum to test
  97314. * @returns true if the mesh is in the frustum planes
  97315. */
  97316. isInFrustum(frustumPlanes: Plane[]): boolean;
  97317. /**
  97318. * Sets the mesh material by the material or multiMaterial `id` property
  97319. * @param id is a string identifying the material or the multiMaterial
  97320. * @returns the current mesh
  97321. */
  97322. setMaterialByID(id: string): Mesh;
  97323. /**
  97324. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  97325. * @returns an array of IAnimatable
  97326. */
  97327. getAnimatables(): IAnimatable[];
  97328. /**
  97329. * Modifies the mesh geometry according to the passed transformation matrix.
  97330. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  97331. * The mesh normals are modified using the same transformation.
  97332. * Note that, under the hood, this method sets a new VertexBuffer each call.
  97333. * @param transform defines the transform matrix to use
  97334. * @see http://doc.babylonjs.com/resources/baking_transformations
  97335. * @returns the current mesh
  97336. */
  97337. bakeTransformIntoVertices(transform: Matrix): Mesh;
  97338. /**
  97339. * Modifies the mesh geometry according to its own current World Matrix.
  97340. * The mesh World Matrix is then reset.
  97341. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  97342. * Note that, under the hood, this method sets a new VertexBuffer each call.
  97343. * @see http://doc.babylonjs.com/resources/baking_transformations
  97344. * @returns the current mesh
  97345. */
  97346. bakeCurrentTransformIntoVertices(): Mesh;
  97347. /** @hidden */
  97348. get _positions(): Nullable<Vector3[]>;
  97349. /** @hidden */
  97350. _resetPointsArrayCache(): Mesh;
  97351. /** @hidden */
  97352. _generatePointsArray(): boolean;
  97353. /**
  97354. * Returns a new Mesh object generated from the current mesh properties.
  97355. * This method must not get confused with createInstance()
  97356. * @param name is a string, the name given to the new mesh
  97357. * @param newParent can be any Node object (default `null`)
  97358. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  97359. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  97360. * @returns a new mesh
  97361. */
  97362. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh;
  97363. /**
  97364. * Releases resources associated with this mesh.
  97365. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  97366. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  97367. */
  97368. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  97369. /** @hidden */
  97370. _disposeInstanceSpecificData(): void;
  97371. /**
  97372. * Modifies the mesh geometry according to a displacement map.
  97373. * 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.
  97374. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  97375. * @param url is a string, the URL from the image file is to be downloaded.
  97376. * @param minHeight is the lower limit of the displacement.
  97377. * @param maxHeight is the upper limit of the displacement.
  97378. * @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.
  97379. * @param uvOffset is an optional vector2 used to offset UV.
  97380. * @param uvScale is an optional vector2 used to scale UV.
  97381. * @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.
  97382. * @returns the Mesh.
  97383. */
  97384. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  97385. /**
  97386. * Modifies the mesh geometry according to a displacementMap buffer.
  97387. * 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.
  97388. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  97389. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  97390. * @param heightMapWidth is the width of the buffer image.
  97391. * @param heightMapHeight is the height of the buffer image.
  97392. * @param minHeight is the lower limit of the displacement.
  97393. * @param maxHeight is the upper limit of the displacement.
  97394. * @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.
  97395. * @param uvOffset is an optional vector2 used to offset UV.
  97396. * @param uvScale is an optional vector2 used to scale UV.
  97397. * @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.
  97398. * @returns the Mesh.
  97399. */
  97400. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  97401. /**
  97402. * Modify the mesh to get a flat shading rendering.
  97403. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  97404. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  97405. * @returns current mesh
  97406. */
  97407. convertToFlatShadedMesh(): Mesh;
  97408. /**
  97409. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  97410. * In other words, more vertices, no more indices and a single bigger VBO.
  97411. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  97412. * @returns current mesh
  97413. */
  97414. convertToUnIndexedMesh(): Mesh;
  97415. /**
  97416. * Inverses facet orientations.
  97417. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  97418. * @param flipNormals will also inverts the normals
  97419. * @returns current mesh
  97420. */
  97421. flipFaces(flipNormals?: boolean): Mesh;
  97422. /**
  97423. * Increase the number of facets and hence vertices in a mesh
  97424. * Vertex normals are interpolated from existing vertex normals
  97425. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  97426. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  97427. */
  97428. increaseVertices(numberPerEdge: number): void;
  97429. /**
  97430. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  97431. * This will undo any application of covertToFlatShadedMesh
  97432. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  97433. */
  97434. forceSharedVertices(): void;
  97435. /** @hidden */
  97436. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  97437. /** @hidden */
  97438. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  97439. /**
  97440. * Creates a new InstancedMesh object from the mesh model.
  97441. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  97442. * @param name defines the name of the new instance
  97443. * @returns a new InstancedMesh
  97444. */
  97445. createInstance(name: string): InstancedMesh;
  97446. /**
  97447. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  97448. * After this call, all the mesh instances have the same submeshes than the current mesh.
  97449. * @returns the current mesh
  97450. */
  97451. synchronizeInstances(): Mesh;
  97452. /**
  97453. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  97454. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  97455. * This should be used together with the simplification to avoid disappearing triangles.
  97456. * @param successCallback an optional success callback to be called after the optimization finished.
  97457. * @returns the current mesh
  97458. */
  97459. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  97460. /**
  97461. * Serialize current mesh
  97462. * @param serializationObject defines the object which will receive the serialization data
  97463. */
  97464. serialize(serializationObject: any): void;
  97465. /** @hidden */
  97466. _syncGeometryWithMorphTargetManager(): void;
  97467. /** @hidden */
  97468. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  97469. /**
  97470. * Returns a new Mesh object parsed from the source provided.
  97471. * @param parsedMesh is the source
  97472. * @param scene defines the hosting scene
  97473. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  97474. * @returns a new Mesh
  97475. */
  97476. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  97477. /**
  97478. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  97479. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  97480. * @param name defines the name of the mesh to create
  97481. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  97482. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  97483. * @param closePath creates a seam between the first and the last points of each path of the path array
  97484. * @param offset is taken in account only if the `pathArray` is containing a single path
  97485. * @param scene defines the hosting scene
  97486. * @param updatable defines if the mesh must be flagged as updatable
  97487. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97488. * @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)
  97489. * @returns a new Mesh
  97490. */
  97491. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  97492. /**
  97493. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  97494. * @param name defines the name of the mesh to create
  97495. * @param radius sets the radius size (float) of the polygon (default 0.5)
  97496. * @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
  97497. * @param scene defines the hosting scene
  97498. * @param updatable defines if the mesh must be flagged as updatable
  97499. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97500. * @returns a new Mesh
  97501. */
  97502. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  97503. /**
  97504. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  97505. * @param name defines the name of the mesh to create
  97506. * @param size sets the size (float) of each box side (default 1)
  97507. * @param scene defines the hosting scene
  97508. * @param updatable defines if the mesh must be flagged as updatable
  97509. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97510. * @returns a new Mesh
  97511. */
  97512. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  97513. /**
  97514. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  97515. * @param name defines the name of the mesh to create
  97516. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  97517. * @param diameter sets the diameter size (float) of the sphere (default 1)
  97518. * @param scene defines the hosting scene
  97519. * @param updatable defines if the mesh must be flagged as updatable
  97520. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97521. * @returns a new Mesh
  97522. */
  97523. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97524. /**
  97525. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  97526. * @param name defines the name of the mesh to create
  97527. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  97528. * @param diameter sets the diameter size (float) of the sphere (default 1)
  97529. * @param scene defines the hosting scene
  97530. * @returns a new Mesh
  97531. */
  97532. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  97533. /**
  97534. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  97535. * @param name defines the name of the mesh to create
  97536. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  97537. * @param diameterTop set the top cap diameter (floats, default 1)
  97538. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  97539. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  97540. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  97541. * @param scene defines the hosting scene
  97542. * @param updatable defines if the mesh must be flagged as updatable
  97543. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97544. * @returns a new Mesh
  97545. */
  97546. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  97547. /**
  97548. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  97549. * @param name defines the name of the mesh to create
  97550. * @param diameter sets the diameter size (float) of the torus (default 1)
  97551. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  97552. * @param tessellation sets the number of torus sides (postive integer, default 16)
  97553. * @param scene defines the hosting scene
  97554. * @param updatable defines if the mesh must be flagged as updatable
  97555. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97556. * @returns a new Mesh
  97557. */
  97558. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97559. /**
  97560. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  97561. * @param name defines the name of the mesh to create
  97562. * @param radius sets the global radius size (float) of the torus knot (default 2)
  97563. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  97564. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  97565. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  97566. * @param p the number of windings on X axis (positive integers, default 2)
  97567. * @param q the number of windings on Y axis (positive integers, default 3)
  97568. * @param scene defines the hosting scene
  97569. * @param updatable defines if the mesh must be flagged as updatable
  97570. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97571. * @returns a new Mesh
  97572. */
  97573. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97574. /**
  97575. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  97576. * @param name defines the name of the mesh to create
  97577. * @param points is an array successive Vector3
  97578. * @param scene defines the hosting scene
  97579. * @param updatable defines if the mesh must be flagged as updatable
  97580. * @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).
  97581. * @returns a new Mesh
  97582. */
  97583. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  97584. /**
  97585. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  97586. * @param name defines the name of the mesh to create
  97587. * @param points is an array successive Vector3
  97588. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  97589. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  97590. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  97591. * @param scene defines the hosting scene
  97592. * @param updatable defines if the mesh must be flagged as updatable
  97593. * @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)
  97594. * @returns a new Mesh
  97595. */
  97596. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  97597. /**
  97598. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  97599. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  97600. * 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.
  97601. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  97602. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  97603. * Remember you can only change the shape positions, not their number when updating a polygon.
  97604. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  97605. * @param name defines the name of the mesh to create
  97606. * @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
  97607. * @param scene defines the hosting scene
  97608. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  97609. * @param updatable defines if the mesh must be flagged as updatable
  97610. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97611. * @param earcutInjection can be used to inject your own earcut reference
  97612. * @returns a new Mesh
  97613. */
  97614. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  97615. /**
  97616. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  97617. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  97618. * @param name defines the name of the mesh to create
  97619. * @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
  97620. * @param depth defines the height of extrusion
  97621. * @param scene defines the hosting scene
  97622. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  97623. * @param updatable defines if the mesh must be flagged as updatable
  97624. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97625. * @param earcutInjection can be used to inject your own earcut reference
  97626. * @returns a new Mesh
  97627. */
  97628. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  97629. /**
  97630. * Creates an extruded shape mesh.
  97631. * 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
  97632. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  97633. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  97634. * @param name defines the name of the mesh to create
  97635. * @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
  97636. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  97637. * @param scale is the value to scale the shape
  97638. * @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
  97639. * @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
  97640. * @param scene defines the hosting scene
  97641. * @param updatable defines if the mesh must be flagged as updatable
  97642. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97643. * @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)
  97644. * @returns a new Mesh
  97645. */
  97646. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  97647. /**
  97648. * Creates an custom extruded shape mesh.
  97649. * The custom extrusion is a parametric shape.
  97650. * It has no predefined shape. Its final shape will depend on the input parameters.
  97651. * Please consider using the same method from the MeshBuilder class instead
  97652. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  97653. * @param name defines the name of the mesh to create
  97654. * @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
  97655. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  97656. * @param scaleFunction is a custom Javascript function called on each path point
  97657. * @param rotationFunction is a custom Javascript function called on each path point
  97658. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  97659. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  97660. * @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
  97661. * @param scene defines the hosting scene
  97662. * @param updatable defines if the mesh must be flagged as updatable
  97663. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97664. * @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)
  97665. * @returns a new Mesh
  97666. */
  97667. 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;
  97668. /**
  97669. * Creates lathe mesh.
  97670. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  97671. * Please consider using the same method from the MeshBuilder class instead
  97672. * @param name defines the name of the mesh to create
  97673. * @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
  97674. * @param radius is the radius value of the lathe
  97675. * @param tessellation is the side number of the lathe.
  97676. * @param scene defines the hosting scene
  97677. * @param updatable defines if the mesh must be flagged as updatable
  97678. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97679. * @returns a new Mesh
  97680. */
  97681. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97682. /**
  97683. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  97684. * @param name defines the name of the mesh to create
  97685. * @param size sets the size (float) of both sides of the plane at once (default 1)
  97686. * @param scene defines the hosting scene
  97687. * @param updatable defines if the mesh must be flagged as updatable
  97688. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97689. * @returns a new Mesh
  97690. */
  97691. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  97692. /**
  97693. * Creates a ground mesh.
  97694. * Please consider using the same method from the MeshBuilder class instead
  97695. * @param name defines the name of the mesh to create
  97696. * @param width set the width of the ground
  97697. * @param height set the height of the ground
  97698. * @param subdivisions sets the number of subdivisions per side
  97699. * @param scene defines the hosting scene
  97700. * @param updatable defines if the mesh must be flagged as updatable
  97701. * @returns a new Mesh
  97702. */
  97703. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  97704. /**
  97705. * Creates a tiled ground mesh.
  97706. * Please consider using the same method from the MeshBuilder class instead
  97707. * @param name defines the name of the mesh to create
  97708. * @param xmin set the ground minimum X coordinate
  97709. * @param zmin set the ground minimum Y coordinate
  97710. * @param xmax set the ground maximum X coordinate
  97711. * @param zmax set the ground maximum Z coordinate
  97712. * @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
  97713. * @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
  97714. * @param scene defines the hosting scene
  97715. * @param updatable defines if the mesh must be flagged as updatable
  97716. * @returns a new Mesh
  97717. */
  97718. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  97719. w: number;
  97720. h: number;
  97721. }, precision: {
  97722. w: number;
  97723. h: number;
  97724. }, scene: Scene, updatable?: boolean): Mesh;
  97725. /**
  97726. * Creates a ground mesh from a height map.
  97727. * Please consider using the same method from the MeshBuilder class instead
  97728. * @see http://doc.babylonjs.com/babylon101/height_map
  97729. * @param name defines the name of the mesh to create
  97730. * @param url sets the URL of the height map image resource
  97731. * @param width set the ground width size
  97732. * @param height set the ground height size
  97733. * @param subdivisions sets the number of subdivision per side
  97734. * @param minHeight is the minimum altitude on the ground
  97735. * @param maxHeight is the maximum altitude on the ground
  97736. * @param scene defines the hosting scene
  97737. * @param updatable defines if the mesh must be flagged as updatable
  97738. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  97739. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  97740. * @returns a new Mesh
  97741. */
  97742. 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;
  97743. /**
  97744. * Creates a tube mesh.
  97745. * The tube is a parametric shape.
  97746. * It has no predefined shape. Its final shape will depend on the input parameters.
  97747. * Please consider using the same method from the MeshBuilder class instead
  97748. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  97749. * @param name defines the name of the mesh to create
  97750. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  97751. * @param radius sets the tube radius size
  97752. * @param tessellation is the number of sides on the tubular surface
  97753. * @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
  97754. * @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
  97755. * @param scene defines the hosting scene
  97756. * @param updatable defines if the mesh must be flagged as updatable
  97757. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  97758. * @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)
  97759. * @returns a new Mesh
  97760. */
  97761. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  97762. (i: number, distance: number): number;
  97763. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  97764. /**
  97765. * Creates a polyhedron mesh.
  97766. * Please consider using the same method from the MeshBuilder class instead.
  97767. * * 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
  97768. * * The parameter `size` (positive float, default 1) sets the polygon size
  97769. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  97770. * * 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`
  97771. * * 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
  97772. * * 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)`)
  97773. * * 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
  97774. * * 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
  97775. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  97776. * * If you create a double-sided mesh, you can choose what parts of 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
  97777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  97778. * @param name defines the name of the mesh to create
  97779. * @param options defines the options used to create the mesh
  97780. * @param scene defines the hosting scene
  97781. * @returns a new Mesh
  97782. */
  97783. static CreatePolyhedron(name: string, options: {
  97784. type?: number;
  97785. size?: number;
  97786. sizeX?: number;
  97787. sizeY?: number;
  97788. sizeZ?: number;
  97789. custom?: any;
  97790. faceUV?: Vector4[];
  97791. faceColors?: Color4[];
  97792. updatable?: boolean;
  97793. sideOrientation?: number;
  97794. }, scene: Scene): Mesh;
  97795. /**
  97796. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  97797. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  97798. * * 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`)
  97799. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  97800. * * 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
  97801. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  97802. * * If you create a double-sided mesh, you can choose what parts of 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
  97803. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  97804. * @param name defines the name of the mesh
  97805. * @param options defines the options used to create the mesh
  97806. * @param scene defines the hosting scene
  97807. * @returns a new Mesh
  97808. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  97809. */
  97810. static CreateIcoSphere(name: string, options: {
  97811. radius?: number;
  97812. flat?: boolean;
  97813. subdivisions?: number;
  97814. sideOrientation?: number;
  97815. updatable?: boolean;
  97816. }, scene: Scene): Mesh;
  97817. /**
  97818. * Creates a decal mesh.
  97819. * Please consider using the same method from the MeshBuilder class instead.
  97820. * A decal is a mesh usually applied as a model onto the surface of another mesh
  97821. * @param name defines the name of the mesh
  97822. * @param sourceMesh defines the mesh receiving the decal
  97823. * @param position sets the position of the decal in world coordinates
  97824. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  97825. * @param size sets the decal scaling
  97826. * @param angle sets the angle to rotate the decal
  97827. * @returns a new Mesh
  97828. */
  97829. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  97830. /**
  97831. * Prepare internal position array for software CPU skinning
  97832. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  97833. */
  97834. setPositionsForCPUSkinning(): Float32Array;
  97835. /**
  97836. * Prepare internal normal array for software CPU skinning
  97837. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  97838. */
  97839. setNormalsForCPUSkinning(): Float32Array;
  97840. /**
  97841. * Updates the vertex buffer by applying transformation from the bones
  97842. * @param skeleton defines the skeleton to apply to current mesh
  97843. * @returns the current mesh
  97844. */
  97845. applySkeleton(skeleton: Skeleton): Mesh;
  97846. /**
  97847. * 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
  97848. * @param meshes defines the list of meshes to scan
  97849. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  97850. */
  97851. static MinMax(meshes: AbstractMesh[]): {
  97852. min: Vector3;
  97853. max: Vector3;
  97854. };
  97855. /**
  97856. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  97857. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  97858. * @returns a vector3
  97859. */
  97860. static Center(meshesOrMinMaxVector: {
  97861. min: Vector3;
  97862. max: Vector3;
  97863. } | AbstractMesh[]): Vector3;
  97864. /**
  97865. * Merge the array of meshes into a single mesh for performance reasons.
  97866. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  97867. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  97868. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  97869. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  97870. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  97871. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  97872. * @returns a new mesh
  97873. */
  97874. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  97875. /** @hidden */
  97876. addInstance(instance: InstancedMesh): void;
  97877. /** @hidden */
  97878. removeInstance(instance: InstancedMesh): void;
  97879. }
  97880. }
  97881. declare module BABYLON {
  97882. /**
  97883. * This is the base class of all the camera used in the application.
  97884. * @see http://doc.babylonjs.com/features/cameras
  97885. */
  97886. export class Camera extends Node {
  97887. /** @hidden */
  97888. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  97889. /**
  97890. * This is the default projection mode used by the cameras.
  97891. * It helps recreating a feeling of perspective and better appreciate depth.
  97892. * This is the best way to simulate real life cameras.
  97893. */
  97894. static readonly PERSPECTIVE_CAMERA: number;
  97895. /**
  97896. * This helps creating camera with an orthographic mode.
  97897. * 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.
  97898. */
  97899. static readonly ORTHOGRAPHIC_CAMERA: number;
  97900. /**
  97901. * This is the default FOV mode for perspective cameras.
  97902. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  97903. */
  97904. static readonly FOVMODE_VERTICAL_FIXED: number;
  97905. /**
  97906. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  97907. */
  97908. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  97909. /**
  97910. * This specifies ther is no need for a camera rig.
  97911. * Basically only one eye is rendered corresponding to the camera.
  97912. */
  97913. static readonly RIG_MODE_NONE: number;
  97914. /**
  97915. * Simulates a camera Rig with one blue eye and one red eye.
  97916. * This can be use with 3d blue and red glasses.
  97917. */
  97918. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  97919. /**
  97920. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  97921. */
  97922. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  97923. /**
  97924. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  97925. */
  97926. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  97927. /**
  97928. * Defines that both eyes of the camera will be rendered over under each other.
  97929. */
  97930. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  97931. /**
  97932. * Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.
  97933. */
  97934. static readonly RIG_MODE_STEREOSCOPIC_INTERLACED: number;
  97935. /**
  97936. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  97937. */
  97938. static readonly RIG_MODE_VR: number;
  97939. /**
  97940. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  97941. */
  97942. static readonly RIG_MODE_WEBVR: number;
  97943. /**
  97944. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  97945. */
  97946. static readonly RIG_MODE_CUSTOM: number;
  97947. /**
  97948. * Defines if by default attaching controls should prevent the default javascript event to continue.
  97949. */
  97950. static ForceAttachControlToAlwaysPreventDefault: boolean;
  97951. /**
  97952. * Define the input manager associated with the camera.
  97953. */
  97954. inputs: CameraInputsManager<Camera>;
  97955. /** @hidden */
  97956. _position: Vector3;
  97957. /**
  97958. * Define the current local position of the camera in the scene
  97959. */
  97960. get position(): Vector3;
  97961. set position(newPosition: Vector3);
  97962. /**
  97963. * The vector the camera should consider as up.
  97964. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  97965. */
  97966. upVector: Vector3;
  97967. /**
  97968. * Define the current limit on the left side for an orthographic camera
  97969. * In scene unit
  97970. */
  97971. orthoLeft: Nullable<number>;
  97972. /**
  97973. * Define the current limit on the right side for an orthographic camera
  97974. * In scene unit
  97975. */
  97976. orthoRight: Nullable<number>;
  97977. /**
  97978. * Define the current limit on the bottom side for an orthographic camera
  97979. * In scene unit
  97980. */
  97981. orthoBottom: Nullable<number>;
  97982. /**
  97983. * Define the current limit on the top side for an orthographic camera
  97984. * In scene unit
  97985. */
  97986. orthoTop: Nullable<number>;
  97987. /**
  97988. * Field Of View is set in Radians. (default is 0.8)
  97989. */
  97990. fov: number;
  97991. /**
  97992. * Define the minimum distance the camera can see from.
  97993. * This is important to note that the depth buffer are not infinite and the closer it starts
  97994. * the more your scene might encounter depth fighting issue.
  97995. */
  97996. minZ: number;
  97997. /**
  97998. * Define the maximum distance the camera can see to.
  97999. * This is important to note that the depth buffer are not infinite and the further it end
  98000. * the more your scene might encounter depth fighting issue.
  98001. */
  98002. maxZ: number;
  98003. /**
  98004. * Define the default inertia of the camera.
  98005. * This helps giving a smooth feeling to the camera movement.
  98006. */
  98007. inertia: number;
  98008. /**
  98009. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  98010. */
  98011. mode: number;
  98012. /**
  98013. * Define wether the camera is intermediate.
  98014. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  98015. */
  98016. isIntermediate: boolean;
  98017. /**
  98018. * Define the viewport of the camera.
  98019. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  98020. */
  98021. viewport: Viewport;
  98022. /**
  98023. * Restricts the camera to viewing objects with the same layerMask.
  98024. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  98025. */
  98026. layerMask: number;
  98027. /**
  98028. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  98029. */
  98030. fovMode: number;
  98031. /**
  98032. * Rig mode of the camera.
  98033. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  98034. * This is normally controlled byt the camera themselves as internal use.
  98035. */
  98036. cameraRigMode: number;
  98037. /**
  98038. * Defines the distance between both "eyes" in case of a RIG
  98039. */
  98040. interaxialDistance: number;
  98041. /**
  98042. * Defines if stereoscopic rendering is done side by side or over under.
  98043. */
  98044. isStereoscopicSideBySide: boolean;
  98045. /**
  98046. * 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
  98047. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  98048. * else in the scene. (Eg. security camera)
  98049. *
  98050. * 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)
  98051. */
  98052. customRenderTargets: RenderTargetTexture[];
  98053. /**
  98054. * When set, the camera will render to this render target instead of the default canvas
  98055. *
  98056. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  98057. */
  98058. outputRenderTarget: Nullable<RenderTargetTexture>;
  98059. /**
  98060. * Observable triggered when the camera view matrix has changed.
  98061. */
  98062. onViewMatrixChangedObservable: Observable<Camera>;
  98063. /**
  98064. * Observable triggered when the camera Projection matrix has changed.
  98065. */
  98066. onProjectionMatrixChangedObservable: Observable<Camera>;
  98067. /**
  98068. * Observable triggered when the inputs have been processed.
  98069. */
  98070. onAfterCheckInputsObservable: Observable<Camera>;
  98071. /**
  98072. * Observable triggered when reset has been called and applied to the camera.
  98073. */
  98074. onRestoreStateObservable: Observable<Camera>;
  98075. /** @hidden */
  98076. _cameraRigParams: any;
  98077. /** @hidden */
  98078. _rigCameras: Camera[];
  98079. /** @hidden */
  98080. _rigPostProcess: Nullable<PostProcess>;
  98081. protected _webvrViewMatrix: Matrix;
  98082. /** @hidden */
  98083. _skipRendering: boolean;
  98084. /** @hidden */
  98085. _projectionMatrix: Matrix;
  98086. /** @hidden */
  98087. _postProcesses: Nullable<PostProcess>[];
  98088. /** @hidden */
  98089. _activeMeshes: SmartArray<AbstractMesh>;
  98090. protected _globalPosition: Vector3;
  98091. /** @hidden */
  98092. _computedViewMatrix: Matrix;
  98093. private _doNotComputeProjectionMatrix;
  98094. private _transformMatrix;
  98095. private _frustumPlanes;
  98096. private _refreshFrustumPlanes;
  98097. private _storedFov;
  98098. private _stateStored;
  98099. /**
  98100. * Instantiates a new camera object.
  98101. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  98102. * @see http://doc.babylonjs.com/features/cameras
  98103. * @param name Defines the name of the camera in the scene
  98104. * @param position Defines the position of the camera
  98105. * @param scene Defines the scene the camera belongs too
  98106. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  98107. */
  98108. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  98109. /**
  98110. * Store current camera state (fov, position, etc..)
  98111. * @returns the camera
  98112. */
  98113. storeState(): Camera;
  98114. /**
  98115. * Restores the camera state values if it has been stored. You must call storeState() first
  98116. */
  98117. protected _restoreStateValues(): boolean;
  98118. /**
  98119. * Restored camera state. You must call storeState() first.
  98120. * @returns true if restored and false otherwise
  98121. */
  98122. restoreState(): boolean;
  98123. /**
  98124. * Gets the class name of the camera.
  98125. * @returns the class name
  98126. */
  98127. getClassName(): string;
  98128. /** @hidden */
  98129. readonly _isCamera: boolean;
  98130. /**
  98131. * Gets a string representation of the camera useful for debug purpose.
  98132. * @param fullDetails Defines that a more verboe level of logging is required
  98133. * @returns the string representation
  98134. */
  98135. toString(fullDetails?: boolean): string;
  98136. /**
  98137. * Gets the current world space position of the camera.
  98138. */
  98139. get globalPosition(): Vector3;
  98140. /**
  98141. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  98142. * @returns the active meshe list
  98143. */
  98144. getActiveMeshes(): SmartArray<AbstractMesh>;
  98145. /**
  98146. * Check wether a mesh is part of the current active mesh list of the camera
  98147. * @param mesh Defines the mesh to check
  98148. * @returns true if active, false otherwise
  98149. */
  98150. isActiveMesh(mesh: Mesh): boolean;
  98151. /**
  98152. * Is this camera ready to be used/rendered
  98153. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  98154. * @return true if the camera is ready
  98155. */
  98156. isReady(completeCheck?: boolean): boolean;
  98157. /** @hidden */
  98158. _initCache(): void;
  98159. /** @hidden */
  98160. _updateCache(ignoreParentClass?: boolean): void;
  98161. /** @hidden */
  98162. _isSynchronized(): boolean;
  98163. /** @hidden */
  98164. _isSynchronizedViewMatrix(): boolean;
  98165. /** @hidden */
  98166. _isSynchronizedProjectionMatrix(): boolean;
  98167. /**
  98168. * Attach the input controls to a specific dom element to get the input from.
  98169. * @param element Defines the element the controls should be listened from
  98170. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  98171. */
  98172. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  98173. /**
  98174. * Detach the current controls from the specified dom element.
  98175. * @param element Defines the element to stop listening the inputs from
  98176. */
  98177. detachControl(element: HTMLElement): void;
  98178. /**
  98179. * Update the camera state according to the different inputs gathered during the frame.
  98180. */
  98181. update(): void;
  98182. /** @hidden */
  98183. _checkInputs(): void;
  98184. /** @hidden */
  98185. get rigCameras(): Camera[];
  98186. /**
  98187. * Gets the post process used by the rig cameras
  98188. */
  98189. get rigPostProcess(): Nullable<PostProcess>;
  98190. /**
  98191. * Internal, gets the first post proces.
  98192. * @returns the first post process to be run on this camera.
  98193. */
  98194. _getFirstPostProcess(): Nullable<PostProcess>;
  98195. private _cascadePostProcessesToRigCams;
  98196. /**
  98197. * Attach a post process to the camera.
  98198. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  98199. * @param postProcess The post process to attach to the camera
  98200. * @param insertAt The position of the post process in case several of them are in use in the scene
  98201. * @returns the position the post process has been inserted at
  98202. */
  98203. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  98204. /**
  98205. * Detach a post process to the camera.
  98206. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  98207. * @param postProcess The post process to detach from the camera
  98208. */
  98209. detachPostProcess(postProcess: PostProcess): void;
  98210. /**
  98211. * Gets the current world matrix of the camera
  98212. */
  98213. getWorldMatrix(): Matrix;
  98214. /** @hidden */
  98215. _getViewMatrix(): Matrix;
  98216. /**
  98217. * Gets the current view matrix of the camera.
  98218. * @param force forces the camera to recompute the matrix without looking at the cached state
  98219. * @returns the view matrix
  98220. */
  98221. getViewMatrix(force?: boolean): Matrix;
  98222. /**
  98223. * Freeze the projection matrix.
  98224. * It will prevent the cache check of the camera projection compute and can speed up perf
  98225. * if no parameter of the camera are meant to change
  98226. * @param projection Defines manually a projection if necessary
  98227. */
  98228. freezeProjectionMatrix(projection?: Matrix): void;
  98229. /**
  98230. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  98231. */
  98232. unfreezeProjectionMatrix(): void;
  98233. /**
  98234. * Gets the current projection matrix of the camera.
  98235. * @param force forces the camera to recompute the matrix without looking at the cached state
  98236. * @returns the projection matrix
  98237. */
  98238. getProjectionMatrix(force?: boolean): Matrix;
  98239. /**
  98240. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  98241. * @returns a Matrix
  98242. */
  98243. getTransformationMatrix(): Matrix;
  98244. private _updateFrustumPlanes;
  98245. /**
  98246. * Checks if a cullable object (mesh...) is in the camera frustum
  98247. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  98248. * @param target The object to check
  98249. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  98250. * @returns true if the object is in frustum otherwise false
  98251. */
  98252. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  98253. /**
  98254. * Checks if a cullable object (mesh...) is in the camera frustum
  98255. * Unlike isInFrustum this cheks the full bounding box
  98256. * @param target The object to check
  98257. * @returns true if the object is in frustum otherwise false
  98258. */
  98259. isCompletelyInFrustum(target: ICullable): boolean;
  98260. /**
  98261. * Gets a ray in the forward direction from the camera.
  98262. * @param length Defines the length of the ray to create
  98263. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  98264. * @param origin Defines the start point of the ray which defaults to the camera position
  98265. * @returns the forward ray
  98266. */
  98267. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  98268. /**
  98269. * Releases resources associated with this node.
  98270. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  98271. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  98272. */
  98273. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  98274. /** @hidden */
  98275. _isLeftCamera: boolean;
  98276. /**
  98277. * Gets the left camera of a rig setup in case of Rigged Camera
  98278. */
  98279. get isLeftCamera(): boolean;
  98280. /** @hidden */
  98281. _isRightCamera: boolean;
  98282. /**
  98283. * Gets the right camera of a rig setup in case of Rigged Camera
  98284. */
  98285. get isRightCamera(): boolean;
  98286. /**
  98287. * Gets the left camera of a rig setup in case of Rigged Camera
  98288. */
  98289. get leftCamera(): Nullable<FreeCamera>;
  98290. /**
  98291. * Gets the right camera of a rig setup in case of Rigged Camera
  98292. */
  98293. get rightCamera(): Nullable<FreeCamera>;
  98294. /**
  98295. * Gets the left camera target of a rig setup in case of Rigged Camera
  98296. * @returns the target position
  98297. */
  98298. getLeftTarget(): Nullable<Vector3>;
  98299. /**
  98300. * Gets the right camera target of a rig setup in case of Rigged Camera
  98301. * @returns the target position
  98302. */
  98303. getRightTarget(): Nullable<Vector3>;
  98304. /**
  98305. * @hidden
  98306. */
  98307. setCameraRigMode(mode: number, rigParams: any): void;
  98308. /** @hidden */
  98309. static _setStereoscopicRigMode(camera: Camera): void;
  98310. /** @hidden */
  98311. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  98312. /** @hidden */
  98313. static _setVRRigMode(camera: Camera, rigParams: any): void;
  98314. /** @hidden */
  98315. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  98316. /** @hidden */
  98317. _getVRProjectionMatrix(): Matrix;
  98318. protected _updateCameraRotationMatrix(): void;
  98319. protected _updateWebVRCameraRotationMatrix(): void;
  98320. /**
  98321. * This function MUST be overwritten by the different WebVR cameras available.
  98322. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  98323. * @hidden
  98324. */
  98325. _getWebVRProjectionMatrix(): Matrix;
  98326. /**
  98327. * This function MUST be overwritten by the different WebVR cameras available.
  98328. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  98329. * @hidden
  98330. */
  98331. _getWebVRViewMatrix(): Matrix;
  98332. /** @hidden */
  98333. setCameraRigParameter(name: string, value: any): void;
  98334. /**
  98335. * needs to be overridden by children so sub has required properties to be copied
  98336. * @hidden
  98337. */
  98338. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  98339. /**
  98340. * May need to be overridden by children
  98341. * @hidden
  98342. */
  98343. _updateRigCameras(): void;
  98344. /** @hidden */
  98345. _setupInputs(): void;
  98346. /**
  98347. * Serialiaze the camera setup to a json represention
  98348. * @returns the JSON representation
  98349. */
  98350. serialize(): any;
  98351. /**
  98352. * Clones the current camera.
  98353. * @param name The cloned camera name
  98354. * @returns the cloned camera
  98355. */
  98356. clone(name: string): Camera;
  98357. /**
  98358. * Gets the direction of the camera relative to a given local axis.
  98359. * @param localAxis Defines the reference axis to provide a relative direction.
  98360. * @return the direction
  98361. */
  98362. getDirection(localAxis: Vector3): Vector3;
  98363. /**
  98364. * Returns the current camera absolute rotation
  98365. */
  98366. get absoluteRotation(): Quaternion;
  98367. /**
  98368. * Gets the direction of the camera relative to a given local axis into a passed vector.
  98369. * @param localAxis Defines the reference axis to provide a relative direction.
  98370. * @param result Defines the vector to store the result in
  98371. */
  98372. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  98373. /**
  98374. * Gets a camera constructor for a given camera type
  98375. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  98376. * @param name The name of the camera the result will be able to instantiate
  98377. * @param scene The scene the result will construct the camera in
  98378. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  98379. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  98380. * @returns a factory method to construc the camera
  98381. */
  98382. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  98383. /**
  98384. * Compute the world matrix of the camera.
  98385. * @returns the camera world matrix
  98386. */
  98387. computeWorldMatrix(): Matrix;
  98388. /**
  98389. * Parse a JSON and creates the camera from the parsed information
  98390. * @param parsedCamera The JSON to parse
  98391. * @param scene The scene to instantiate the camera in
  98392. * @returns the newly constructed camera
  98393. */
  98394. static Parse(parsedCamera: any, scene: Scene): Camera;
  98395. }
  98396. }
  98397. declare module BABYLON {
  98398. /**
  98399. * Class containing static functions to help procedurally build meshes
  98400. */
  98401. export class DiscBuilder {
  98402. /**
  98403. * Creates a plane polygonal mesh. By default, this is a disc
  98404. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  98405. * * 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
  98406. * * 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
  98407. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  98408. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  98409. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  98410. * @param name defines the name of the mesh
  98411. * @param options defines the options used to create the mesh
  98412. * @param scene defines the hosting scene
  98413. * @returns the plane polygonal mesh
  98414. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  98415. */
  98416. static CreateDisc(name: string, options: {
  98417. radius?: number;
  98418. tessellation?: number;
  98419. arc?: number;
  98420. updatable?: boolean;
  98421. sideOrientation?: number;
  98422. frontUVs?: Vector4;
  98423. backUVs?: Vector4;
  98424. }, scene?: Nullable<Scene>): Mesh;
  98425. }
  98426. }
  98427. declare module BABYLON {
  98428. /**
  98429. * This represents all the required information to add a fresnel effect on a material:
  98430. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  98431. */
  98432. export class FresnelParameters {
  98433. private _isEnabled;
  98434. /**
  98435. * Define if the fresnel effect is enable or not.
  98436. */
  98437. get isEnabled(): boolean;
  98438. set isEnabled(value: boolean);
  98439. /**
  98440. * Define the color used on edges (grazing angle)
  98441. */
  98442. leftColor: Color3;
  98443. /**
  98444. * Define the color used on center
  98445. */
  98446. rightColor: Color3;
  98447. /**
  98448. * Define bias applied to computed fresnel term
  98449. */
  98450. bias: number;
  98451. /**
  98452. * Defined the power exponent applied to fresnel term
  98453. */
  98454. power: number;
  98455. /**
  98456. * Clones the current fresnel and its valuues
  98457. * @returns a clone fresnel configuration
  98458. */
  98459. clone(): FresnelParameters;
  98460. /**
  98461. * Serializes the current fresnel parameters to a JSON representation.
  98462. * @return the JSON serialization
  98463. */
  98464. serialize(): any;
  98465. /**
  98466. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  98467. * @param parsedFresnelParameters Define the JSON representation
  98468. * @returns the parsed parameters
  98469. */
  98470. static Parse(parsedFresnelParameters: any): FresnelParameters;
  98471. }
  98472. }
  98473. declare module BABYLON {
  98474. /**
  98475. * Base class of materials working in push mode in babylon JS
  98476. * @hidden
  98477. */
  98478. export class PushMaterial extends Material {
  98479. protected _activeEffect: Effect;
  98480. protected _normalMatrix: Matrix;
  98481. /**
  98482. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  98483. * This means that the material can keep using a previous shader while a new one is being compiled.
  98484. * This is mostly used when shader parallel compilation is supported (true by default)
  98485. */
  98486. allowShaderHotSwapping: boolean;
  98487. constructor(name: string, scene: Scene);
  98488. getEffect(): Effect;
  98489. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  98490. /**
  98491. * Binds the given world matrix to the active effect
  98492. *
  98493. * @param world the matrix to bind
  98494. */
  98495. bindOnlyWorldMatrix(world: Matrix): void;
  98496. /**
  98497. * Binds the given normal matrix to the active effect
  98498. *
  98499. * @param normalMatrix the matrix to bind
  98500. */
  98501. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  98502. bind(world: Matrix, mesh?: Mesh): void;
  98503. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  98504. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  98505. }
  98506. }
  98507. declare module BABYLON {
  98508. /**
  98509. * This groups all the flags used to control the materials channel.
  98510. */
  98511. export class MaterialFlags {
  98512. private static _DiffuseTextureEnabled;
  98513. /**
  98514. * Are diffuse textures enabled in the application.
  98515. */
  98516. static get DiffuseTextureEnabled(): boolean;
  98517. static set DiffuseTextureEnabled(value: boolean);
  98518. private static _AmbientTextureEnabled;
  98519. /**
  98520. * Are ambient textures enabled in the application.
  98521. */
  98522. static get AmbientTextureEnabled(): boolean;
  98523. static set AmbientTextureEnabled(value: boolean);
  98524. private static _OpacityTextureEnabled;
  98525. /**
  98526. * Are opacity textures enabled in the application.
  98527. */
  98528. static get OpacityTextureEnabled(): boolean;
  98529. static set OpacityTextureEnabled(value: boolean);
  98530. private static _ReflectionTextureEnabled;
  98531. /**
  98532. * Are reflection textures enabled in the application.
  98533. */
  98534. static get ReflectionTextureEnabled(): boolean;
  98535. static set ReflectionTextureEnabled(value: boolean);
  98536. private static _EmissiveTextureEnabled;
  98537. /**
  98538. * Are emissive textures enabled in the application.
  98539. */
  98540. static get EmissiveTextureEnabled(): boolean;
  98541. static set EmissiveTextureEnabled(value: boolean);
  98542. private static _SpecularTextureEnabled;
  98543. /**
  98544. * Are specular textures enabled in the application.
  98545. */
  98546. static get SpecularTextureEnabled(): boolean;
  98547. static set SpecularTextureEnabled(value: boolean);
  98548. private static _BumpTextureEnabled;
  98549. /**
  98550. * Are bump textures enabled in the application.
  98551. */
  98552. static get BumpTextureEnabled(): boolean;
  98553. static set BumpTextureEnabled(value: boolean);
  98554. private static _LightmapTextureEnabled;
  98555. /**
  98556. * Are lightmap textures enabled in the application.
  98557. */
  98558. static get LightmapTextureEnabled(): boolean;
  98559. static set LightmapTextureEnabled(value: boolean);
  98560. private static _RefractionTextureEnabled;
  98561. /**
  98562. * Are refraction textures enabled in the application.
  98563. */
  98564. static get RefractionTextureEnabled(): boolean;
  98565. static set RefractionTextureEnabled(value: boolean);
  98566. private static _ColorGradingTextureEnabled;
  98567. /**
  98568. * Are color grading textures enabled in the application.
  98569. */
  98570. static get ColorGradingTextureEnabled(): boolean;
  98571. static set ColorGradingTextureEnabled(value: boolean);
  98572. private static _FresnelEnabled;
  98573. /**
  98574. * Are fresnels enabled in the application.
  98575. */
  98576. static get FresnelEnabled(): boolean;
  98577. static set FresnelEnabled(value: boolean);
  98578. private static _ClearCoatTextureEnabled;
  98579. /**
  98580. * Are clear coat textures enabled in the application.
  98581. */
  98582. static get ClearCoatTextureEnabled(): boolean;
  98583. static set ClearCoatTextureEnabled(value: boolean);
  98584. private static _ClearCoatBumpTextureEnabled;
  98585. /**
  98586. * Are clear coat bump textures enabled in the application.
  98587. */
  98588. static get ClearCoatBumpTextureEnabled(): boolean;
  98589. static set ClearCoatBumpTextureEnabled(value: boolean);
  98590. private static _ClearCoatTintTextureEnabled;
  98591. /**
  98592. * Are clear coat tint textures enabled in the application.
  98593. */
  98594. static get ClearCoatTintTextureEnabled(): boolean;
  98595. static set ClearCoatTintTextureEnabled(value: boolean);
  98596. private static _SheenTextureEnabled;
  98597. /**
  98598. * Are sheen textures enabled in the application.
  98599. */
  98600. static get SheenTextureEnabled(): boolean;
  98601. static set SheenTextureEnabled(value: boolean);
  98602. private static _AnisotropicTextureEnabled;
  98603. /**
  98604. * Are anisotropic textures enabled in the application.
  98605. */
  98606. static get AnisotropicTextureEnabled(): boolean;
  98607. static set AnisotropicTextureEnabled(value: boolean);
  98608. private static _ThicknessTextureEnabled;
  98609. /**
  98610. * Are thickness textures enabled in the application.
  98611. */
  98612. static get ThicknessTextureEnabled(): boolean;
  98613. static set ThicknessTextureEnabled(value: boolean);
  98614. }
  98615. }
  98616. declare module BABYLON {
  98617. /** @hidden */
  98618. export var defaultFragmentDeclaration: {
  98619. name: string;
  98620. shader: string;
  98621. };
  98622. }
  98623. declare module BABYLON {
  98624. /** @hidden */
  98625. export var defaultUboDeclaration: {
  98626. name: string;
  98627. shader: string;
  98628. };
  98629. }
  98630. declare module BABYLON {
  98631. /** @hidden */
  98632. export var lightFragmentDeclaration: {
  98633. name: string;
  98634. shader: string;
  98635. };
  98636. }
  98637. declare module BABYLON {
  98638. /** @hidden */
  98639. export var lightUboDeclaration: {
  98640. name: string;
  98641. shader: string;
  98642. };
  98643. }
  98644. declare module BABYLON {
  98645. /** @hidden */
  98646. export var lightsFragmentFunctions: {
  98647. name: string;
  98648. shader: string;
  98649. };
  98650. }
  98651. declare module BABYLON {
  98652. /** @hidden */
  98653. export var shadowsFragmentFunctions: {
  98654. name: string;
  98655. shader: string;
  98656. };
  98657. }
  98658. declare module BABYLON {
  98659. /** @hidden */
  98660. export var fresnelFunction: {
  98661. name: string;
  98662. shader: string;
  98663. };
  98664. }
  98665. declare module BABYLON {
  98666. /** @hidden */
  98667. export var reflectionFunction: {
  98668. name: string;
  98669. shader: string;
  98670. };
  98671. }
  98672. declare module BABYLON {
  98673. /** @hidden */
  98674. export var bumpFragmentFunctions: {
  98675. name: string;
  98676. shader: string;
  98677. };
  98678. }
  98679. declare module BABYLON {
  98680. /** @hidden */
  98681. export var logDepthDeclaration: {
  98682. name: string;
  98683. shader: string;
  98684. };
  98685. }
  98686. declare module BABYLON {
  98687. /** @hidden */
  98688. export var bumpFragment: {
  98689. name: string;
  98690. shader: string;
  98691. };
  98692. }
  98693. declare module BABYLON {
  98694. /** @hidden */
  98695. export var depthPrePass: {
  98696. name: string;
  98697. shader: string;
  98698. };
  98699. }
  98700. declare module BABYLON {
  98701. /** @hidden */
  98702. export var lightFragment: {
  98703. name: string;
  98704. shader: string;
  98705. };
  98706. }
  98707. declare module BABYLON {
  98708. /** @hidden */
  98709. export var logDepthFragment: {
  98710. name: string;
  98711. shader: string;
  98712. };
  98713. }
  98714. declare module BABYLON {
  98715. /** @hidden */
  98716. export var defaultPixelShader: {
  98717. name: string;
  98718. shader: string;
  98719. };
  98720. }
  98721. declare module BABYLON {
  98722. /** @hidden */
  98723. export var defaultVertexDeclaration: {
  98724. name: string;
  98725. shader: string;
  98726. };
  98727. }
  98728. declare module BABYLON {
  98729. /** @hidden */
  98730. export var bumpVertexDeclaration: {
  98731. name: string;
  98732. shader: string;
  98733. };
  98734. }
  98735. declare module BABYLON {
  98736. /** @hidden */
  98737. export var bumpVertex: {
  98738. name: string;
  98739. shader: string;
  98740. };
  98741. }
  98742. declare module BABYLON {
  98743. /** @hidden */
  98744. export var fogVertex: {
  98745. name: string;
  98746. shader: string;
  98747. };
  98748. }
  98749. declare module BABYLON {
  98750. /** @hidden */
  98751. export var shadowsVertex: {
  98752. name: string;
  98753. shader: string;
  98754. };
  98755. }
  98756. declare module BABYLON {
  98757. /** @hidden */
  98758. export var pointCloudVertex: {
  98759. name: string;
  98760. shader: string;
  98761. };
  98762. }
  98763. declare module BABYLON {
  98764. /** @hidden */
  98765. export var logDepthVertex: {
  98766. name: string;
  98767. shader: string;
  98768. };
  98769. }
  98770. declare module BABYLON {
  98771. /** @hidden */
  98772. export var defaultVertexShader: {
  98773. name: string;
  98774. shader: string;
  98775. };
  98776. }
  98777. declare module BABYLON {
  98778. /** @hidden */
  98779. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  98780. MAINUV1: boolean;
  98781. MAINUV2: boolean;
  98782. DIFFUSE: boolean;
  98783. DIFFUSEDIRECTUV: number;
  98784. AMBIENT: boolean;
  98785. AMBIENTDIRECTUV: number;
  98786. OPACITY: boolean;
  98787. OPACITYDIRECTUV: number;
  98788. OPACITYRGB: boolean;
  98789. REFLECTION: boolean;
  98790. EMISSIVE: boolean;
  98791. EMISSIVEDIRECTUV: number;
  98792. SPECULAR: boolean;
  98793. SPECULARDIRECTUV: number;
  98794. BUMP: boolean;
  98795. BUMPDIRECTUV: number;
  98796. PARALLAX: boolean;
  98797. PARALLAXOCCLUSION: boolean;
  98798. SPECULAROVERALPHA: boolean;
  98799. CLIPPLANE: boolean;
  98800. CLIPPLANE2: boolean;
  98801. CLIPPLANE3: boolean;
  98802. CLIPPLANE4: boolean;
  98803. CLIPPLANE5: boolean;
  98804. CLIPPLANE6: boolean;
  98805. ALPHATEST: boolean;
  98806. DEPTHPREPASS: boolean;
  98807. ALPHAFROMDIFFUSE: boolean;
  98808. POINTSIZE: boolean;
  98809. FOG: boolean;
  98810. SPECULARTERM: boolean;
  98811. DIFFUSEFRESNEL: boolean;
  98812. OPACITYFRESNEL: boolean;
  98813. REFLECTIONFRESNEL: boolean;
  98814. REFRACTIONFRESNEL: boolean;
  98815. EMISSIVEFRESNEL: boolean;
  98816. FRESNEL: boolean;
  98817. NORMAL: boolean;
  98818. UV1: boolean;
  98819. UV2: boolean;
  98820. VERTEXCOLOR: boolean;
  98821. VERTEXALPHA: boolean;
  98822. NUM_BONE_INFLUENCERS: number;
  98823. BonesPerMesh: number;
  98824. BONETEXTURE: boolean;
  98825. INSTANCES: boolean;
  98826. GLOSSINESS: boolean;
  98827. ROUGHNESS: boolean;
  98828. EMISSIVEASILLUMINATION: boolean;
  98829. LINKEMISSIVEWITHDIFFUSE: boolean;
  98830. REFLECTIONFRESNELFROMSPECULAR: boolean;
  98831. LIGHTMAP: boolean;
  98832. LIGHTMAPDIRECTUV: number;
  98833. OBJECTSPACE_NORMALMAP: boolean;
  98834. USELIGHTMAPASSHADOWMAP: boolean;
  98835. REFLECTIONMAP_3D: boolean;
  98836. REFLECTIONMAP_SPHERICAL: boolean;
  98837. REFLECTIONMAP_PLANAR: boolean;
  98838. REFLECTIONMAP_CUBIC: boolean;
  98839. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  98840. REFLECTIONMAP_PROJECTION: boolean;
  98841. REFLECTIONMAP_SKYBOX: boolean;
  98842. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  98843. REFLECTIONMAP_EXPLICIT: boolean;
  98844. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  98845. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  98846. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  98847. INVERTCUBICMAP: boolean;
  98848. LOGARITHMICDEPTH: boolean;
  98849. REFRACTION: boolean;
  98850. REFRACTIONMAP_3D: boolean;
  98851. REFLECTIONOVERALPHA: boolean;
  98852. TWOSIDEDLIGHTING: boolean;
  98853. SHADOWFLOAT: boolean;
  98854. MORPHTARGETS: boolean;
  98855. MORPHTARGETS_NORMAL: boolean;
  98856. MORPHTARGETS_TANGENT: boolean;
  98857. MORPHTARGETS_UV: boolean;
  98858. NUM_MORPH_INFLUENCERS: number;
  98859. NONUNIFORMSCALING: boolean;
  98860. PREMULTIPLYALPHA: boolean;
  98861. IMAGEPROCESSING: boolean;
  98862. VIGNETTE: boolean;
  98863. VIGNETTEBLENDMODEMULTIPLY: boolean;
  98864. VIGNETTEBLENDMODEOPAQUE: boolean;
  98865. TONEMAPPING: boolean;
  98866. TONEMAPPING_ACES: boolean;
  98867. CONTRAST: boolean;
  98868. COLORCURVES: boolean;
  98869. COLORGRADING: boolean;
  98870. COLORGRADING3D: boolean;
  98871. SAMPLER3DGREENDEPTH: boolean;
  98872. SAMPLER3DBGRMAP: boolean;
  98873. IMAGEPROCESSINGPOSTPROCESS: boolean;
  98874. MULTIVIEW: boolean;
  98875. /**
  98876. * If the reflection texture on this material is in linear color space
  98877. * @hidden
  98878. */
  98879. IS_REFLECTION_LINEAR: boolean;
  98880. /**
  98881. * If the refraction texture on this material is in linear color space
  98882. * @hidden
  98883. */
  98884. IS_REFRACTION_LINEAR: boolean;
  98885. EXPOSURE: boolean;
  98886. constructor();
  98887. setReflectionMode(modeToEnable: string): void;
  98888. }
  98889. /**
  98890. * This is the default material used in Babylon. It is the best trade off between quality
  98891. * and performances.
  98892. * @see http://doc.babylonjs.com/babylon101/materials
  98893. */
  98894. export class StandardMaterial extends PushMaterial {
  98895. private _diffuseTexture;
  98896. /**
  98897. * The basic texture of the material as viewed under a light.
  98898. */
  98899. diffuseTexture: Nullable<BaseTexture>;
  98900. private _ambientTexture;
  98901. /**
  98902. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  98903. */
  98904. ambientTexture: Nullable<BaseTexture>;
  98905. private _opacityTexture;
  98906. /**
  98907. * Define the transparency of the material from a texture.
  98908. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  98909. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  98910. */
  98911. opacityTexture: Nullable<BaseTexture>;
  98912. private _reflectionTexture;
  98913. /**
  98914. * Define the texture used to display the reflection.
  98915. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  98916. */
  98917. reflectionTexture: Nullable<BaseTexture>;
  98918. private _emissiveTexture;
  98919. /**
  98920. * Define texture of the material as if self lit.
  98921. * This will be mixed in the final result even in the absence of light.
  98922. */
  98923. emissiveTexture: Nullable<BaseTexture>;
  98924. private _specularTexture;
  98925. /**
  98926. * Define how the color and intensity of the highlight given by the light in the material.
  98927. */
  98928. specularTexture: Nullable<BaseTexture>;
  98929. private _bumpTexture;
  98930. /**
  98931. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  98932. * 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.
  98933. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  98934. */
  98935. bumpTexture: Nullable<BaseTexture>;
  98936. private _lightmapTexture;
  98937. /**
  98938. * Complex lighting can be computationally expensive to compute at runtime.
  98939. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  98940. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  98941. */
  98942. lightmapTexture: Nullable<BaseTexture>;
  98943. private _refractionTexture;
  98944. /**
  98945. * Define the texture used to display the refraction.
  98946. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  98947. */
  98948. refractionTexture: Nullable<BaseTexture>;
  98949. /**
  98950. * The color of the material lit by the environmental background lighting.
  98951. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  98952. */
  98953. ambientColor: Color3;
  98954. /**
  98955. * The basic color of the material as viewed under a light.
  98956. */
  98957. diffuseColor: Color3;
  98958. /**
  98959. * Define how the color and intensity of the highlight given by the light in the material.
  98960. */
  98961. specularColor: Color3;
  98962. /**
  98963. * Define the color of the material as if self lit.
  98964. * This will be mixed in the final result even in the absence of light.
  98965. */
  98966. emissiveColor: Color3;
  98967. /**
  98968. * Defines how sharp are the highlights in the material.
  98969. * The bigger the value the sharper giving a more glossy feeling to the result.
  98970. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  98971. */
  98972. specularPower: number;
  98973. private _useAlphaFromDiffuseTexture;
  98974. /**
  98975. * Does the transparency come from the diffuse texture alpha channel.
  98976. */
  98977. useAlphaFromDiffuseTexture: boolean;
  98978. private _useEmissiveAsIllumination;
  98979. /**
  98980. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  98981. */
  98982. useEmissiveAsIllumination: boolean;
  98983. private _linkEmissiveWithDiffuse;
  98984. /**
  98985. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  98986. * the emissive level when the final color is close to one.
  98987. */
  98988. linkEmissiveWithDiffuse: boolean;
  98989. private _useSpecularOverAlpha;
  98990. /**
  98991. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  98992. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  98993. */
  98994. useSpecularOverAlpha: boolean;
  98995. private _useReflectionOverAlpha;
  98996. /**
  98997. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  98998. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  98999. */
  99000. useReflectionOverAlpha: boolean;
  99001. private _disableLighting;
  99002. /**
  99003. * Does lights from the scene impacts this material.
  99004. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  99005. */
  99006. disableLighting: boolean;
  99007. private _useObjectSpaceNormalMap;
  99008. /**
  99009. * Allows using an object space normal map (instead of tangent space).
  99010. */
  99011. useObjectSpaceNormalMap: boolean;
  99012. private _useParallax;
  99013. /**
  99014. * Is parallax enabled or not.
  99015. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  99016. */
  99017. useParallax: boolean;
  99018. private _useParallaxOcclusion;
  99019. /**
  99020. * Is parallax occlusion enabled or not.
  99021. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  99022. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  99023. */
  99024. useParallaxOcclusion: boolean;
  99025. /**
  99026. * 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.
  99027. */
  99028. parallaxScaleBias: number;
  99029. private _roughness;
  99030. /**
  99031. * Helps to define how blurry the reflections should appears in the material.
  99032. */
  99033. roughness: number;
  99034. /**
  99035. * In case of refraction, define the value of the index of refraction.
  99036. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  99037. */
  99038. indexOfRefraction: number;
  99039. /**
  99040. * Invert the refraction texture alongside the y axis.
  99041. * It can be useful with procedural textures or probe for instance.
  99042. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  99043. */
  99044. invertRefractionY: boolean;
  99045. /**
  99046. * Defines the alpha limits in alpha test mode.
  99047. */
  99048. alphaCutOff: number;
  99049. private _useLightmapAsShadowmap;
  99050. /**
  99051. * In case of light mapping, define whether the map contains light or shadow informations.
  99052. */
  99053. useLightmapAsShadowmap: boolean;
  99054. private _diffuseFresnelParameters;
  99055. /**
  99056. * Define the diffuse fresnel parameters of the material.
  99057. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99058. */
  99059. diffuseFresnelParameters: FresnelParameters;
  99060. private _opacityFresnelParameters;
  99061. /**
  99062. * Define the opacity fresnel parameters of the material.
  99063. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99064. */
  99065. opacityFresnelParameters: FresnelParameters;
  99066. private _reflectionFresnelParameters;
  99067. /**
  99068. * Define the reflection fresnel parameters of the material.
  99069. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99070. */
  99071. reflectionFresnelParameters: FresnelParameters;
  99072. private _refractionFresnelParameters;
  99073. /**
  99074. * Define the refraction fresnel parameters of the material.
  99075. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99076. */
  99077. refractionFresnelParameters: FresnelParameters;
  99078. private _emissiveFresnelParameters;
  99079. /**
  99080. * Define the emissive fresnel parameters of the material.
  99081. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99082. */
  99083. emissiveFresnelParameters: FresnelParameters;
  99084. private _useReflectionFresnelFromSpecular;
  99085. /**
  99086. * If true automatically deducts the fresnels values from the material specularity.
  99087. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  99088. */
  99089. useReflectionFresnelFromSpecular: boolean;
  99090. private _useGlossinessFromSpecularMapAlpha;
  99091. /**
  99092. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  99093. */
  99094. useGlossinessFromSpecularMapAlpha: boolean;
  99095. private _maxSimultaneousLights;
  99096. /**
  99097. * Defines the maximum number of lights that can be used in the material
  99098. */
  99099. maxSimultaneousLights: number;
  99100. private _invertNormalMapX;
  99101. /**
  99102. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  99103. */
  99104. invertNormalMapX: boolean;
  99105. private _invertNormalMapY;
  99106. /**
  99107. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  99108. */
  99109. invertNormalMapY: boolean;
  99110. private _twoSidedLighting;
  99111. /**
  99112. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  99113. */
  99114. twoSidedLighting: boolean;
  99115. /**
  99116. * Default configuration related to image processing available in the standard Material.
  99117. */
  99118. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  99119. /**
  99120. * Gets the image processing configuration used either in this material.
  99121. */
  99122. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  99123. /**
  99124. * Sets the Default image processing configuration used either in the this material.
  99125. *
  99126. * If sets to null, the scene one is in use.
  99127. */
  99128. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  99129. /**
  99130. * Keep track of the image processing observer to allow dispose and replace.
  99131. */
  99132. private _imageProcessingObserver;
  99133. /**
  99134. * Attaches a new image processing configuration to the Standard Material.
  99135. * @param configuration
  99136. */
  99137. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  99138. /**
  99139. * Gets wether the color curves effect is enabled.
  99140. */
  99141. get cameraColorCurvesEnabled(): boolean;
  99142. /**
  99143. * Sets wether the color curves effect is enabled.
  99144. */
  99145. set cameraColorCurvesEnabled(value: boolean);
  99146. /**
  99147. * Gets wether the color grading effect is enabled.
  99148. */
  99149. get cameraColorGradingEnabled(): boolean;
  99150. /**
  99151. * Gets wether the color grading effect is enabled.
  99152. */
  99153. set cameraColorGradingEnabled(value: boolean);
  99154. /**
  99155. * Gets wether tonemapping is enabled or not.
  99156. */
  99157. get cameraToneMappingEnabled(): boolean;
  99158. /**
  99159. * Sets wether tonemapping is enabled or not
  99160. */
  99161. set cameraToneMappingEnabled(value: boolean);
  99162. /**
  99163. * The camera exposure used on this material.
  99164. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  99165. * This corresponds to a photographic exposure.
  99166. */
  99167. get cameraExposure(): number;
  99168. /**
  99169. * The camera exposure used on this material.
  99170. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  99171. * This corresponds to a photographic exposure.
  99172. */
  99173. set cameraExposure(value: number);
  99174. /**
  99175. * Gets The camera contrast used on this material.
  99176. */
  99177. get cameraContrast(): number;
  99178. /**
  99179. * Sets The camera contrast used on this material.
  99180. */
  99181. set cameraContrast(value: number);
  99182. /**
  99183. * Gets the Color Grading 2D Lookup Texture.
  99184. */
  99185. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  99186. /**
  99187. * Sets the Color Grading 2D Lookup Texture.
  99188. */
  99189. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  99190. /**
  99191. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  99192. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  99193. * 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;
  99194. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  99195. */
  99196. get cameraColorCurves(): Nullable<ColorCurves>;
  99197. /**
  99198. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  99199. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  99200. * 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;
  99201. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  99202. */
  99203. set cameraColorCurves(value: Nullable<ColorCurves>);
  99204. /**
  99205. * Custom callback helping to override the default shader used in the material.
  99206. */
  99207. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  99208. protected _renderTargets: SmartArray<RenderTargetTexture>;
  99209. protected _worldViewProjectionMatrix: Matrix;
  99210. protected _globalAmbientColor: Color3;
  99211. protected _useLogarithmicDepth: boolean;
  99212. protected _rebuildInParallel: boolean;
  99213. /**
  99214. * Instantiates a new standard material.
  99215. * This is the default material used in Babylon. It is the best trade off between quality
  99216. * and performances.
  99217. * @see http://doc.babylonjs.com/babylon101/materials
  99218. * @param name Define the name of the material in the scene
  99219. * @param scene Define the scene the material belong to
  99220. */
  99221. constructor(name: string, scene: Scene);
  99222. /**
  99223. * Gets a boolean indicating that current material needs to register RTT
  99224. */
  99225. get hasRenderTargetTextures(): boolean;
  99226. /**
  99227. * Gets the current class name of the material e.g. "StandardMaterial"
  99228. * Mainly use in serialization.
  99229. * @returns the class name
  99230. */
  99231. getClassName(): string;
  99232. /**
  99233. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  99234. * You can try switching to logarithmic depth.
  99235. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  99236. */
  99237. get useLogarithmicDepth(): boolean;
  99238. set useLogarithmicDepth(value: boolean);
  99239. /**
  99240. * Specifies if the material will require alpha blending
  99241. * @returns a boolean specifying if alpha blending is needed
  99242. */
  99243. needAlphaBlending(): boolean;
  99244. /**
  99245. * Specifies if this material should be rendered in alpha test mode
  99246. * @returns a boolean specifying if an alpha test is needed.
  99247. */
  99248. needAlphaTesting(): boolean;
  99249. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  99250. /**
  99251. * Get the texture used for alpha test purpose.
  99252. * @returns the diffuse texture in case of the standard material.
  99253. */
  99254. getAlphaTestTexture(): Nullable<BaseTexture>;
  99255. /**
  99256. * Get if the submesh is ready to be used and all its information available.
  99257. * Child classes can use it to update shaders
  99258. * @param mesh defines the mesh to check
  99259. * @param subMesh defines which submesh to check
  99260. * @param useInstances specifies that instances should be used
  99261. * @returns a boolean indicating that the submesh is ready or not
  99262. */
  99263. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  99264. /**
  99265. * Builds the material UBO layouts.
  99266. * Used internally during the effect preparation.
  99267. */
  99268. buildUniformLayout(): void;
  99269. /**
  99270. * Unbinds the material from the mesh
  99271. */
  99272. unbind(): void;
  99273. /**
  99274. * Binds the submesh to this material by preparing the effect and shader to draw
  99275. * @param world defines the world transformation matrix
  99276. * @param mesh defines the mesh containing the submesh
  99277. * @param subMesh defines the submesh to bind the material to
  99278. */
  99279. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  99280. /**
  99281. * Get the list of animatables in the material.
  99282. * @returns the list of animatables object used in the material
  99283. */
  99284. getAnimatables(): IAnimatable[];
  99285. /**
  99286. * Gets the active textures from the material
  99287. * @returns an array of textures
  99288. */
  99289. getActiveTextures(): BaseTexture[];
  99290. /**
  99291. * Specifies if the material uses a texture
  99292. * @param texture defines the texture to check against the material
  99293. * @returns a boolean specifying if the material uses the texture
  99294. */
  99295. hasTexture(texture: BaseTexture): boolean;
  99296. /**
  99297. * Disposes the material
  99298. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  99299. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  99300. */
  99301. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  99302. /**
  99303. * Makes a duplicate of the material, and gives it a new name
  99304. * @param name defines the new name for the duplicated material
  99305. * @returns the cloned material
  99306. */
  99307. clone(name: string): StandardMaterial;
  99308. /**
  99309. * Serializes this material in a JSON representation
  99310. * @returns the serialized material object
  99311. */
  99312. serialize(): any;
  99313. /**
  99314. * Creates a standard material from parsed material data
  99315. * @param source defines the JSON representation of the material
  99316. * @param scene defines the hosting scene
  99317. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  99318. * @returns a new standard material
  99319. */
  99320. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  99321. /**
  99322. * Are diffuse textures enabled in the application.
  99323. */
  99324. static get DiffuseTextureEnabled(): boolean;
  99325. static set DiffuseTextureEnabled(value: boolean);
  99326. /**
  99327. * Are ambient textures enabled in the application.
  99328. */
  99329. static get AmbientTextureEnabled(): boolean;
  99330. static set AmbientTextureEnabled(value: boolean);
  99331. /**
  99332. * Are opacity textures enabled in the application.
  99333. */
  99334. static get OpacityTextureEnabled(): boolean;
  99335. static set OpacityTextureEnabled(value: boolean);
  99336. /**
  99337. * Are reflection textures enabled in the application.
  99338. */
  99339. static get ReflectionTextureEnabled(): boolean;
  99340. static set ReflectionTextureEnabled(value: boolean);
  99341. /**
  99342. * Are emissive textures enabled in the application.
  99343. */
  99344. static get EmissiveTextureEnabled(): boolean;
  99345. static set EmissiveTextureEnabled(value: boolean);
  99346. /**
  99347. * Are specular textures enabled in the application.
  99348. */
  99349. static get SpecularTextureEnabled(): boolean;
  99350. static set SpecularTextureEnabled(value: boolean);
  99351. /**
  99352. * Are bump textures enabled in the application.
  99353. */
  99354. static get BumpTextureEnabled(): boolean;
  99355. static set BumpTextureEnabled(value: boolean);
  99356. /**
  99357. * Are lightmap textures enabled in the application.
  99358. */
  99359. static get LightmapTextureEnabled(): boolean;
  99360. static set LightmapTextureEnabled(value: boolean);
  99361. /**
  99362. * Are refraction textures enabled in the application.
  99363. */
  99364. static get RefractionTextureEnabled(): boolean;
  99365. static set RefractionTextureEnabled(value: boolean);
  99366. /**
  99367. * Are color grading textures enabled in the application.
  99368. */
  99369. static get ColorGradingTextureEnabled(): boolean;
  99370. static set ColorGradingTextureEnabled(value: boolean);
  99371. /**
  99372. * Are fresnels enabled in the application.
  99373. */
  99374. static get FresnelEnabled(): boolean;
  99375. static set FresnelEnabled(value: boolean);
  99376. }
  99377. }
  99378. declare module BABYLON {
  99379. /**
  99380. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  99381. *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.
  99382. * The SPS is also a particle system. It provides some methods to manage the particles.
  99383. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  99384. *
  99385. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  99386. */
  99387. export class SolidParticleSystem implements IDisposable {
  99388. /**
  99389. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  99390. * Example : var p = SPS.particles[i];
  99391. */
  99392. particles: SolidParticle[];
  99393. /**
  99394. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  99395. */
  99396. nbParticles: number;
  99397. /**
  99398. * If the particles must ever face the camera (default false). Useful for planar particles.
  99399. */
  99400. billboard: boolean;
  99401. /**
  99402. * Recompute normals when adding a shape
  99403. */
  99404. recomputeNormals: boolean;
  99405. /**
  99406. * This a counter ofr your own usage. It's not set by any SPS functions.
  99407. */
  99408. counter: number;
  99409. /**
  99410. * The SPS name. This name is also given to the underlying mesh.
  99411. */
  99412. name: string;
  99413. /**
  99414. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  99415. */
  99416. mesh: Mesh;
  99417. /**
  99418. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  99419. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  99420. */
  99421. vars: any;
  99422. /**
  99423. * This array is populated when the SPS is set as 'pickable'.
  99424. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  99425. * Each element of this array is an object `{idx: int, faceId: int}`.
  99426. * `idx` is the picked particle index in the `SPS.particles` array
  99427. * `faceId` is the picked face index counted within this particle.
  99428. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  99429. */
  99430. pickedParticles: {
  99431. idx: number;
  99432. faceId: number;
  99433. }[];
  99434. /**
  99435. * This array is populated when `enableDepthSort` is set to true.
  99436. * Each element of this array is an instance of the class DepthSortedParticle.
  99437. */
  99438. depthSortedParticles: DepthSortedParticle[];
  99439. /**
  99440. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  99441. * @hidden
  99442. */
  99443. _bSphereOnly: boolean;
  99444. /**
  99445. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  99446. * @hidden
  99447. */
  99448. _bSphereRadiusFactor: number;
  99449. private _scene;
  99450. private _positions;
  99451. private _indices;
  99452. private _normals;
  99453. private _colors;
  99454. private _uvs;
  99455. private _indices32;
  99456. private _positions32;
  99457. private _normals32;
  99458. private _fixedNormal32;
  99459. private _colors32;
  99460. private _uvs32;
  99461. private _index;
  99462. private _updatable;
  99463. private _pickable;
  99464. private _isVisibilityBoxLocked;
  99465. private _alwaysVisible;
  99466. private _depthSort;
  99467. private _expandable;
  99468. private _shapeCounter;
  99469. private _copy;
  99470. private _color;
  99471. private _computeParticleColor;
  99472. private _computeParticleTexture;
  99473. private _computeParticleRotation;
  99474. private _computeParticleVertex;
  99475. private _computeBoundingBox;
  99476. private _depthSortParticles;
  99477. private _camera;
  99478. private _mustUnrotateFixedNormals;
  99479. private _particlesIntersect;
  99480. private _needs32Bits;
  99481. private _isNotBuilt;
  99482. private _lastParticleId;
  99483. private _idxOfId;
  99484. private _multimaterialEnabled;
  99485. private _useModelMaterial;
  99486. private _indicesByMaterial;
  99487. private _materialIndexes;
  99488. private _depthSortFunction;
  99489. private _materialSortFunction;
  99490. private _materials;
  99491. private _multimaterial;
  99492. private _materialIndexesById;
  99493. private _defaultMaterial;
  99494. private _autoUpdateSubMeshes;
  99495. /**
  99496. * Creates a SPS (Solid Particle System) object.
  99497. * @param name (String) is the SPS name, this will be the underlying mesh name.
  99498. * @param scene (Scene) is the scene in which the SPS is added.
  99499. * @param options defines the options of the sps e.g.
  99500. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  99501. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  99502. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  99503. * * useModelMaterial (optional boolean, defaut false) : if the model materials must be used to create the SPS multimaterial. This enables the multimaterial supports of the SPS.
  99504. * * enableMultiMaterial (optional boolean, default false) : if the solid particles can be given different materials.
  99505. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  99506. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  99507. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  99508. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  99509. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  99510. */
  99511. constructor(name: string, scene: Scene, options?: {
  99512. updatable?: boolean;
  99513. isPickable?: boolean;
  99514. enableDepthSort?: boolean;
  99515. particleIntersection?: boolean;
  99516. boundingSphereOnly?: boolean;
  99517. bSphereRadiusFactor?: number;
  99518. expandable?: boolean;
  99519. useModelMaterial?: boolean;
  99520. enableMultiMaterial?: boolean;
  99521. });
  99522. /**
  99523. * Builds the SPS underlying mesh. Returns a standard Mesh.
  99524. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  99525. * @returns the created mesh
  99526. */
  99527. buildMesh(): Mesh;
  99528. /**
  99529. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  99530. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  99531. * Thus the particles generated from `digest()` have their property `position` set yet.
  99532. * @param mesh ( Mesh ) is the mesh to be digested
  99533. * @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
  99534. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  99535. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  99536. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  99537. * @returns the current SPS
  99538. */
  99539. digest(mesh: Mesh, options?: {
  99540. facetNb?: number;
  99541. number?: number;
  99542. delta?: number;
  99543. storage?: [];
  99544. }): SolidParticleSystem;
  99545. /**
  99546. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  99547. * @hidden
  99548. */
  99549. private _unrotateFixedNormals;
  99550. /**
  99551. * Resets the temporary working copy particle
  99552. * @hidden
  99553. */
  99554. private _resetCopy;
  99555. /**
  99556. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  99557. * @param p the current index in the positions array to be updated
  99558. * @param ind the current index in the indices array
  99559. * @param shape a Vector3 array, the shape geometry
  99560. * @param positions the positions array to be updated
  99561. * @param meshInd the shape indices array
  99562. * @param indices the indices array to be updated
  99563. * @param meshUV the shape uv array
  99564. * @param uvs the uv array to be updated
  99565. * @param meshCol the shape color array
  99566. * @param colors the color array to be updated
  99567. * @param meshNor the shape normals array
  99568. * @param normals the normals array to be updated
  99569. * @param idx the particle index
  99570. * @param idxInShape the particle index in its shape
  99571. * @param options the addShape() method passed options
  99572. * @model the particle model
  99573. * @hidden
  99574. */
  99575. private _meshBuilder;
  99576. /**
  99577. * Returns a shape Vector3 array from positions float array
  99578. * @param positions float array
  99579. * @returns a vector3 array
  99580. * @hidden
  99581. */
  99582. private _posToShape;
  99583. /**
  99584. * Returns a shapeUV array from a float uvs (array deep copy)
  99585. * @param uvs as a float array
  99586. * @returns a shapeUV array
  99587. * @hidden
  99588. */
  99589. private _uvsToShapeUV;
  99590. /**
  99591. * Adds a new particle object in the particles array
  99592. * @param idx particle index in particles array
  99593. * @param id particle id
  99594. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  99595. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  99596. * @param model particle ModelShape object
  99597. * @param shapeId model shape identifier
  99598. * @param idxInShape index of the particle in the current model
  99599. * @param bInfo model bounding info object
  99600. * @param storage target storage array, if any
  99601. * @hidden
  99602. */
  99603. private _addParticle;
  99604. /**
  99605. * Adds some particles to the SPS from the model shape. Returns the shape id.
  99606. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  99607. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  99608. * @param nb (positive integer) the number of particles to be created from this model
  99609. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  99610. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  99611. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  99612. * @returns the number of shapes in the system
  99613. */
  99614. addShape(mesh: Mesh, nb: number, options?: {
  99615. positionFunction?: any;
  99616. vertexFunction?: any;
  99617. storage?: [];
  99618. }): number;
  99619. /**
  99620. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  99621. * @hidden
  99622. */
  99623. private _rebuildParticle;
  99624. /**
  99625. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  99626. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  99627. * @returns the SPS.
  99628. */
  99629. rebuildMesh(reset?: boolean): SolidParticleSystem;
  99630. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  99631. * Returns an array with the removed particles.
  99632. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  99633. * The SPS can't be empty so at least one particle needs to remain in place.
  99634. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  99635. * @param start index of the first particle to remove
  99636. * @param end index of the last particle to remove (included)
  99637. * @returns an array populated with the removed particles
  99638. */
  99639. removeParticles(start: number, end: number): SolidParticle[];
  99640. /**
  99641. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  99642. * @param solidParticleArray an array populated with Solid Particles objects
  99643. * @returns the SPS
  99644. */
  99645. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  99646. /**
  99647. * Creates a new particle and modifies the SPS mesh geometry :
  99648. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  99649. * - calls _addParticle() to populate the particle array
  99650. * factorized code from addShape() and insertParticlesFromArray()
  99651. * @param idx particle index in the particles array
  99652. * @param i particle index in its shape
  99653. * @param modelShape particle ModelShape object
  99654. * @param shape shape vertex array
  99655. * @param meshInd shape indices array
  99656. * @param meshUV shape uv array
  99657. * @param meshCol shape color array
  99658. * @param meshNor shape normals array
  99659. * @param bbInfo shape bounding info
  99660. * @param storage target particle storage
  99661. * @options addShape() passed options
  99662. * @hidden
  99663. */
  99664. private _insertNewParticle;
  99665. /**
  99666. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  99667. * This method calls `updateParticle()` for each particle of the SPS.
  99668. * For an animated SPS, it is usually called within the render loop.
  99669. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  99670. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  99671. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  99672. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  99673. * @returns the SPS.
  99674. */
  99675. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  99676. /**
  99677. * Disposes the SPS.
  99678. */
  99679. dispose(): void;
  99680. /**
  99681. * Returns a SolidParticle object from its identifier : particle.id
  99682. * @param id (integer) the particle Id
  99683. * @returns the searched particle or null if not found in the SPS.
  99684. */
  99685. getParticleById(id: number): Nullable<SolidParticle>;
  99686. /**
  99687. * Returns a new array populated with the particles having the passed shapeId.
  99688. * @param shapeId (integer) the shape identifier
  99689. * @returns a new solid particle array
  99690. */
  99691. getParticlesByShapeId(shapeId: number): SolidParticle[];
  99692. /**
  99693. * Populates the passed array "ref" with the particles having the passed shapeId.
  99694. * @param shapeId the shape identifier
  99695. * @returns the SPS
  99696. * @param ref
  99697. */
  99698. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  99699. /**
  99700. * Computes the required SubMeshes according the materials assigned to the particles.
  99701. * @returns the solid particle system.
  99702. * Does nothing if called before the SPS mesh is built.
  99703. */
  99704. computeSubMeshes(): SolidParticleSystem;
  99705. /**
  99706. * Sorts the solid particles by material when MultiMaterial is enabled.
  99707. * Updates the indices32 array.
  99708. * Updates the indicesByMaterial array.
  99709. * Updates the mesh indices array.
  99710. * @returns the SPS
  99711. * @hidden
  99712. */
  99713. private _sortParticlesByMaterial;
  99714. /**
  99715. * Sets the material indexes by id materialIndexesById[id] = materialIndex
  99716. * @hidden
  99717. */
  99718. private _setMaterialIndexesById;
  99719. /**
  99720. * Returns an array with unique values of Materials from the passed array
  99721. * @param array the material array to be checked and filtered
  99722. * @hidden
  99723. */
  99724. private _filterUniqueMaterialId;
  99725. /**
  99726. * Sets a new Standard Material as _defaultMaterial if not already set.
  99727. * @hidden
  99728. */
  99729. private _setDefaultMaterial;
  99730. /**
  99731. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  99732. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99733. * @returns the SPS.
  99734. */
  99735. refreshVisibleSize(): SolidParticleSystem;
  99736. /**
  99737. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  99738. * @param size the size (float) of the visibility box
  99739. * note : this doesn't lock the SPS mesh bounding box.
  99740. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99741. */
  99742. setVisibilityBox(size: number): void;
  99743. /**
  99744. * Gets whether the SPS as always visible or not
  99745. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99746. */
  99747. get isAlwaysVisible(): boolean;
  99748. /**
  99749. * Sets the SPS as always visible or not
  99750. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99751. */
  99752. set isAlwaysVisible(val: boolean);
  99753. /**
  99754. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  99755. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99756. */
  99757. set isVisibilityBoxLocked(val: boolean);
  99758. /**
  99759. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  99760. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  99761. */
  99762. get isVisibilityBoxLocked(): boolean;
  99763. /**
  99764. * Tells to `setParticles()` to compute the particle rotations or not.
  99765. * Default value : true. The SPS is faster when it's set to false.
  99766. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  99767. */
  99768. set computeParticleRotation(val: boolean);
  99769. /**
  99770. * Tells to `setParticles()` to compute the particle colors or not.
  99771. * Default value : true. The SPS is faster when it's set to false.
  99772. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  99773. */
  99774. set computeParticleColor(val: boolean);
  99775. set computeParticleTexture(val: boolean);
  99776. /**
  99777. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  99778. * Default value : false. The SPS is faster when it's set to false.
  99779. * Note : the particle custom vertex positions aren't stored values.
  99780. */
  99781. set computeParticleVertex(val: boolean);
  99782. /**
  99783. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  99784. */
  99785. set computeBoundingBox(val: boolean);
  99786. /**
  99787. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  99788. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  99789. * Default : `true`
  99790. */
  99791. set depthSortParticles(val: boolean);
  99792. /**
  99793. * Gets if `setParticles()` computes the particle rotations or not.
  99794. * Default value : true. The SPS is faster when it's set to false.
  99795. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  99796. */
  99797. get computeParticleRotation(): boolean;
  99798. /**
  99799. * Gets if `setParticles()` computes the particle colors or not.
  99800. * Default value : true. The SPS is faster when it's set to false.
  99801. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  99802. */
  99803. get computeParticleColor(): boolean;
  99804. /**
  99805. * Gets if `setParticles()` computes the particle textures or not.
  99806. * Default value : true. The SPS is faster when it's set to false.
  99807. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  99808. */
  99809. get computeParticleTexture(): boolean;
  99810. /**
  99811. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  99812. * Default value : false. The SPS is faster when it's set to false.
  99813. * Note : the particle custom vertex positions aren't stored values.
  99814. */
  99815. get computeParticleVertex(): boolean;
  99816. /**
  99817. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  99818. */
  99819. get computeBoundingBox(): boolean;
  99820. /**
  99821. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  99822. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  99823. * Default : `true`
  99824. */
  99825. get depthSortParticles(): boolean;
  99826. /**
  99827. * Gets if the SPS is created as expandable at construction time.
  99828. * Default : `false`
  99829. */
  99830. get expandable(): boolean;
  99831. /**
  99832. * Gets if the SPS supports the Multi Materials
  99833. */
  99834. get multimaterialEnabled(): boolean;
  99835. /**
  99836. * Gets if the SPS uses the model materials for its own multimaterial.
  99837. */
  99838. get useModelMaterial(): boolean;
  99839. /**
  99840. * The SPS used material array.
  99841. */
  99842. get materials(): Material[];
  99843. /**
  99844. * Sets the SPS MultiMaterial from the passed materials.
  99845. * Note : the passed array is internally copied and not used then by reference.
  99846. * @param materials an array of material objects. This array indexes are the materialIndex values of the particles.
  99847. */
  99848. setMultiMaterial(materials: Material[]): void;
  99849. /**
  99850. * The SPS computed multimaterial object
  99851. */
  99852. get multimaterial(): MultiMaterial;
  99853. set multimaterial(mm: MultiMaterial);
  99854. /**
  99855. * If the subMeshes must be updated on the next call to setParticles()
  99856. */
  99857. get autoUpdateSubMeshes(): boolean;
  99858. set autoUpdateSubMeshes(val: boolean);
  99859. /**
  99860. * This function does nothing. It may be overwritten to set all the particle first values.
  99861. * The SPS doesn't call this function, you may have to call it by your own.
  99862. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  99863. */
  99864. initParticles(): void;
  99865. /**
  99866. * This function does nothing. It may be overwritten to recycle a particle.
  99867. * The SPS doesn't call this function, you may have to call it by your own.
  99868. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  99869. * @param particle The particle to recycle
  99870. * @returns the recycled particle
  99871. */
  99872. recycleParticle(particle: SolidParticle): SolidParticle;
  99873. /**
  99874. * Updates a particle : this function should be overwritten by the user.
  99875. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  99876. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  99877. * @example : just set a particle position or velocity and recycle conditions
  99878. * @param particle The particle to update
  99879. * @returns the updated particle
  99880. */
  99881. updateParticle(particle: SolidParticle): SolidParticle;
  99882. /**
  99883. * Updates a vertex of a particle : it can be overwritten by the user.
  99884. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  99885. * @param particle the current particle
  99886. * @param vertex the current index of the current particle
  99887. * @param pt the index of the current vertex in the particle shape
  99888. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  99889. * @example : just set a vertex particle position
  99890. * @returns the updated vertex
  99891. */
  99892. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  99893. /**
  99894. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  99895. * This does nothing and may be overwritten by the user.
  99896. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  99897. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  99898. * @param update the boolean update value actually passed to setParticles()
  99899. */
  99900. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  99901. /**
  99902. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  99903. * This will be passed three parameters.
  99904. * This does nothing and may be overwritten by the user.
  99905. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  99906. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  99907. * @param update the boolean update value actually passed to setParticles()
  99908. */
  99909. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  99910. }
  99911. }
  99912. declare module BABYLON {
  99913. /**
  99914. * Represents one particle of a solid particle system.
  99915. */
  99916. export class SolidParticle {
  99917. /**
  99918. * particle global index
  99919. */
  99920. idx: number;
  99921. /**
  99922. * particle identifier
  99923. */
  99924. id: number;
  99925. /**
  99926. * The color of the particle
  99927. */
  99928. color: Nullable<Color4>;
  99929. /**
  99930. * The world space position of the particle.
  99931. */
  99932. position: Vector3;
  99933. /**
  99934. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  99935. */
  99936. rotation: Vector3;
  99937. /**
  99938. * The world space rotation quaternion of the particle.
  99939. */
  99940. rotationQuaternion: Nullable<Quaternion>;
  99941. /**
  99942. * The scaling of the particle.
  99943. */
  99944. scaling: Vector3;
  99945. /**
  99946. * The uvs of the particle.
  99947. */
  99948. uvs: Vector4;
  99949. /**
  99950. * The current speed of the particle.
  99951. */
  99952. velocity: Vector3;
  99953. /**
  99954. * The pivot point in the particle local space.
  99955. */
  99956. pivot: Vector3;
  99957. /**
  99958. * Must the particle be translated from its pivot point in its local space ?
  99959. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  99960. * Default : false
  99961. */
  99962. translateFromPivot: boolean;
  99963. /**
  99964. * Is the particle active or not ?
  99965. */
  99966. alive: boolean;
  99967. /**
  99968. * Is the particle visible or not ?
  99969. */
  99970. isVisible: boolean;
  99971. /**
  99972. * Index of this particle in the global "positions" array (Internal use)
  99973. * @hidden
  99974. */
  99975. _pos: number;
  99976. /**
  99977. * @hidden Index of this particle in the global "indices" array (Internal use)
  99978. */
  99979. _ind: number;
  99980. /**
  99981. * @hidden ModelShape of this particle (Internal use)
  99982. */
  99983. _model: ModelShape;
  99984. /**
  99985. * ModelShape id of this particle
  99986. */
  99987. shapeId: number;
  99988. /**
  99989. * Index of the particle in its shape id
  99990. */
  99991. idxInShape: number;
  99992. /**
  99993. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  99994. */
  99995. _modelBoundingInfo: BoundingInfo;
  99996. /**
  99997. * @hidden Particle BoundingInfo object (Internal use)
  99998. */
  99999. _boundingInfo: BoundingInfo;
  100000. /**
  100001. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  100002. */
  100003. _sps: SolidParticleSystem;
  100004. /**
  100005. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  100006. */
  100007. _stillInvisible: boolean;
  100008. /**
  100009. * @hidden Last computed particle rotation matrix
  100010. */
  100011. _rotationMatrix: number[];
  100012. /**
  100013. * Parent particle Id, if any.
  100014. * Default null.
  100015. */
  100016. parentId: Nullable<number>;
  100017. /**
  100018. * The particle material identifier (integer) when MultiMaterials are enabled in the SPS.
  100019. */
  100020. materialIndex: Nullable<number>;
  100021. /**
  100022. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  100023. * The possible values are :
  100024. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  100025. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  100026. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  100027. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  100028. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  100029. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  100030. * */
  100031. cullingStrategy: number;
  100032. /**
  100033. * @hidden Internal global position in the SPS.
  100034. */
  100035. _globalPosition: Vector3;
  100036. /**
  100037. * Creates a Solid Particle object.
  100038. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  100039. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  100040. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  100041. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  100042. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  100043. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  100044. * @param shapeId (integer) is the model shape identifier in the SPS.
  100045. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  100046. * @param sps defines the sps it is associated to
  100047. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  100048. * @param materialIndex is the particle material identifier (integer) when the MultiMaterials are enabled in the SPS.
  100049. */
  100050. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>, materialIndex?: Nullable<number>);
  100051. /**
  100052. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  100053. * @param target the particle target
  100054. * @returns the current particle
  100055. */
  100056. copyToRef(target: SolidParticle): SolidParticle;
  100057. /**
  100058. * Legacy support, changed scale to scaling
  100059. */
  100060. get scale(): Vector3;
  100061. /**
  100062. * Legacy support, changed scale to scaling
  100063. */
  100064. set scale(scale: Vector3);
  100065. /**
  100066. * Legacy support, changed quaternion to rotationQuaternion
  100067. */
  100068. get quaternion(): Nullable<Quaternion>;
  100069. /**
  100070. * Legacy support, changed quaternion to rotationQuaternion
  100071. */
  100072. set quaternion(q: Nullable<Quaternion>);
  100073. /**
  100074. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  100075. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  100076. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  100077. * @returns true if it intersects
  100078. */
  100079. intersectsMesh(target: Mesh | SolidParticle): boolean;
  100080. /**
  100081. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  100082. * A particle is in the frustum if its bounding box intersects the frustum
  100083. * @param frustumPlanes defines the frustum to test
  100084. * @returns true if the particle is in the frustum planes
  100085. */
  100086. isInFrustum(frustumPlanes: Plane[]): boolean;
  100087. /**
  100088. * get the rotation matrix of the particle
  100089. * @hidden
  100090. */
  100091. getRotationMatrix(m: Matrix): void;
  100092. }
  100093. /**
  100094. * Represents the shape of the model used by one particle of a solid particle system.
  100095. * SPS internal tool, don't use it manually.
  100096. */
  100097. export class ModelShape {
  100098. /**
  100099. * The shape id
  100100. * @hidden
  100101. */
  100102. shapeID: number;
  100103. /**
  100104. * flat array of model positions (internal use)
  100105. * @hidden
  100106. */
  100107. _shape: Vector3[];
  100108. /**
  100109. * flat array of model UVs (internal use)
  100110. * @hidden
  100111. */
  100112. _shapeUV: number[];
  100113. /**
  100114. * color array of the model
  100115. * @hidden
  100116. */
  100117. _shapeColors: number[];
  100118. /**
  100119. * indices array of the model
  100120. * @hidden
  100121. */
  100122. _indices: number[];
  100123. /**
  100124. * normals array of the model
  100125. * @hidden
  100126. */
  100127. _normals: number[];
  100128. /**
  100129. * length of the shape in the model indices array (internal use)
  100130. * @hidden
  100131. */
  100132. _indicesLength: number;
  100133. /**
  100134. * Custom position function (internal use)
  100135. * @hidden
  100136. */
  100137. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  100138. /**
  100139. * Custom vertex function (internal use)
  100140. * @hidden
  100141. */
  100142. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  100143. /**
  100144. * Model material (internal use)
  100145. * @hidden
  100146. */
  100147. _material: Nullable<Material>;
  100148. /**
  100149. * 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.
  100150. * SPS internal tool, don't use it manually.
  100151. * @hidden
  100152. */
  100153. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>, material: Nullable<Material>);
  100154. }
  100155. /**
  100156. * Represents a Depth Sorted Particle in the solid particle system.
  100157. * @hidden
  100158. */
  100159. export class DepthSortedParticle {
  100160. /**
  100161. * Index of the particle in the "indices" array
  100162. */
  100163. ind: number;
  100164. /**
  100165. * Length of the particle shape in the "indices" array
  100166. */
  100167. indicesLength: number;
  100168. /**
  100169. * Squared distance from the particle to the camera
  100170. */
  100171. sqDistance: number;
  100172. /**
  100173. * Material index when used with MultiMaterials
  100174. */
  100175. materialIndex: number;
  100176. /**
  100177. * Creates a new sorted particle
  100178. * @param materialIndex
  100179. */
  100180. constructor(ind: number, indLength: number, materialIndex: number);
  100181. }
  100182. }
  100183. declare module BABYLON {
  100184. /**
  100185. * @hidden
  100186. */
  100187. export class _MeshCollisionData {
  100188. _checkCollisions: boolean;
  100189. _collisionMask: number;
  100190. _collisionGroup: number;
  100191. _collider: Nullable<Collider>;
  100192. _oldPositionForCollisions: Vector3;
  100193. _diffPositionForCollisions: Vector3;
  100194. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  100195. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  100196. }
  100197. }
  100198. declare module BABYLON {
  100199. /** @hidden */
  100200. class _FacetDataStorage {
  100201. facetPositions: Vector3[];
  100202. facetNormals: Vector3[];
  100203. facetPartitioning: number[][];
  100204. facetNb: number;
  100205. partitioningSubdivisions: number;
  100206. partitioningBBoxRatio: number;
  100207. facetDataEnabled: boolean;
  100208. facetParameters: any;
  100209. bbSize: Vector3;
  100210. subDiv: {
  100211. max: number;
  100212. X: number;
  100213. Y: number;
  100214. Z: number;
  100215. };
  100216. facetDepthSort: boolean;
  100217. facetDepthSortEnabled: boolean;
  100218. depthSortedIndices: IndicesArray;
  100219. depthSortedFacets: {
  100220. ind: number;
  100221. sqDistance: number;
  100222. }[];
  100223. facetDepthSortFunction: (f1: {
  100224. ind: number;
  100225. sqDistance: number;
  100226. }, f2: {
  100227. ind: number;
  100228. sqDistance: number;
  100229. }) => number;
  100230. facetDepthSortFrom: Vector3;
  100231. facetDepthSortOrigin: Vector3;
  100232. invertedMatrix: Matrix;
  100233. }
  100234. /**
  100235. * @hidden
  100236. **/
  100237. class _InternalAbstractMeshDataInfo {
  100238. _hasVertexAlpha: boolean;
  100239. _useVertexColors: boolean;
  100240. _numBoneInfluencers: number;
  100241. _applyFog: boolean;
  100242. _receiveShadows: boolean;
  100243. _facetData: _FacetDataStorage;
  100244. _visibility: number;
  100245. _skeleton: Nullable<Skeleton>;
  100246. _layerMask: number;
  100247. _computeBonesUsingShaders: boolean;
  100248. _isActive: boolean;
  100249. _onlyForInstances: boolean;
  100250. _isActiveIntermediate: boolean;
  100251. _onlyForInstancesIntermediate: boolean;
  100252. _actAsRegularMesh: boolean;
  100253. }
  100254. /**
  100255. * Class used to store all common mesh properties
  100256. */
  100257. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  100258. /** No occlusion */
  100259. static OCCLUSION_TYPE_NONE: number;
  100260. /** Occlusion set to optimisitic */
  100261. static OCCLUSION_TYPE_OPTIMISTIC: number;
  100262. /** Occlusion set to strict */
  100263. static OCCLUSION_TYPE_STRICT: number;
  100264. /** Use an accurante occlusion algorithm */
  100265. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  100266. /** Use a conservative occlusion algorithm */
  100267. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  100268. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  100269. * Test order :
  100270. * Is the bounding sphere outside the frustum ?
  100271. * If not, are the bounding box vertices outside the frustum ?
  100272. * It not, then the cullable object is in the frustum.
  100273. */
  100274. static readonly CULLINGSTRATEGY_STANDARD: number;
  100275. /** Culling strategy : Bounding Sphere Only.
  100276. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  100277. * It's also less accurate than the standard because some not visible objects can still be selected.
  100278. * Test : is the bounding sphere outside the frustum ?
  100279. * If not, then the cullable object is in the frustum.
  100280. */
  100281. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  100282. /** Culling strategy : Optimistic Inclusion.
  100283. * This in an inclusion test first, then the standard exclusion test.
  100284. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  100285. * 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.
  100286. * Anyway, it's as accurate as the standard strategy.
  100287. * Test :
  100288. * Is the cullable object bounding sphere center in the frustum ?
  100289. * If not, apply the default culling strategy.
  100290. */
  100291. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  100292. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  100293. * This in an inclusion test first, then the bounding sphere only exclusion test.
  100294. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  100295. * 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.
  100296. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  100297. * Test :
  100298. * Is the cullable object bounding sphere center in the frustum ?
  100299. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  100300. */
  100301. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  100302. /**
  100303. * No billboard
  100304. */
  100305. static get BILLBOARDMODE_NONE(): number;
  100306. /** Billboard on X axis */
  100307. static get BILLBOARDMODE_X(): number;
  100308. /** Billboard on Y axis */
  100309. static get BILLBOARDMODE_Y(): number;
  100310. /** Billboard on Z axis */
  100311. static get BILLBOARDMODE_Z(): number;
  100312. /** Billboard on all axes */
  100313. static get BILLBOARDMODE_ALL(): number;
  100314. /** Billboard on using position instead of orientation */
  100315. static get BILLBOARDMODE_USE_POSITION(): number;
  100316. /** @hidden */
  100317. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  100318. /**
  100319. * The culling strategy to use to check whether the mesh must be rendered or not.
  100320. * This value can be changed at any time and will be used on the next render mesh selection.
  100321. * The possible values are :
  100322. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  100323. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  100324. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  100325. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  100326. * Please read each static variable documentation to get details about the culling process.
  100327. * */
  100328. cullingStrategy: number;
  100329. /**
  100330. * Gets the number of facets in the mesh
  100331. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  100332. */
  100333. get facetNb(): number;
  100334. /**
  100335. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  100336. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  100337. */
  100338. get partitioningSubdivisions(): number;
  100339. set partitioningSubdivisions(nb: number);
  100340. /**
  100341. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  100342. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  100343. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  100344. */
  100345. get partitioningBBoxRatio(): number;
  100346. set partitioningBBoxRatio(ratio: number);
  100347. /**
  100348. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  100349. * Works only for updatable meshes.
  100350. * Doesn't work with multi-materials
  100351. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  100352. */
  100353. get mustDepthSortFacets(): boolean;
  100354. set mustDepthSortFacets(sort: boolean);
  100355. /**
  100356. * The location (Vector3) where the facet depth sort must be computed from.
  100357. * By default, the active camera position.
  100358. * Used only when facet depth sort is enabled
  100359. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  100360. */
  100361. get facetDepthSortFrom(): Vector3;
  100362. set facetDepthSortFrom(location: Vector3);
  100363. /**
  100364. * gets a boolean indicating if facetData is enabled
  100365. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  100366. */
  100367. get isFacetDataEnabled(): boolean;
  100368. /** @hidden */
  100369. _updateNonUniformScalingState(value: boolean): boolean;
  100370. /**
  100371. * An event triggered when this mesh collides with another one
  100372. */
  100373. onCollideObservable: Observable<AbstractMesh>;
  100374. /** Set a function to call when this mesh collides with another one */
  100375. set onCollide(callback: () => void);
  100376. /**
  100377. * An event triggered when the collision's position changes
  100378. */
  100379. onCollisionPositionChangeObservable: Observable<Vector3>;
  100380. /** Set a function to call when the collision's position changes */
  100381. set onCollisionPositionChange(callback: () => void);
  100382. /**
  100383. * An event triggered when material is changed
  100384. */
  100385. onMaterialChangedObservable: Observable<AbstractMesh>;
  100386. /**
  100387. * Gets or sets the orientation for POV movement & rotation
  100388. */
  100389. definedFacingForward: boolean;
  100390. /** @hidden */
  100391. _occlusionQuery: Nullable<WebGLQuery>;
  100392. /** @hidden */
  100393. _renderingGroup: Nullable<RenderingGroup>;
  100394. /**
  100395. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  100396. */
  100397. get visibility(): number;
  100398. /**
  100399. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  100400. */
  100401. set visibility(value: number);
  100402. /** Gets or sets the alpha index used to sort transparent meshes
  100403. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  100404. */
  100405. alphaIndex: number;
  100406. /**
  100407. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  100408. */
  100409. isVisible: boolean;
  100410. /**
  100411. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  100412. */
  100413. isPickable: boolean;
  100414. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  100415. showSubMeshesBoundingBox: boolean;
  100416. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  100417. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  100418. */
  100419. isBlocker: boolean;
  100420. /**
  100421. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  100422. */
  100423. enablePointerMoveEvents: boolean;
  100424. /**
  100425. * Specifies the rendering group id for this mesh (0 by default)
  100426. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  100427. */
  100428. renderingGroupId: number;
  100429. private _material;
  100430. /** Gets or sets current material */
  100431. get material(): Nullable<Material>;
  100432. set material(value: Nullable<Material>);
  100433. /**
  100434. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  100435. * @see http://doc.babylonjs.com/babylon101/shadows
  100436. */
  100437. get receiveShadows(): boolean;
  100438. set receiveShadows(value: boolean);
  100439. /** Defines color to use when rendering outline */
  100440. outlineColor: Color3;
  100441. /** Define width to use when rendering outline */
  100442. outlineWidth: number;
  100443. /** Defines color to use when rendering overlay */
  100444. overlayColor: Color3;
  100445. /** Defines alpha to use when rendering overlay */
  100446. overlayAlpha: number;
  100447. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  100448. get hasVertexAlpha(): boolean;
  100449. set hasVertexAlpha(value: boolean);
  100450. /** 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) */
  100451. get useVertexColors(): boolean;
  100452. set useVertexColors(value: boolean);
  100453. /**
  100454. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  100455. */
  100456. get computeBonesUsingShaders(): boolean;
  100457. set computeBonesUsingShaders(value: boolean);
  100458. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  100459. get numBoneInfluencers(): number;
  100460. set numBoneInfluencers(value: number);
  100461. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  100462. get applyFog(): boolean;
  100463. set applyFog(value: boolean);
  100464. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  100465. useOctreeForRenderingSelection: boolean;
  100466. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  100467. useOctreeForPicking: boolean;
  100468. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  100469. useOctreeForCollisions: boolean;
  100470. /**
  100471. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  100472. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  100473. */
  100474. get layerMask(): number;
  100475. set layerMask(value: number);
  100476. /**
  100477. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  100478. */
  100479. alwaysSelectAsActiveMesh: boolean;
  100480. /**
  100481. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  100482. */
  100483. doNotSyncBoundingInfo: boolean;
  100484. /**
  100485. * Gets or sets the current action manager
  100486. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  100487. */
  100488. actionManager: Nullable<AbstractActionManager>;
  100489. private _meshCollisionData;
  100490. /**
  100491. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  100492. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100493. */
  100494. ellipsoid: Vector3;
  100495. /**
  100496. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  100497. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100498. */
  100499. ellipsoidOffset: Vector3;
  100500. /**
  100501. * Gets or sets a collision mask used to mask collisions (default is -1).
  100502. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  100503. */
  100504. get collisionMask(): number;
  100505. set collisionMask(mask: number);
  100506. /**
  100507. * Gets or sets the current collision group mask (-1 by default).
  100508. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  100509. */
  100510. get collisionGroup(): number;
  100511. set collisionGroup(mask: number);
  100512. /**
  100513. * Defines edge width used when edgesRenderer is enabled
  100514. * @see https://www.babylonjs-playground.com/#10OJSG#13
  100515. */
  100516. edgesWidth: number;
  100517. /**
  100518. * Defines edge color used when edgesRenderer is enabled
  100519. * @see https://www.babylonjs-playground.com/#10OJSG#13
  100520. */
  100521. edgesColor: Color4;
  100522. /** @hidden */
  100523. _edgesRenderer: Nullable<IEdgesRenderer>;
  100524. /** @hidden */
  100525. _masterMesh: Nullable<AbstractMesh>;
  100526. /** @hidden */
  100527. _boundingInfo: Nullable<BoundingInfo>;
  100528. /** @hidden */
  100529. _renderId: number;
  100530. /**
  100531. * Gets or sets the list of subMeshes
  100532. * @see http://doc.babylonjs.com/how_to/multi_materials
  100533. */
  100534. subMeshes: SubMesh[];
  100535. /** @hidden */
  100536. _intersectionsInProgress: AbstractMesh[];
  100537. /** @hidden */
  100538. _unIndexed: boolean;
  100539. /** @hidden */
  100540. _lightSources: Light[];
  100541. /** Gets the list of lights affecting that mesh */
  100542. get lightSources(): Light[];
  100543. /** @hidden */
  100544. get _positions(): Nullable<Vector3[]>;
  100545. /** @hidden */
  100546. _waitingData: {
  100547. lods: Nullable<any>;
  100548. actions: Nullable<any>;
  100549. freezeWorldMatrix: Nullable<boolean>;
  100550. };
  100551. /** @hidden */
  100552. _bonesTransformMatrices: Nullable<Float32Array>;
  100553. /** @hidden */
  100554. _transformMatrixTexture: Nullable<RawTexture>;
  100555. /**
  100556. * Gets or sets a skeleton to apply skining transformations
  100557. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  100558. */
  100559. set skeleton(value: Nullable<Skeleton>);
  100560. get skeleton(): Nullable<Skeleton>;
  100561. /**
  100562. * An event triggered when the mesh is rebuilt.
  100563. */
  100564. onRebuildObservable: Observable<AbstractMesh>;
  100565. /**
  100566. * Creates a new AbstractMesh
  100567. * @param name defines the name of the mesh
  100568. * @param scene defines the hosting scene
  100569. */
  100570. constructor(name: string, scene?: Nullable<Scene>);
  100571. /**
  100572. * Returns the string "AbstractMesh"
  100573. * @returns "AbstractMesh"
  100574. */
  100575. getClassName(): string;
  100576. /**
  100577. * Gets a string representation of the current mesh
  100578. * @param fullDetails defines a boolean indicating if full details must be included
  100579. * @returns a string representation of the current mesh
  100580. */
  100581. toString(fullDetails?: boolean): string;
  100582. /**
  100583. * @hidden
  100584. */
  100585. protected _getEffectiveParent(): Nullable<Node>;
  100586. /** @hidden */
  100587. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  100588. /** @hidden */
  100589. _rebuild(): void;
  100590. /** @hidden */
  100591. _resyncLightSources(): void;
  100592. /** @hidden */
  100593. _resyncLightSource(light: Light): void;
  100594. /** @hidden */
  100595. _unBindEffect(): void;
  100596. /** @hidden */
  100597. _removeLightSource(light: Light, dispose: boolean): void;
  100598. private _markSubMeshesAsDirty;
  100599. /** @hidden */
  100600. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  100601. /** @hidden */
  100602. _markSubMeshesAsAttributesDirty(): void;
  100603. /** @hidden */
  100604. _markSubMeshesAsMiscDirty(): void;
  100605. /**
  100606. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  100607. */
  100608. get scaling(): Vector3;
  100609. set scaling(newScaling: Vector3);
  100610. /**
  100611. * Returns true if the mesh is blocked. Implemented by child classes
  100612. */
  100613. get isBlocked(): boolean;
  100614. /**
  100615. * Returns the mesh itself by default. Implemented by child classes
  100616. * @param camera defines the camera to use to pick the right LOD level
  100617. * @returns the currentAbstractMesh
  100618. */
  100619. getLOD(camera: Camera): Nullable<AbstractMesh>;
  100620. /**
  100621. * Returns 0 by default. Implemented by child classes
  100622. * @returns an integer
  100623. */
  100624. getTotalVertices(): number;
  100625. /**
  100626. * Returns a positive integer : the total number of indices in this mesh geometry.
  100627. * @returns the numner of indices or zero if the mesh has no geometry.
  100628. */
  100629. getTotalIndices(): number;
  100630. /**
  100631. * Returns null by default. Implemented by child classes
  100632. * @returns null
  100633. */
  100634. getIndices(): Nullable<IndicesArray>;
  100635. /**
  100636. * Returns the array of the requested vertex data kind. Implemented by child classes
  100637. * @param kind defines the vertex data kind to use
  100638. * @returns null
  100639. */
  100640. getVerticesData(kind: string): Nullable<FloatArray>;
  100641. /**
  100642. * Sets the vertex data of the mesh geometry for the requested `kind`.
  100643. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  100644. * Note that a new underlying VertexBuffer object is created each call.
  100645. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  100646. * @param kind defines vertex data kind:
  100647. * * VertexBuffer.PositionKind
  100648. * * VertexBuffer.UVKind
  100649. * * VertexBuffer.UV2Kind
  100650. * * VertexBuffer.UV3Kind
  100651. * * VertexBuffer.UV4Kind
  100652. * * VertexBuffer.UV5Kind
  100653. * * VertexBuffer.UV6Kind
  100654. * * VertexBuffer.ColorKind
  100655. * * VertexBuffer.MatricesIndicesKind
  100656. * * VertexBuffer.MatricesIndicesExtraKind
  100657. * * VertexBuffer.MatricesWeightsKind
  100658. * * VertexBuffer.MatricesWeightsExtraKind
  100659. * @param data defines the data source
  100660. * @param updatable defines if the data must be flagged as updatable (or static)
  100661. * @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
  100662. * @returns the current mesh
  100663. */
  100664. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  100665. /**
  100666. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  100667. * If the mesh has no geometry, it is simply returned as it is.
  100668. * @param kind defines vertex data kind:
  100669. * * VertexBuffer.PositionKind
  100670. * * VertexBuffer.UVKind
  100671. * * VertexBuffer.UV2Kind
  100672. * * VertexBuffer.UV3Kind
  100673. * * VertexBuffer.UV4Kind
  100674. * * VertexBuffer.UV5Kind
  100675. * * VertexBuffer.UV6Kind
  100676. * * VertexBuffer.ColorKind
  100677. * * VertexBuffer.MatricesIndicesKind
  100678. * * VertexBuffer.MatricesIndicesExtraKind
  100679. * * VertexBuffer.MatricesWeightsKind
  100680. * * VertexBuffer.MatricesWeightsExtraKind
  100681. * @param data defines the data source
  100682. * @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
  100683. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  100684. * @returns the current mesh
  100685. */
  100686. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  100687. /**
  100688. * Sets the mesh indices,
  100689. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  100690. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  100691. * @param totalVertices Defines the total number of vertices
  100692. * @returns the current mesh
  100693. */
  100694. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  100695. /**
  100696. * Gets a boolean indicating if specific vertex data is present
  100697. * @param kind defines the vertex data kind to use
  100698. * @returns true is data kind is present
  100699. */
  100700. isVerticesDataPresent(kind: string): boolean;
  100701. /**
  100702. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  100703. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  100704. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  100705. * @returns a BoundingInfo
  100706. */
  100707. getBoundingInfo(): BoundingInfo;
  100708. /**
  100709. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  100710. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  100711. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  100712. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  100713. * @returns the current mesh
  100714. */
  100715. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  100716. /**
  100717. * Overwrite the current bounding info
  100718. * @param boundingInfo defines the new bounding info
  100719. * @returns the current mesh
  100720. */
  100721. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  100722. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  100723. get useBones(): boolean;
  100724. /** @hidden */
  100725. _preActivate(): void;
  100726. /** @hidden */
  100727. _preActivateForIntermediateRendering(renderId: number): void;
  100728. /** @hidden */
  100729. _activate(renderId: number, intermediateRendering: boolean): boolean;
  100730. /** @hidden */
  100731. _postActivate(): void;
  100732. /** @hidden */
  100733. _freeze(): void;
  100734. /** @hidden */
  100735. _unFreeze(): void;
  100736. /**
  100737. * Gets the current world matrix
  100738. * @returns a Matrix
  100739. */
  100740. getWorldMatrix(): Matrix;
  100741. /** @hidden */
  100742. _getWorldMatrixDeterminant(): number;
  100743. /**
  100744. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  100745. */
  100746. get isAnInstance(): boolean;
  100747. /**
  100748. * Gets a boolean indicating if this mesh has instances
  100749. */
  100750. get hasInstances(): boolean;
  100751. /**
  100752. * Perform relative position change from the point of view of behind the front of the mesh.
  100753. * This is performed taking into account the meshes current rotation, so you do not have to care.
  100754. * Supports definition of mesh facing forward or backward
  100755. * @param amountRight defines the distance on the right axis
  100756. * @param amountUp defines the distance on the up axis
  100757. * @param amountForward defines the distance on the forward axis
  100758. * @returns the current mesh
  100759. */
  100760. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  100761. /**
  100762. * Calculate relative position change from the point of view of behind the front of the mesh.
  100763. * This is performed taking into account the meshes current rotation, so you do not have to care.
  100764. * Supports definition of mesh facing forward or backward
  100765. * @param amountRight defines the distance on the right axis
  100766. * @param amountUp defines the distance on the up axis
  100767. * @param amountForward defines the distance on the forward axis
  100768. * @returns the new displacement vector
  100769. */
  100770. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  100771. /**
  100772. * Perform relative rotation change from the point of view of behind the front of the mesh.
  100773. * Supports definition of mesh facing forward or backward
  100774. * @param flipBack defines the flip
  100775. * @param twirlClockwise defines the twirl
  100776. * @param tiltRight defines the tilt
  100777. * @returns the current mesh
  100778. */
  100779. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  100780. /**
  100781. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  100782. * Supports definition of mesh facing forward or backward.
  100783. * @param flipBack defines the flip
  100784. * @param twirlClockwise defines the twirl
  100785. * @param tiltRight defines the tilt
  100786. * @returns the new rotation vector
  100787. */
  100788. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  100789. /**
  100790. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  100791. * This means the mesh underlying bounding box and sphere are recomputed.
  100792. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  100793. * @returns the current mesh
  100794. */
  100795. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  100796. /** @hidden */
  100797. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  100798. /** @hidden */
  100799. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  100800. /** @hidden */
  100801. _updateBoundingInfo(): AbstractMesh;
  100802. /** @hidden */
  100803. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  100804. /** @hidden */
  100805. protected _afterComputeWorldMatrix(): void;
  100806. /** @hidden */
  100807. get _effectiveMesh(): AbstractMesh;
  100808. /**
  100809. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  100810. * A mesh is in the frustum if its bounding box intersects the frustum
  100811. * @param frustumPlanes defines the frustum to test
  100812. * @returns true if the mesh is in the frustum planes
  100813. */
  100814. isInFrustum(frustumPlanes: Plane[]): boolean;
  100815. /**
  100816. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  100817. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  100818. * @param frustumPlanes defines the frustum to test
  100819. * @returns true if the mesh is completely in the frustum planes
  100820. */
  100821. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  100822. /**
  100823. * True if the mesh intersects another mesh or a SolidParticle object
  100824. * @param mesh defines a target mesh or SolidParticle to test
  100825. * @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)
  100826. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  100827. * @returns true if there is an intersection
  100828. */
  100829. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  100830. /**
  100831. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  100832. * @param point defines the point to test
  100833. * @returns true if there is an intersection
  100834. */
  100835. intersectsPoint(point: Vector3): boolean;
  100836. /**
  100837. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  100838. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100839. */
  100840. get checkCollisions(): boolean;
  100841. set checkCollisions(collisionEnabled: boolean);
  100842. /**
  100843. * Gets Collider object used to compute collisions (not physics)
  100844. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100845. */
  100846. get collider(): Nullable<Collider>;
  100847. /**
  100848. * Move the mesh using collision engine
  100849. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  100850. * @param displacement defines the requested displacement vector
  100851. * @returns the current mesh
  100852. */
  100853. moveWithCollisions(displacement: Vector3): AbstractMesh;
  100854. private _onCollisionPositionChange;
  100855. /** @hidden */
  100856. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  100857. /** @hidden */
  100858. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  100859. /** @hidden */
  100860. _checkCollision(collider: Collider): AbstractMesh;
  100861. /** @hidden */
  100862. _generatePointsArray(): boolean;
  100863. /**
  100864. * Checks if the passed Ray intersects with the mesh
  100865. * @param ray defines the ray to use
  100866. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  100867. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  100868. * @returns the picking info
  100869. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  100870. */
  100871. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  100872. /**
  100873. * Clones the current mesh
  100874. * @param name defines the mesh name
  100875. * @param newParent defines the new mesh parent
  100876. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  100877. * @returns the new mesh
  100878. */
  100879. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  100880. /**
  100881. * Disposes all the submeshes of the current meshnp
  100882. * @returns the current mesh
  100883. */
  100884. releaseSubMeshes(): AbstractMesh;
  100885. /**
  100886. * Releases resources associated with this abstract mesh.
  100887. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  100888. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  100889. */
  100890. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  100891. /**
  100892. * Adds the passed mesh as a child to the current mesh
  100893. * @param mesh defines the child mesh
  100894. * @returns the current mesh
  100895. */
  100896. addChild(mesh: AbstractMesh): AbstractMesh;
  100897. /**
  100898. * Removes the passed mesh from the current mesh children list
  100899. * @param mesh defines the child mesh
  100900. * @returns the current mesh
  100901. */
  100902. removeChild(mesh: AbstractMesh): AbstractMesh;
  100903. /** @hidden */
  100904. private _initFacetData;
  100905. /**
  100906. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  100907. * This method can be called within the render loop.
  100908. * 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
  100909. * @returns the current mesh
  100910. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100911. */
  100912. updateFacetData(): AbstractMesh;
  100913. /**
  100914. * Returns the facetLocalNormals array.
  100915. * The normals are expressed in the mesh local spac
  100916. * @returns an array of Vector3
  100917. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100918. */
  100919. getFacetLocalNormals(): Vector3[];
  100920. /**
  100921. * Returns the facetLocalPositions array.
  100922. * The facet positions are expressed in the mesh local space
  100923. * @returns an array of Vector3
  100924. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100925. */
  100926. getFacetLocalPositions(): Vector3[];
  100927. /**
  100928. * Returns the facetLocalPartioning array
  100929. * @returns an array of array of numbers
  100930. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100931. */
  100932. getFacetLocalPartitioning(): number[][];
  100933. /**
  100934. * Returns the i-th facet position in the world system.
  100935. * This method allocates a new Vector3 per call
  100936. * @param i defines the facet index
  100937. * @returns a new Vector3
  100938. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100939. */
  100940. getFacetPosition(i: number): Vector3;
  100941. /**
  100942. * Sets the reference Vector3 with the i-th facet position in the world system
  100943. * @param i defines the facet index
  100944. * @param ref defines the target vector
  100945. * @returns the current mesh
  100946. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100947. */
  100948. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  100949. /**
  100950. * Returns the i-th facet normal in the world system.
  100951. * This method allocates a new Vector3 per call
  100952. * @param i defines the facet index
  100953. * @returns a new Vector3
  100954. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100955. */
  100956. getFacetNormal(i: number): Vector3;
  100957. /**
  100958. * Sets the reference Vector3 with the i-th facet normal in the world system
  100959. * @param i defines the facet index
  100960. * @param ref defines the target vector
  100961. * @returns the current mesh
  100962. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100963. */
  100964. getFacetNormalToRef(i: number, ref: Vector3): this;
  100965. /**
  100966. * 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)
  100967. * @param x defines x coordinate
  100968. * @param y defines y coordinate
  100969. * @param z defines z coordinate
  100970. * @returns the array of facet indexes
  100971. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100972. */
  100973. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  100974. /**
  100975. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  100976. * @param projected sets as the (x,y,z) world projection on the facet
  100977. * @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
  100978. * @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
  100979. * @param x defines x coordinate
  100980. * @param y defines y coordinate
  100981. * @param z defines z coordinate
  100982. * @returns the face index if found (or null instead)
  100983. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100984. */
  100985. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  100986. /**
  100987. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  100988. * @param projected sets as the (x,y,z) local projection on the facet
  100989. * @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
  100990. * @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
  100991. * @param x defines x coordinate
  100992. * @param y defines y coordinate
  100993. * @param z defines z coordinate
  100994. * @returns the face index if found (or null instead)
  100995. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  100996. */
  100997. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  100998. /**
  100999. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  101000. * @returns the parameters
  101001. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  101002. */
  101003. getFacetDataParameters(): any;
  101004. /**
  101005. * Disables the feature FacetData and frees the related memory
  101006. * @returns the current mesh
  101007. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  101008. */
  101009. disableFacetData(): AbstractMesh;
  101010. /**
  101011. * Updates the AbstractMesh indices array
  101012. * @param indices defines the data source
  101013. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  101014. * @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)
  101015. * @returns the current mesh
  101016. */
  101017. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  101018. /**
  101019. * Creates new normals data for the mesh
  101020. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  101021. * @returns the current mesh
  101022. */
  101023. createNormals(updatable: boolean): AbstractMesh;
  101024. /**
  101025. * Align the mesh with a normal
  101026. * @param normal defines the normal to use
  101027. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  101028. * @returns the current mesh
  101029. */
  101030. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  101031. /** @hidden */
  101032. _checkOcclusionQuery(): boolean;
  101033. /**
  101034. * Disables the mesh edge rendering mode
  101035. * @returns the currentAbstractMesh
  101036. */
  101037. disableEdgesRendering(): AbstractMesh;
  101038. /**
  101039. * Enables the edge rendering mode on the mesh.
  101040. * This mode makes the mesh edges visible
  101041. * @param epsilon defines the maximal distance between two angles to detect a face
  101042. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  101043. * @returns the currentAbstractMesh
  101044. * @see https://www.babylonjs-playground.com/#19O9TU#0
  101045. */
  101046. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  101047. }
  101048. }
  101049. declare module BABYLON {
  101050. /**
  101051. * Interface used to define ActionEvent
  101052. */
  101053. export interface IActionEvent {
  101054. /** The mesh or sprite that triggered the action */
  101055. source: any;
  101056. /** The X mouse cursor position at the time of the event */
  101057. pointerX: number;
  101058. /** The Y mouse cursor position at the time of the event */
  101059. pointerY: number;
  101060. /** The mesh that is currently pointed at (can be null) */
  101061. meshUnderPointer: Nullable<AbstractMesh>;
  101062. /** the original (browser) event that triggered the ActionEvent */
  101063. sourceEvent?: any;
  101064. /** additional data for the event */
  101065. additionalData?: any;
  101066. }
  101067. /**
  101068. * ActionEvent is the event being sent when an action is triggered.
  101069. */
  101070. export class ActionEvent implements IActionEvent {
  101071. /** The mesh or sprite that triggered the action */
  101072. source: any;
  101073. /** The X mouse cursor position at the time of the event */
  101074. pointerX: number;
  101075. /** The Y mouse cursor position at the time of the event */
  101076. pointerY: number;
  101077. /** The mesh that is currently pointed at (can be null) */
  101078. meshUnderPointer: Nullable<AbstractMesh>;
  101079. /** the original (browser) event that triggered the ActionEvent */
  101080. sourceEvent?: any;
  101081. /** additional data for the event */
  101082. additionalData?: any;
  101083. /**
  101084. * Creates a new ActionEvent
  101085. * @param source The mesh or sprite that triggered the action
  101086. * @param pointerX The X mouse cursor position at the time of the event
  101087. * @param pointerY The Y mouse cursor position at the time of the event
  101088. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  101089. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  101090. * @param additionalData additional data for the event
  101091. */
  101092. constructor(
  101093. /** The mesh or sprite that triggered the action */
  101094. source: any,
  101095. /** The X mouse cursor position at the time of the event */
  101096. pointerX: number,
  101097. /** The Y mouse cursor position at the time of the event */
  101098. pointerY: number,
  101099. /** The mesh that is currently pointed at (can be null) */
  101100. meshUnderPointer: Nullable<AbstractMesh>,
  101101. /** the original (browser) event that triggered the ActionEvent */
  101102. sourceEvent?: any,
  101103. /** additional data for the event */
  101104. additionalData?: any);
  101105. /**
  101106. * Helper function to auto-create an ActionEvent from a source mesh.
  101107. * @param source The source mesh that triggered the event
  101108. * @param evt The original (browser) event
  101109. * @param additionalData additional data for the event
  101110. * @returns the new ActionEvent
  101111. */
  101112. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  101113. /**
  101114. * Helper function to auto-create an ActionEvent from a source sprite
  101115. * @param source The source sprite that triggered the event
  101116. * @param scene Scene associated with the sprite
  101117. * @param evt The original (browser) event
  101118. * @param additionalData additional data for the event
  101119. * @returns the new ActionEvent
  101120. */
  101121. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  101122. /**
  101123. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  101124. * @param scene the scene where the event occurred
  101125. * @param evt The original (browser) event
  101126. * @returns the new ActionEvent
  101127. */
  101128. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  101129. /**
  101130. * Helper function to auto-create an ActionEvent from a primitive
  101131. * @param prim defines the target primitive
  101132. * @param pointerPos defines the pointer position
  101133. * @param evt The original (browser) event
  101134. * @param additionalData additional data for the event
  101135. * @returns the new ActionEvent
  101136. */
  101137. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  101138. }
  101139. }
  101140. declare module BABYLON {
  101141. /**
  101142. * Abstract class used to decouple action Manager from scene and meshes.
  101143. * Do not instantiate.
  101144. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101145. */
  101146. export abstract class AbstractActionManager implements IDisposable {
  101147. /** Gets the list of active triggers */
  101148. static Triggers: {
  101149. [key: string]: number;
  101150. };
  101151. /** Gets the cursor to use when hovering items */
  101152. hoverCursor: string;
  101153. /** Gets the list of actions */
  101154. actions: IAction[];
  101155. /**
  101156. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  101157. */
  101158. isRecursive: boolean;
  101159. /**
  101160. * Releases all associated resources
  101161. */
  101162. abstract dispose(): void;
  101163. /**
  101164. * Does this action manager has pointer triggers
  101165. */
  101166. abstract get hasPointerTriggers(): boolean;
  101167. /**
  101168. * Does this action manager has pick triggers
  101169. */
  101170. abstract get hasPickTriggers(): boolean;
  101171. /**
  101172. * Process a specific trigger
  101173. * @param trigger defines the trigger to process
  101174. * @param evt defines the event details to be processed
  101175. */
  101176. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  101177. /**
  101178. * Does this action manager handles actions of any of the given triggers
  101179. * @param triggers defines the triggers to be tested
  101180. * @return a boolean indicating whether one (or more) of the triggers is handled
  101181. */
  101182. abstract hasSpecificTriggers(triggers: number[]): boolean;
  101183. /**
  101184. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  101185. * speed.
  101186. * @param triggerA defines the trigger to be tested
  101187. * @param triggerB defines the trigger to be tested
  101188. * @return a boolean indicating whether one (or more) of the triggers is handled
  101189. */
  101190. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  101191. /**
  101192. * Does this action manager handles actions of a given trigger
  101193. * @param trigger defines the trigger to be tested
  101194. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  101195. * @return whether the trigger is handled
  101196. */
  101197. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  101198. /**
  101199. * Serialize this manager to a JSON object
  101200. * @param name defines the property name to store this manager
  101201. * @returns a JSON representation of this manager
  101202. */
  101203. abstract serialize(name: string): any;
  101204. /**
  101205. * Registers an action to this action manager
  101206. * @param action defines the action to be registered
  101207. * @return the action amended (prepared) after registration
  101208. */
  101209. abstract registerAction(action: IAction): Nullable<IAction>;
  101210. /**
  101211. * Unregisters an action to this action manager
  101212. * @param action defines the action to be unregistered
  101213. * @return a boolean indicating whether the action has been unregistered
  101214. */
  101215. abstract unregisterAction(action: IAction): Boolean;
  101216. /**
  101217. * Does exist one action manager with at least one trigger
  101218. **/
  101219. static get HasTriggers(): boolean;
  101220. /**
  101221. * Does exist one action manager with at least one pick trigger
  101222. **/
  101223. static get HasPickTriggers(): boolean;
  101224. /**
  101225. * Does exist one action manager that handles actions of a given trigger
  101226. * @param trigger defines the trigger to be tested
  101227. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  101228. **/
  101229. static HasSpecificTrigger(trigger: number): boolean;
  101230. }
  101231. }
  101232. declare module BABYLON {
  101233. /**
  101234. * Defines how a node can be built from a string name.
  101235. */
  101236. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  101237. /**
  101238. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  101239. */
  101240. export class Node implements IBehaviorAware<Node> {
  101241. /** @hidden */
  101242. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  101243. private static _NodeConstructors;
  101244. /**
  101245. * Add a new node constructor
  101246. * @param type defines the type name of the node to construct
  101247. * @param constructorFunc defines the constructor function
  101248. */
  101249. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  101250. /**
  101251. * Returns a node constructor based on type name
  101252. * @param type defines the type name
  101253. * @param name defines the new node name
  101254. * @param scene defines the hosting scene
  101255. * @param options defines optional options to transmit to constructors
  101256. * @returns the new constructor or null
  101257. */
  101258. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  101259. /**
  101260. * Gets or sets the name of the node
  101261. */
  101262. name: string;
  101263. /**
  101264. * Gets or sets the id of the node
  101265. */
  101266. id: string;
  101267. /**
  101268. * Gets or sets the unique id of the node
  101269. */
  101270. uniqueId: number;
  101271. /**
  101272. * Gets or sets a string used to store user defined state for the node
  101273. */
  101274. state: string;
  101275. /**
  101276. * Gets or sets an object used to store user defined information for the node
  101277. */
  101278. metadata: any;
  101279. /**
  101280. * For internal use only. Please do not use.
  101281. */
  101282. reservedDataStore: any;
  101283. /**
  101284. * List of inspectable custom properties (used by the Inspector)
  101285. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  101286. */
  101287. inspectableCustomProperties: IInspectable[];
  101288. private _doNotSerialize;
  101289. /**
  101290. * Gets or sets a boolean used to define if the node must be serialized
  101291. */
  101292. get doNotSerialize(): boolean;
  101293. set doNotSerialize(value: boolean);
  101294. /** @hidden */
  101295. _isDisposed: boolean;
  101296. /**
  101297. * Gets a list of Animations associated with the node
  101298. */
  101299. animations: Animation[];
  101300. protected _ranges: {
  101301. [name: string]: Nullable<AnimationRange>;
  101302. };
  101303. /**
  101304. * Callback raised when the node is ready to be used
  101305. */
  101306. onReady: Nullable<(node: Node) => void>;
  101307. private _isEnabled;
  101308. private _isParentEnabled;
  101309. private _isReady;
  101310. /** @hidden */
  101311. _currentRenderId: number;
  101312. private _parentUpdateId;
  101313. /** @hidden */
  101314. _childUpdateId: number;
  101315. /** @hidden */
  101316. _waitingParentId: Nullable<string>;
  101317. /** @hidden */
  101318. _scene: Scene;
  101319. /** @hidden */
  101320. _cache: any;
  101321. private _parentNode;
  101322. private _children;
  101323. /** @hidden */
  101324. _worldMatrix: Matrix;
  101325. /** @hidden */
  101326. _worldMatrixDeterminant: number;
  101327. /** @hidden */
  101328. _worldMatrixDeterminantIsDirty: boolean;
  101329. /** @hidden */
  101330. private _sceneRootNodesIndex;
  101331. /**
  101332. * Gets a boolean indicating if the node has been disposed
  101333. * @returns true if the node was disposed
  101334. */
  101335. isDisposed(): boolean;
  101336. /**
  101337. * Gets or sets the parent of the node (without keeping the current position in the scene)
  101338. * @see https://doc.babylonjs.com/how_to/parenting
  101339. */
  101340. set parent(parent: Nullable<Node>);
  101341. get parent(): Nullable<Node>;
  101342. /** @hidden */
  101343. _addToSceneRootNodes(): void;
  101344. /** @hidden */
  101345. _removeFromSceneRootNodes(): void;
  101346. private _animationPropertiesOverride;
  101347. /**
  101348. * Gets or sets the animation properties override
  101349. */
  101350. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  101351. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  101352. /**
  101353. * Gets a string idenfifying the name of the class
  101354. * @returns "Node" string
  101355. */
  101356. getClassName(): string;
  101357. /** @hidden */
  101358. readonly _isNode: boolean;
  101359. /**
  101360. * An event triggered when the mesh is disposed
  101361. */
  101362. onDisposeObservable: Observable<Node>;
  101363. private _onDisposeObserver;
  101364. /**
  101365. * Sets a callback that will be raised when the node will be disposed
  101366. */
  101367. set onDispose(callback: () => void);
  101368. /**
  101369. * Creates a new Node
  101370. * @param name the name and id to be given to this node
  101371. * @param scene the scene this node will be added to
  101372. */
  101373. constructor(name: string, scene?: Nullable<Scene>);
  101374. /**
  101375. * Gets the scene of the node
  101376. * @returns a scene
  101377. */
  101378. getScene(): Scene;
  101379. /**
  101380. * Gets the engine of the node
  101381. * @returns a Engine
  101382. */
  101383. getEngine(): Engine;
  101384. private _behaviors;
  101385. /**
  101386. * Attach a behavior to the node
  101387. * @see http://doc.babylonjs.com/features/behaviour
  101388. * @param behavior defines the behavior to attach
  101389. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  101390. * @returns the current Node
  101391. */
  101392. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  101393. /**
  101394. * Remove an attached behavior
  101395. * @see http://doc.babylonjs.com/features/behaviour
  101396. * @param behavior defines the behavior to attach
  101397. * @returns the current Node
  101398. */
  101399. removeBehavior(behavior: Behavior<Node>): Node;
  101400. /**
  101401. * Gets the list of attached behaviors
  101402. * @see http://doc.babylonjs.com/features/behaviour
  101403. */
  101404. get behaviors(): Behavior<Node>[];
  101405. /**
  101406. * Gets an attached behavior by name
  101407. * @param name defines the name of the behavior to look for
  101408. * @see http://doc.babylonjs.com/features/behaviour
  101409. * @returns null if behavior was not found else the requested behavior
  101410. */
  101411. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  101412. /**
  101413. * Returns the latest update of the World matrix
  101414. * @returns a Matrix
  101415. */
  101416. getWorldMatrix(): Matrix;
  101417. /** @hidden */
  101418. _getWorldMatrixDeterminant(): number;
  101419. /**
  101420. * Returns directly the latest state of the mesh World matrix.
  101421. * A Matrix is returned.
  101422. */
  101423. get worldMatrixFromCache(): Matrix;
  101424. /** @hidden */
  101425. _initCache(): void;
  101426. /** @hidden */
  101427. updateCache(force?: boolean): void;
  101428. /** @hidden */
  101429. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  101430. /** @hidden */
  101431. _updateCache(ignoreParentClass?: boolean): void;
  101432. /** @hidden */
  101433. _isSynchronized(): boolean;
  101434. /** @hidden */
  101435. _markSyncedWithParent(): void;
  101436. /** @hidden */
  101437. isSynchronizedWithParent(): boolean;
  101438. /** @hidden */
  101439. isSynchronized(): boolean;
  101440. /**
  101441. * Is this node ready to be used/rendered
  101442. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  101443. * @return true if the node is ready
  101444. */
  101445. isReady(completeCheck?: boolean): boolean;
  101446. /**
  101447. * Is this node enabled?
  101448. * 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
  101449. * @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
  101450. * @return whether this node (and its parent) is enabled
  101451. */
  101452. isEnabled(checkAncestors?: boolean): boolean;
  101453. /** @hidden */
  101454. protected _syncParentEnabledState(): void;
  101455. /**
  101456. * Set the enabled state of this node
  101457. * @param value defines the new enabled state
  101458. */
  101459. setEnabled(value: boolean): void;
  101460. /**
  101461. * Is this node a descendant of the given node?
  101462. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  101463. * @param ancestor defines the parent node to inspect
  101464. * @returns a boolean indicating if this node is a descendant of the given node
  101465. */
  101466. isDescendantOf(ancestor: Node): boolean;
  101467. /** @hidden */
  101468. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  101469. /**
  101470. * Will return all nodes that have this node as ascendant
  101471. * @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
  101472. * @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
  101473. * @return all children nodes of all types
  101474. */
  101475. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  101476. /**
  101477. * Get all child-meshes of this node
  101478. * @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)
  101479. * @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
  101480. * @returns an array of AbstractMesh
  101481. */
  101482. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  101483. /**
  101484. * Get all direct children of this node
  101485. * @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
  101486. * @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)
  101487. * @returns an array of Node
  101488. */
  101489. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  101490. /** @hidden */
  101491. _setReady(state: boolean): void;
  101492. /**
  101493. * Get an animation by name
  101494. * @param name defines the name of the animation to look for
  101495. * @returns null if not found else the requested animation
  101496. */
  101497. getAnimationByName(name: string): Nullable<Animation>;
  101498. /**
  101499. * Creates an animation range for this node
  101500. * @param name defines the name of the range
  101501. * @param from defines the starting key
  101502. * @param to defines the end key
  101503. */
  101504. createAnimationRange(name: string, from: number, to: number): void;
  101505. /**
  101506. * Delete a specific animation range
  101507. * @param name defines the name of the range to delete
  101508. * @param deleteFrames defines if animation frames from the range must be deleted as well
  101509. */
  101510. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  101511. /**
  101512. * Get an animation range by name
  101513. * @param name defines the name of the animation range to look for
  101514. * @returns null if not found else the requested animation range
  101515. */
  101516. getAnimationRange(name: string): Nullable<AnimationRange>;
  101517. /**
  101518. * Gets the list of all animation ranges defined on this node
  101519. * @returns an array
  101520. */
  101521. getAnimationRanges(): Nullable<AnimationRange>[];
  101522. /**
  101523. * Will start the animation sequence
  101524. * @param name defines the range frames for animation sequence
  101525. * @param loop defines if the animation should loop (false by default)
  101526. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  101527. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  101528. * @returns the object created for this animation. If range does not exist, it will return null
  101529. */
  101530. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  101531. /**
  101532. * Serialize animation ranges into a JSON compatible object
  101533. * @returns serialization object
  101534. */
  101535. serializeAnimationRanges(): any;
  101536. /**
  101537. * Computes the world matrix of the node
  101538. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  101539. * @returns the world matrix
  101540. */
  101541. computeWorldMatrix(force?: boolean): Matrix;
  101542. /**
  101543. * Releases resources associated with this node.
  101544. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  101545. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  101546. */
  101547. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  101548. /**
  101549. * Parse animation range data from a serialization object and store them into a given node
  101550. * @param node defines where to store the animation ranges
  101551. * @param parsedNode defines the serialization object to read data from
  101552. * @param scene defines the hosting scene
  101553. */
  101554. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  101555. /**
  101556. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  101557. * @param includeDescendants Include bounding info from descendants as well (true by default)
  101558. * @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
  101559. * @returns the new bounding vectors
  101560. */
  101561. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  101562. min: Vector3;
  101563. max: Vector3;
  101564. };
  101565. }
  101566. }
  101567. declare module BABYLON {
  101568. /**
  101569. * @hidden
  101570. */
  101571. export class _IAnimationState {
  101572. key: number;
  101573. repeatCount: number;
  101574. workValue?: any;
  101575. loopMode?: number;
  101576. offsetValue?: any;
  101577. highLimitValue?: any;
  101578. }
  101579. /**
  101580. * Class used to store any kind of animation
  101581. */
  101582. export class Animation {
  101583. /**Name of the animation */
  101584. name: string;
  101585. /**Property to animate */
  101586. targetProperty: string;
  101587. /**The frames per second of the animation */
  101588. framePerSecond: number;
  101589. /**The data type of the animation */
  101590. dataType: number;
  101591. /**The loop mode of the animation */
  101592. loopMode?: number | undefined;
  101593. /**Specifies if blending should be enabled */
  101594. enableBlending?: boolean | undefined;
  101595. /**
  101596. * Use matrix interpolation instead of using direct key value when animating matrices
  101597. */
  101598. static AllowMatricesInterpolation: boolean;
  101599. /**
  101600. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  101601. */
  101602. static AllowMatrixDecomposeForInterpolation: boolean;
  101603. /**
  101604. * Stores the key frames of the animation
  101605. */
  101606. private _keys;
  101607. /**
  101608. * Stores the easing function of the animation
  101609. */
  101610. private _easingFunction;
  101611. /**
  101612. * @hidden Internal use only
  101613. */
  101614. _runtimeAnimations: RuntimeAnimation[];
  101615. /**
  101616. * The set of event that will be linked to this animation
  101617. */
  101618. private _events;
  101619. /**
  101620. * Stores an array of target property paths
  101621. */
  101622. targetPropertyPath: string[];
  101623. /**
  101624. * Stores the blending speed of the animation
  101625. */
  101626. blendingSpeed: number;
  101627. /**
  101628. * Stores the animation ranges for the animation
  101629. */
  101630. private _ranges;
  101631. /**
  101632. * @hidden Internal use
  101633. */
  101634. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  101635. /**
  101636. * Sets up an animation
  101637. * @param property The property to animate
  101638. * @param animationType The animation type to apply
  101639. * @param framePerSecond The frames per second of the animation
  101640. * @param easingFunction The easing function used in the animation
  101641. * @returns The created animation
  101642. */
  101643. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  101644. /**
  101645. * Create and start an animation on a node
  101646. * @param name defines the name of the global animation that will be run on all nodes
  101647. * @param node defines the root node where the animation will take place
  101648. * @param targetProperty defines property to animate
  101649. * @param framePerSecond defines the number of frame per second yo use
  101650. * @param totalFrame defines the number of frames in total
  101651. * @param from defines the initial value
  101652. * @param to defines the final value
  101653. * @param loopMode defines which loop mode you want to use (off by default)
  101654. * @param easingFunction defines the easing function to use (linear by default)
  101655. * @param onAnimationEnd defines the callback to call when animation end
  101656. * @returns the animatable created for this animation
  101657. */
  101658. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  101659. /**
  101660. * Create and start an animation on a node and its descendants
  101661. * @param name defines the name of the global animation that will be run on all nodes
  101662. * @param node defines the root node where the animation will take place
  101663. * @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
  101664. * @param targetProperty defines property to animate
  101665. * @param framePerSecond defines the number of frame per second to use
  101666. * @param totalFrame defines the number of frames in total
  101667. * @param from defines the initial value
  101668. * @param to defines the final value
  101669. * @param loopMode defines which loop mode you want to use (off by default)
  101670. * @param easingFunction defines the easing function to use (linear by default)
  101671. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  101672. * @returns the list of animatables created for all nodes
  101673. * @example https://www.babylonjs-playground.com/#MH0VLI
  101674. */
  101675. 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[]>;
  101676. /**
  101677. * Creates a new animation, merges it with the existing animations and starts it
  101678. * @param name Name of the animation
  101679. * @param node Node which contains the scene that begins the animations
  101680. * @param targetProperty Specifies which property to animate
  101681. * @param framePerSecond The frames per second of the animation
  101682. * @param totalFrame The total number of frames
  101683. * @param from The frame at the beginning of the animation
  101684. * @param to The frame at the end of the animation
  101685. * @param loopMode Specifies the loop mode of the animation
  101686. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  101687. * @param onAnimationEnd Callback to run once the animation is complete
  101688. * @returns Nullable animation
  101689. */
  101690. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  101691. /**
  101692. * Transition property of an host to the target Value
  101693. * @param property The property to transition
  101694. * @param targetValue The target Value of the property
  101695. * @param host The object where the property to animate belongs
  101696. * @param scene Scene used to run the animation
  101697. * @param frameRate Framerate (in frame/s) to use
  101698. * @param transition The transition type we want to use
  101699. * @param duration The duration of the animation, in milliseconds
  101700. * @param onAnimationEnd Callback trigger at the end of the animation
  101701. * @returns Nullable animation
  101702. */
  101703. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  101704. /**
  101705. * Return the array of runtime animations currently using this animation
  101706. */
  101707. get runtimeAnimations(): RuntimeAnimation[];
  101708. /**
  101709. * Specifies if any of the runtime animations are currently running
  101710. */
  101711. get hasRunningRuntimeAnimations(): boolean;
  101712. /**
  101713. * Initializes the animation
  101714. * @param name Name of the animation
  101715. * @param targetProperty Property to animate
  101716. * @param framePerSecond The frames per second of the animation
  101717. * @param dataType The data type of the animation
  101718. * @param loopMode The loop mode of the animation
  101719. * @param enableBlending Specifies if blending should be enabled
  101720. */
  101721. constructor(
  101722. /**Name of the animation */
  101723. name: string,
  101724. /**Property to animate */
  101725. targetProperty: string,
  101726. /**The frames per second of the animation */
  101727. framePerSecond: number,
  101728. /**The data type of the animation */
  101729. dataType: number,
  101730. /**The loop mode of the animation */
  101731. loopMode?: number | undefined,
  101732. /**Specifies if blending should be enabled */
  101733. enableBlending?: boolean | undefined);
  101734. /**
  101735. * Converts the animation to a string
  101736. * @param fullDetails support for multiple levels of logging within scene loading
  101737. * @returns String form of the animation
  101738. */
  101739. toString(fullDetails?: boolean): string;
  101740. /**
  101741. * Add an event to this animation
  101742. * @param event Event to add
  101743. */
  101744. addEvent(event: AnimationEvent): void;
  101745. /**
  101746. * Remove all events found at the given frame
  101747. * @param frame The frame to remove events from
  101748. */
  101749. removeEvents(frame: number): void;
  101750. /**
  101751. * Retrieves all the events from the animation
  101752. * @returns Events from the animation
  101753. */
  101754. getEvents(): AnimationEvent[];
  101755. /**
  101756. * Creates an animation range
  101757. * @param name Name of the animation range
  101758. * @param from Starting frame of the animation range
  101759. * @param to Ending frame of the animation
  101760. */
  101761. createRange(name: string, from: number, to: number): void;
  101762. /**
  101763. * Deletes an animation range by name
  101764. * @param name Name of the animation range to delete
  101765. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  101766. */
  101767. deleteRange(name: string, deleteFrames?: boolean): void;
  101768. /**
  101769. * Gets the animation range by name, or null if not defined
  101770. * @param name Name of the animation range
  101771. * @returns Nullable animation range
  101772. */
  101773. getRange(name: string): Nullable<AnimationRange>;
  101774. /**
  101775. * Gets the key frames from the animation
  101776. * @returns The key frames of the animation
  101777. */
  101778. getKeys(): Array<IAnimationKey>;
  101779. /**
  101780. * Gets the highest frame rate of the animation
  101781. * @returns Highest frame rate of the animation
  101782. */
  101783. getHighestFrame(): number;
  101784. /**
  101785. * Gets the easing function of the animation
  101786. * @returns Easing function of the animation
  101787. */
  101788. getEasingFunction(): IEasingFunction;
  101789. /**
  101790. * Sets the easing function of the animation
  101791. * @param easingFunction A custom mathematical formula for animation
  101792. */
  101793. setEasingFunction(easingFunction: EasingFunction): void;
  101794. /**
  101795. * Interpolates a scalar linearly
  101796. * @param startValue Start value of the animation curve
  101797. * @param endValue End value of the animation curve
  101798. * @param gradient Scalar amount to interpolate
  101799. * @returns Interpolated scalar value
  101800. */
  101801. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  101802. /**
  101803. * Interpolates a scalar cubically
  101804. * @param startValue Start value of the animation curve
  101805. * @param outTangent End tangent of the animation
  101806. * @param endValue End value of the animation curve
  101807. * @param inTangent Start tangent of the animation curve
  101808. * @param gradient Scalar amount to interpolate
  101809. * @returns Interpolated scalar value
  101810. */
  101811. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  101812. /**
  101813. * Interpolates a quaternion using a spherical linear interpolation
  101814. * @param startValue Start value of the animation curve
  101815. * @param endValue End value of the animation curve
  101816. * @param gradient Scalar amount to interpolate
  101817. * @returns Interpolated quaternion value
  101818. */
  101819. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  101820. /**
  101821. * Interpolates a quaternion cubically
  101822. * @param startValue Start value of the animation curve
  101823. * @param outTangent End tangent of the animation curve
  101824. * @param endValue End value of the animation curve
  101825. * @param inTangent Start tangent of the animation curve
  101826. * @param gradient Scalar amount to interpolate
  101827. * @returns Interpolated quaternion value
  101828. */
  101829. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  101830. /**
  101831. * Interpolates a Vector3 linearl
  101832. * @param startValue Start value of the animation curve
  101833. * @param endValue End value of the animation curve
  101834. * @param gradient Scalar amount to interpolate
  101835. * @returns Interpolated scalar value
  101836. */
  101837. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  101838. /**
  101839. * Interpolates a Vector3 cubically
  101840. * @param startValue Start value of the animation curve
  101841. * @param outTangent End tangent of the animation
  101842. * @param endValue End value of the animation curve
  101843. * @param inTangent Start tangent of the animation curve
  101844. * @param gradient Scalar amount to interpolate
  101845. * @returns InterpolatedVector3 value
  101846. */
  101847. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  101848. /**
  101849. * Interpolates a Vector2 linearly
  101850. * @param startValue Start value of the animation curve
  101851. * @param endValue End value of the animation curve
  101852. * @param gradient Scalar amount to interpolate
  101853. * @returns Interpolated Vector2 value
  101854. */
  101855. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  101856. /**
  101857. * Interpolates a Vector2 cubically
  101858. * @param startValue Start value of the animation curve
  101859. * @param outTangent End tangent of the animation
  101860. * @param endValue End value of the animation curve
  101861. * @param inTangent Start tangent of the animation curve
  101862. * @param gradient Scalar amount to interpolate
  101863. * @returns Interpolated Vector2 value
  101864. */
  101865. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  101866. /**
  101867. * Interpolates a size linearly
  101868. * @param startValue Start value of the animation curve
  101869. * @param endValue End value of the animation curve
  101870. * @param gradient Scalar amount to interpolate
  101871. * @returns Interpolated Size value
  101872. */
  101873. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  101874. /**
  101875. * Interpolates a Color3 linearly
  101876. * @param startValue Start value of the animation curve
  101877. * @param endValue End value of the animation curve
  101878. * @param gradient Scalar amount to interpolate
  101879. * @returns Interpolated Color3 value
  101880. */
  101881. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  101882. /**
  101883. * Interpolates a Color4 linearly
  101884. * @param startValue Start value of the animation curve
  101885. * @param endValue End value of the animation curve
  101886. * @param gradient Scalar amount to interpolate
  101887. * @returns Interpolated Color3 value
  101888. */
  101889. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  101890. /**
  101891. * @hidden Internal use only
  101892. */
  101893. _getKeyValue(value: any): any;
  101894. /**
  101895. * @hidden Internal use only
  101896. */
  101897. _interpolate(currentFrame: number, state: _IAnimationState): any;
  101898. /**
  101899. * Defines the function to use to interpolate matrices
  101900. * @param startValue defines the start matrix
  101901. * @param endValue defines the end matrix
  101902. * @param gradient defines the gradient between both matrices
  101903. * @param result defines an optional target matrix where to store the interpolation
  101904. * @returns the interpolated matrix
  101905. */
  101906. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  101907. /**
  101908. * Makes a copy of the animation
  101909. * @returns Cloned animation
  101910. */
  101911. clone(): Animation;
  101912. /**
  101913. * Sets the key frames of the animation
  101914. * @param values The animation key frames to set
  101915. */
  101916. setKeys(values: Array<IAnimationKey>): void;
  101917. /**
  101918. * Serializes the animation to an object
  101919. * @returns Serialized object
  101920. */
  101921. serialize(): any;
  101922. /**
  101923. * Float animation type
  101924. */
  101925. static readonly ANIMATIONTYPE_FLOAT: number;
  101926. /**
  101927. * Vector3 animation type
  101928. */
  101929. static readonly ANIMATIONTYPE_VECTOR3: number;
  101930. /**
  101931. * Quaternion animation type
  101932. */
  101933. static readonly ANIMATIONTYPE_QUATERNION: number;
  101934. /**
  101935. * Matrix animation type
  101936. */
  101937. static readonly ANIMATIONTYPE_MATRIX: number;
  101938. /**
  101939. * Color3 animation type
  101940. */
  101941. static readonly ANIMATIONTYPE_COLOR3: number;
  101942. /**
  101943. * Color3 animation type
  101944. */
  101945. static readonly ANIMATIONTYPE_COLOR4: number;
  101946. /**
  101947. * Vector2 animation type
  101948. */
  101949. static readonly ANIMATIONTYPE_VECTOR2: number;
  101950. /**
  101951. * Size animation type
  101952. */
  101953. static readonly ANIMATIONTYPE_SIZE: number;
  101954. /**
  101955. * Relative Loop Mode
  101956. */
  101957. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  101958. /**
  101959. * Cycle Loop Mode
  101960. */
  101961. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  101962. /**
  101963. * Constant Loop Mode
  101964. */
  101965. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  101966. /** @hidden */
  101967. static _UniversalLerp(left: any, right: any, amount: number): any;
  101968. /**
  101969. * Parses an animation object and creates an animation
  101970. * @param parsedAnimation Parsed animation object
  101971. * @returns Animation object
  101972. */
  101973. static Parse(parsedAnimation: any): Animation;
  101974. /**
  101975. * Appends the serialized animations from the source animations
  101976. * @param source Source containing the animations
  101977. * @param destination Target to store the animations
  101978. */
  101979. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  101980. }
  101981. }
  101982. declare module BABYLON {
  101983. /**
  101984. * Interface containing an array of animations
  101985. */
  101986. export interface IAnimatable {
  101987. /**
  101988. * Array of animations
  101989. */
  101990. animations: Nullable<Array<Animation>>;
  101991. }
  101992. }
  101993. declare module BABYLON {
  101994. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  101995. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  101996. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  101997. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  101998. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  101999. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102000. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102001. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102002. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102003. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102004. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102005. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102006. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102007. /**
  102008. * Decorator used to define property that can be serialized as reference to a camera
  102009. * @param sourceName defines the name of the property to decorate
  102010. */
  102011. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  102012. /**
  102013. * Class used to help serialization objects
  102014. */
  102015. export class SerializationHelper {
  102016. /** @hidden */
  102017. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  102018. /** @hidden */
  102019. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  102020. /** @hidden */
  102021. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  102022. /** @hidden */
  102023. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  102024. /**
  102025. * Appends the serialized animations from the source animations
  102026. * @param source Source containing the animations
  102027. * @param destination Target to store the animations
  102028. */
  102029. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  102030. /**
  102031. * Static function used to serialized a specific entity
  102032. * @param entity defines the entity to serialize
  102033. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  102034. * @returns a JSON compatible object representing the serialization of the entity
  102035. */
  102036. static Serialize<T>(entity: T, serializationObject?: any): any;
  102037. /**
  102038. * Creates a new entity from a serialization data object
  102039. * @param creationFunction defines a function used to instanciated the new entity
  102040. * @param source defines the source serialization data
  102041. * @param scene defines the hosting scene
  102042. * @param rootUrl defines the root url for resources
  102043. * @returns a new entity
  102044. */
  102045. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  102046. /**
  102047. * Clones an object
  102048. * @param creationFunction defines the function used to instanciate the new object
  102049. * @param source defines the source object
  102050. * @returns the cloned object
  102051. */
  102052. static Clone<T>(creationFunction: () => T, source: T): T;
  102053. /**
  102054. * Instanciates a new object based on a source one (some data will be shared between both object)
  102055. * @param creationFunction defines the function used to instanciate the new object
  102056. * @param source defines the source object
  102057. * @returns the new object
  102058. */
  102059. static Instanciate<T>(creationFunction: () => T, source: T): T;
  102060. }
  102061. }
  102062. declare module BABYLON {
  102063. /**
  102064. * Class used to manipulate GUIDs
  102065. */
  102066. export class GUID {
  102067. /**
  102068. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  102069. * Be aware Math.random() could cause collisions, but:
  102070. * "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"
  102071. * @returns a pseudo random id
  102072. */
  102073. static RandomId(): string;
  102074. }
  102075. }
  102076. declare module BABYLON {
  102077. /**
  102078. * Base class of all the textures in babylon.
  102079. * It groups all the common properties the materials, post process, lights... might need
  102080. * in order to make a correct use of the texture.
  102081. */
  102082. export class BaseTexture implements IAnimatable {
  102083. /**
  102084. * Default anisotropic filtering level for the application.
  102085. * It is set to 4 as a good tradeoff between perf and quality.
  102086. */
  102087. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  102088. /**
  102089. * Gets or sets the unique id of the texture
  102090. */
  102091. uniqueId: number;
  102092. /**
  102093. * Define the name of the texture.
  102094. */
  102095. name: string;
  102096. /**
  102097. * Gets or sets an object used to store user defined information.
  102098. */
  102099. metadata: any;
  102100. /**
  102101. * For internal use only. Please do not use.
  102102. */
  102103. reservedDataStore: any;
  102104. private _hasAlpha;
  102105. /**
  102106. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  102107. */
  102108. set hasAlpha(value: boolean);
  102109. get hasAlpha(): boolean;
  102110. /**
  102111. * Defines if the alpha value should be determined via the rgb values.
  102112. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  102113. */
  102114. getAlphaFromRGB: boolean;
  102115. /**
  102116. * Intensity or strength of the texture.
  102117. * It is commonly used by materials to fine tune the intensity of the texture
  102118. */
  102119. level: number;
  102120. /**
  102121. * Define the UV chanel to use starting from 0 and defaulting to 0.
  102122. * This is part of the texture as textures usually maps to one uv set.
  102123. */
  102124. coordinatesIndex: number;
  102125. private _coordinatesMode;
  102126. /**
  102127. * How a texture is mapped.
  102128. *
  102129. * | Value | Type | Description |
  102130. * | ----- | ----------------------------------- | ----------- |
  102131. * | 0 | EXPLICIT_MODE | |
  102132. * | 1 | SPHERICAL_MODE | |
  102133. * | 2 | PLANAR_MODE | |
  102134. * | 3 | CUBIC_MODE | |
  102135. * | 4 | PROJECTION_MODE | |
  102136. * | 5 | SKYBOX_MODE | |
  102137. * | 6 | INVCUBIC_MODE | |
  102138. * | 7 | EQUIRECTANGULAR_MODE | |
  102139. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  102140. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  102141. */
  102142. set coordinatesMode(value: number);
  102143. get coordinatesMode(): number;
  102144. /**
  102145. * | Value | Type | Description |
  102146. * | ----- | ------------------ | ----------- |
  102147. * | 0 | CLAMP_ADDRESSMODE | |
  102148. * | 1 | WRAP_ADDRESSMODE | |
  102149. * | 2 | MIRROR_ADDRESSMODE | |
  102150. */
  102151. wrapU: number;
  102152. /**
  102153. * | Value | Type | Description |
  102154. * | ----- | ------------------ | ----------- |
  102155. * | 0 | CLAMP_ADDRESSMODE | |
  102156. * | 1 | WRAP_ADDRESSMODE | |
  102157. * | 2 | MIRROR_ADDRESSMODE | |
  102158. */
  102159. wrapV: number;
  102160. /**
  102161. * | Value | Type | Description |
  102162. * | ----- | ------------------ | ----------- |
  102163. * | 0 | CLAMP_ADDRESSMODE | |
  102164. * | 1 | WRAP_ADDRESSMODE | |
  102165. * | 2 | MIRROR_ADDRESSMODE | |
  102166. */
  102167. wrapR: number;
  102168. /**
  102169. * With compliant hardware and browser (supporting anisotropic filtering)
  102170. * this defines the level of anisotropic filtering in the texture.
  102171. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  102172. */
  102173. anisotropicFilteringLevel: number;
  102174. /**
  102175. * Define if the texture is a cube texture or if false a 2d texture.
  102176. */
  102177. get isCube(): boolean;
  102178. set isCube(value: boolean);
  102179. /**
  102180. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  102181. */
  102182. get is3D(): boolean;
  102183. set is3D(value: boolean);
  102184. /**
  102185. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  102186. */
  102187. get is2DArray(): boolean;
  102188. set is2DArray(value: boolean);
  102189. /**
  102190. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  102191. * HDR texture are usually stored in linear space.
  102192. * This only impacts the PBR and Background materials
  102193. */
  102194. gammaSpace: boolean;
  102195. /**
  102196. * Gets or sets whether or not the texture contains RGBD data.
  102197. */
  102198. get isRGBD(): boolean;
  102199. set isRGBD(value: boolean);
  102200. /**
  102201. * Is Z inverted in the texture (useful in a cube texture).
  102202. */
  102203. invertZ: boolean;
  102204. /**
  102205. * Are mip maps generated for this texture or not.
  102206. */
  102207. get noMipmap(): boolean;
  102208. /**
  102209. * @hidden
  102210. */
  102211. lodLevelInAlpha: boolean;
  102212. /**
  102213. * With prefiltered texture, defined the offset used during the prefiltering steps.
  102214. */
  102215. get lodGenerationOffset(): number;
  102216. set lodGenerationOffset(value: number);
  102217. /**
  102218. * With prefiltered texture, defined the scale used during the prefiltering steps.
  102219. */
  102220. get lodGenerationScale(): number;
  102221. set lodGenerationScale(value: number);
  102222. /**
  102223. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  102224. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  102225. * average roughness values.
  102226. */
  102227. get linearSpecularLOD(): boolean;
  102228. set linearSpecularLOD(value: boolean);
  102229. /**
  102230. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  102231. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  102232. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  102233. */
  102234. get irradianceTexture(): Nullable<BaseTexture>;
  102235. set irradianceTexture(value: Nullable<BaseTexture>);
  102236. /**
  102237. * Define if the texture is a render target.
  102238. */
  102239. isRenderTarget: boolean;
  102240. /**
  102241. * Define the unique id of the texture in the scene.
  102242. */
  102243. get uid(): string;
  102244. /**
  102245. * Return a string representation of the texture.
  102246. * @returns the texture as a string
  102247. */
  102248. toString(): string;
  102249. /**
  102250. * Get the class name of the texture.
  102251. * @returns "BaseTexture"
  102252. */
  102253. getClassName(): string;
  102254. /**
  102255. * Define the list of animation attached to the texture.
  102256. */
  102257. animations: Animation[];
  102258. /**
  102259. * An event triggered when the texture is disposed.
  102260. */
  102261. onDisposeObservable: Observable<BaseTexture>;
  102262. private _onDisposeObserver;
  102263. /**
  102264. * Callback triggered when the texture has been disposed.
  102265. * Kept for back compatibility, you can use the onDisposeObservable instead.
  102266. */
  102267. set onDispose(callback: () => void);
  102268. /**
  102269. * Define the current state of the loading sequence when in delayed load mode.
  102270. */
  102271. delayLoadState: number;
  102272. private _scene;
  102273. /** @hidden */
  102274. _texture: Nullable<InternalTexture>;
  102275. private _uid;
  102276. /**
  102277. * Define if the texture is preventinga material to render or not.
  102278. * If not and the texture is not ready, the engine will use a default black texture instead.
  102279. */
  102280. get isBlocking(): boolean;
  102281. /**
  102282. * Instantiates a new BaseTexture.
  102283. * Base class of all the textures in babylon.
  102284. * It groups all the common properties the materials, post process, lights... might need
  102285. * in order to make a correct use of the texture.
  102286. * @param scene Define the scene the texture blongs to
  102287. */
  102288. constructor(scene: Nullable<Scene>);
  102289. /**
  102290. * Get the scene the texture belongs to.
  102291. * @returns the scene or null if undefined
  102292. */
  102293. getScene(): Nullable<Scene>;
  102294. /**
  102295. * Get the texture transform matrix used to offset tile the texture for istance.
  102296. * @returns the transformation matrix
  102297. */
  102298. getTextureMatrix(): Matrix;
  102299. /**
  102300. * Get the texture reflection matrix used to rotate/transform the reflection.
  102301. * @returns the reflection matrix
  102302. */
  102303. getReflectionTextureMatrix(): Matrix;
  102304. /**
  102305. * Get the underlying lower level texture from Babylon.
  102306. * @returns the insternal texture
  102307. */
  102308. getInternalTexture(): Nullable<InternalTexture>;
  102309. /**
  102310. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  102311. * @returns true if ready or not blocking
  102312. */
  102313. isReadyOrNotBlocking(): boolean;
  102314. /**
  102315. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  102316. * @returns true if fully ready
  102317. */
  102318. isReady(): boolean;
  102319. private _cachedSize;
  102320. /**
  102321. * Get the size of the texture.
  102322. * @returns the texture size.
  102323. */
  102324. getSize(): ISize;
  102325. /**
  102326. * Get the base size of the texture.
  102327. * It can be different from the size if the texture has been resized for POT for instance
  102328. * @returns the base size
  102329. */
  102330. getBaseSize(): ISize;
  102331. /**
  102332. * Update the sampling mode of the texture.
  102333. * Default is Trilinear mode.
  102334. *
  102335. * | Value | Type | Description |
  102336. * | ----- | ------------------ | ----------- |
  102337. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  102338. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  102339. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  102340. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  102341. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  102342. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  102343. * | 7 | NEAREST_LINEAR | |
  102344. * | 8 | NEAREST_NEAREST | |
  102345. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  102346. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  102347. * | 11 | LINEAR_LINEAR | |
  102348. * | 12 | LINEAR_NEAREST | |
  102349. *
  102350. * > _mag_: magnification filter (close to the viewer)
  102351. * > _min_: minification filter (far from the viewer)
  102352. * > _mip_: filter used between mip map levels
  102353. *@param samplingMode Define the new sampling mode of the texture
  102354. */
  102355. updateSamplingMode(samplingMode: number): void;
  102356. /**
  102357. * Scales the texture if is `canRescale()`
  102358. * @param ratio the resize factor we want to use to rescale
  102359. */
  102360. scale(ratio: number): void;
  102361. /**
  102362. * Get if the texture can rescale.
  102363. */
  102364. get canRescale(): boolean;
  102365. /** @hidden */
  102366. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  102367. /** @hidden */
  102368. _rebuild(): void;
  102369. /**
  102370. * Triggers the load sequence in delayed load mode.
  102371. */
  102372. delayLoad(): void;
  102373. /**
  102374. * Clones the texture.
  102375. * @returns the cloned texture
  102376. */
  102377. clone(): Nullable<BaseTexture>;
  102378. /**
  102379. * Get the texture underlying type (INT, FLOAT...)
  102380. */
  102381. get textureType(): number;
  102382. /**
  102383. * Get the texture underlying format (RGB, RGBA...)
  102384. */
  102385. get textureFormat(): number;
  102386. /**
  102387. * Indicates that textures need to be re-calculated for all materials
  102388. */
  102389. protected _markAllSubMeshesAsTexturesDirty(): void;
  102390. /**
  102391. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  102392. * This will returns an RGBA array buffer containing either in values (0-255) or
  102393. * float values (0-1) depending of the underlying buffer type.
  102394. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  102395. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  102396. * @param buffer defines a user defined buffer to fill with data (can be null)
  102397. * @returns The Array buffer containing the pixels data.
  102398. */
  102399. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  102400. /**
  102401. * Release and destroy the underlying lower level texture aka internalTexture.
  102402. */
  102403. releaseInternalTexture(): void;
  102404. /** @hidden */
  102405. get _lodTextureHigh(): Nullable<BaseTexture>;
  102406. /** @hidden */
  102407. get _lodTextureMid(): Nullable<BaseTexture>;
  102408. /** @hidden */
  102409. get _lodTextureLow(): Nullable<BaseTexture>;
  102410. /**
  102411. * Dispose the texture and release its associated resources.
  102412. */
  102413. dispose(): void;
  102414. /**
  102415. * Serialize the texture into a JSON representation that can be parsed later on.
  102416. * @returns the JSON representation of the texture
  102417. */
  102418. serialize(): any;
  102419. /**
  102420. * Helper function to be called back once a list of texture contains only ready textures.
  102421. * @param textures Define the list of textures to wait for
  102422. * @param callback Define the callback triggered once the entire list will be ready
  102423. */
  102424. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  102425. }
  102426. }
  102427. declare module BABYLON {
  102428. /**
  102429. * Options to be used when creating an effect.
  102430. */
  102431. export interface IEffectCreationOptions {
  102432. /**
  102433. * Atrributes that will be used in the shader.
  102434. */
  102435. attributes: string[];
  102436. /**
  102437. * Uniform varible names that will be set in the shader.
  102438. */
  102439. uniformsNames: string[];
  102440. /**
  102441. * Uniform buffer variable names that will be set in the shader.
  102442. */
  102443. uniformBuffersNames: string[];
  102444. /**
  102445. * Sampler texture variable names that will be set in the shader.
  102446. */
  102447. samplers: string[];
  102448. /**
  102449. * Define statements that will be set in the shader.
  102450. */
  102451. defines: any;
  102452. /**
  102453. * Possible fallbacks for this effect to improve performance when needed.
  102454. */
  102455. fallbacks: Nullable<IEffectFallbacks>;
  102456. /**
  102457. * Callback that will be called when the shader is compiled.
  102458. */
  102459. onCompiled: Nullable<(effect: Effect) => void>;
  102460. /**
  102461. * Callback that will be called if an error occurs during shader compilation.
  102462. */
  102463. onError: Nullable<(effect: Effect, errors: string) => void>;
  102464. /**
  102465. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  102466. */
  102467. indexParameters?: any;
  102468. /**
  102469. * Max number of lights that can be used in the shader.
  102470. */
  102471. maxSimultaneousLights?: number;
  102472. /**
  102473. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  102474. */
  102475. transformFeedbackVaryings?: Nullable<string[]>;
  102476. }
  102477. /**
  102478. * Effect containing vertex and fragment shader that can be executed on an object.
  102479. */
  102480. export class Effect implements IDisposable {
  102481. /**
  102482. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  102483. */
  102484. static ShadersRepository: string;
  102485. /**
  102486. * Name of the effect.
  102487. */
  102488. name: any;
  102489. /**
  102490. * String container all the define statements that should be set on the shader.
  102491. */
  102492. defines: string;
  102493. /**
  102494. * Callback that will be called when the shader is compiled.
  102495. */
  102496. onCompiled: Nullable<(effect: Effect) => void>;
  102497. /**
  102498. * Callback that will be called if an error occurs during shader compilation.
  102499. */
  102500. onError: Nullable<(effect: Effect, errors: string) => void>;
  102501. /**
  102502. * Callback that will be called when effect is bound.
  102503. */
  102504. onBind: Nullable<(effect: Effect) => void>;
  102505. /**
  102506. * Unique ID of the effect.
  102507. */
  102508. uniqueId: number;
  102509. /**
  102510. * Observable that will be called when the shader is compiled.
  102511. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  102512. */
  102513. onCompileObservable: Observable<Effect>;
  102514. /**
  102515. * Observable that will be called if an error occurs during shader compilation.
  102516. */
  102517. onErrorObservable: Observable<Effect>;
  102518. /** @hidden */
  102519. _onBindObservable: Nullable<Observable<Effect>>;
  102520. /**
  102521. * @hidden
  102522. * Specifies if the effect was previously ready
  102523. */
  102524. _wasPreviouslyReady: boolean;
  102525. /**
  102526. * Observable that will be called when effect is bound.
  102527. */
  102528. get onBindObservable(): Observable<Effect>;
  102529. /** @hidden */
  102530. _bonesComputationForcedToCPU: boolean;
  102531. private static _uniqueIdSeed;
  102532. private _engine;
  102533. private _uniformBuffersNames;
  102534. private _uniformsNames;
  102535. private _samplerList;
  102536. private _samplers;
  102537. private _isReady;
  102538. private _compilationError;
  102539. private _allFallbacksProcessed;
  102540. private _attributesNames;
  102541. private _attributes;
  102542. private _attributeLocationByName;
  102543. private _uniforms;
  102544. /**
  102545. * Key for the effect.
  102546. * @hidden
  102547. */
  102548. _key: string;
  102549. private _indexParameters;
  102550. private _fallbacks;
  102551. private _vertexSourceCode;
  102552. private _fragmentSourceCode;
  102553. private _vertexSourceCodeOverride;
  102554. private _fragmentSourceCodeOverride;
  102555. private _transformFeedbackVaryings;
  102556. /**
  102557. * Compiled shader to webGL program.
  102558. * @hidden
  102559. */
  102560. _pipelineContext: Nullable<IPipelineContext>;
  102561. private _valueCache;
  102562. private static _baseCache;
  102563. /**
  102564. * Instantiates an effect.
  102565. * An effect can be used to create/manage/execute vertex and fragment shaders.
  102566. * @param baseName Name of the effect.
  102567. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  102568. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  102569. * @param samplers List of sampler variables that will be passed to the shader.
  102570. * @param engine Engine to be used to render the effect
  102571. * @param defines Define statements to be added to the shader.
  102572. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  102573. * @param onCompiled Callback that will be called when the shader is compiled.
  102574. * @param onError Callback that will be called if an error occurs during shader compilation.
  102575. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  102576. */
  102577. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  102578. private _useFinalCode;
  102579. /**
  102580. * Unique key for this effect
  102581. */
  102582. get key(): string;
  102583. /**
  102584. * If the effect has been compiled and prepared.
  102585. * @returns if the effect is compiled and prepared.
  102586. */
  102587. isReady(): boolean;
  102588. private _isReadyInternal;
  102589. /**
  102590. * The engine the effect was initialized with.
  102591. * @returns the engine.
  102592. */
  102593. getEngine(): Engine;
  102594. /**
  102595. * The pipeline context for this effect
  102596. * @returns the associated pipeline context
  102597. */
  102598. getPipelineContext(): Nullable<IPipelineContext>;
  102599. /**
  102600. * The set of names of attribute variables for the shader.
  102601. * @returns An array of attribute names.
  102602. */
  102603. getAttributesNames(): string[];
  102604. /**
  102605. * Returns the attribute at the given index.
  102606. * @param index The index of the attribute.
  102607. * @returns The location of the attribute.
  102608. */
  102609. getAttributeLocation(index: number): number;
  102610. /**
  102611. * Returns the attribute based on the name of the variable.
  102612. * @param name of the attribute to look up.
  102613. * @returns the attribute location.
  102614. */
  102615. getAttributeLocationByName(name: string): number;
  102616. /**
  102617. * The number of attributes.
  102618. * @returns the numnber of attributes.
  102619. */
  102620. getAttributesCount(): number;
  102621. /**
  102622. * Gets the index of a uniform variable.
  102623. * @param uniformName of the uniform to look up.
  102624. * @returns the index.
  102625. */
  102626. getUniformIndex(uniformName: string): number;
  102627. /**
  102628. * Returns the attribute based on the name of the variable.
  102629. * @param uniformName of the uniform to look up.
  102630. * @returns the location of the uniform.
  102631. */
  102632. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  102633. /**
  102634. * Returns an array of sampler variable names
  102635. * @returns The array of sampler variable neames.
  102636. */
  102637. getSamplers(): string[];
  102638. /**
  102639. * The error from the last compilation.
  102640. * @returns the error string.
  102641. */
  102642. getCompilationError(): string;
  102643. /**
  102644. * Gets a boolean indicating that all fallbacks were used during compilation
  102645. * @returns true if all fallbacks were used
  102646. */
  102647. allFallbacksProcessed(): boolean;
  102648. /**
  102649. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  102650. * @param func The callback to be used.
  102651. */
  102652. executeWhenCompiled(func: (effect: Effect) => void): void;
  102653. private _checkIsReady;
  102654. private _loadShader;
  102655. /**
  102656. * Recompiles the webGL program
  102657. * @param vertexSourceCode The source code for the vertex shader.
  102658. * @param fragmentSourceCode The source code for the fragment shader.
  102659. * @param onCompiled Callback called when completed.
  102660. * @param onError Callback called on error.
  102661. * @hidden
  102662. */
  102663. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  102664. /**
  102665. * Prepares the effect
  102666. * @hidden
  102667. */
  102668. _prepareEffect(): void;
  102669. private _processCompilationErrors;
  102670. /**
  102671. * Checks if the effect is supported. (Must be called after compilation)
  102672. */
  102673. get isSupported(): boolean;
  102674. /**
  102675. * Binds a texture to the engine to be used as output of the shader.
  102676. * @param channel Name of the output variable.
  102677. * @param texture Texture to bind.
  102678. * @hidden
  102679. */
  102680. _bindTexture(channel: string, texture: Nullable<InternalTexture>): void;
  102681. /**
  102682. * Sets a texture on the engine to be used in the shader.
  102683. * @param channel Name of the sampler variable.
  102684. * @param texture Texture to set.
  102685. */
  102686. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  102687. /**
  102688. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  102689. * @param channel Name of the sampler variable.
  102690. * @param texture Texture to set.
  102691. */
  102692. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  102693. /**
  102694. * Sets an array of textures on the engine to be used in the shader.
  102695. * @param channel Name of the variable.
  102696. * @param textures Textures to set.
  102697. */
  102698. setTextureArray(channel: string, textures: BaseTexture[]): void;
  102699. /**
  102700. * 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)
  102701. * @param channel Name of the sampler variable.
  102702. * @param postProcess Post process to get the input texture from.
  102703. */
  102704. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  102705. /**
  102706. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  102707. * 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)
  102708. * @param channel Name of the sampler variable.
  102709. * @param postProcess Post process to get the output texture from.
  102710. */
  102711. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  102712. /** @hidden */
  102713. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  102714. /** @hidden */
  102715. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  102716. /** @hidden */
  102717. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  102718. /** @hidden */
  102719. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  102720. /**
  102721. * Binds a buffer to a uniform.
  102722. * @param buffer Buffer to bind.
  102723. * @param name Name of the uniform variable to bind to.
  102724. */
  102725. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  102726. /**
  102727. * Binds block to a uniform.
  102728. * @param blockName Name of the block to bind.
  102729. * @param index Index to bind.
  102730. */
  102731. bindUniformBlock(blockName: string, index: number): void;
  102732. /**
  102733. * Sets an interger value on a uniform variable.
  102734. * @param uniformName Name of the variable.
  102735. * @param value Value to be set.
  102736. * @returns this effect.
  102737. */
  102738. setInt(uniformName: string, value: number): Effect;
  102739. /**
  102740. * Sets an int array on a uniform variable.
  102741. * @param uniformName Name of the variable.
  102742. * @param array array to be set.
  102743. * @returns this effect.
  102744. */
  102745. setIntArray(uniformName: string, array: Int32Array): Effect;
  102746. /**
  102747. * 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)
  102748. * @param uniformName Name of the variable.
  102749. * @param array array to be set.
  102750. * @returns this effect.
  102751. */
  102752. setIntArray2(uniformName: string, array: Int32Array): Effect;
  102753. /**
  102754. * 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)
  102755. * @param uniformName Name of the variable.
  102756. * @param array array to be set.
  102757. * @returns this effect.
  102758. */
  102759. setIntArray3(uniformName: string, array: Int32Array): Effect;
  102760. /**
  102761. * 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)
  102762. * @param uniformName Name of the variable.
  102763. * @param array array to be set.
  102764. * @returns this effect.
  102765. */
  102766. setIntArray4(uniformName: string, array: Int32Array): Effect;
  102767. /**
  102768. * Sets an float array on a uniform variable.
  102769. * @param uniformName Name of the variable.
  102770. * @param array array to be set.
  102771. * @returns this effect.
  102772. */
  102773. setFloatArray(uniformName: string, array: Float32Array): Effect;
  102774. /**
  102775. * 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)
  102776. * @param uniformName Name of the variable.
  102777. * @param array array to be set.
  102778. * @returns this effect.
  102779. */
  102780. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  102781. /**
  102782. * 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)
  102783. * @param uniformName Name of the variable.
  102784. * @param array array to be set.
  102785. * @returns this effect.
  102786. */
  102787. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  102788. /**
  102789. * 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)
  102790. * @param uniformName Name of the variable.
  102791. * @param array array to be set.
  102792. * @returns this effect.
  102793. */
  102794. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  102795. /**
  102796. * Sets an array on a uniform variable.
  102797. * @param uniformName Name of the variable.
  102798. * @param array array to be set.
  102799. * @returns this effect.
  102800. */
  102801. setArray(uniformName: string, array: number[]): Effect;
  102802. /**
  102803. * 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)
  102804. * @param uniformName Name of the variable.
  102805. * @param array array to be set.
  102806. * @returns this effect.
  102807. */
  102808. setArray2(uniformName: string, array: number[]): Effect;
  102809. /**
  102810. * 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)
  102811. * @param uniformName Name of the variable.
  102812. * @param array array to be set.
  102813. * @returns this effect.
  102814. */
  102815. setArray3(uniformName: string, array: number[]): Effect;
  102816. /**
  102817. * 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)
  102818. * @param uniformName Name of the variable.
  102819. * @param array array to be set.
  102820. * @returns this effect.
  102821. */
  102822. setArray4(uniformName: string, array: number[]): Effect;
  102823. /**
  102824. * Sets matrices on a uniform variable.
  102825. * @param uniformName Name of the variable.
  102826. * @param matrices matrices to be set.
  102827. * @returns this effect.
  102828. */
  102829. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  102830. /**
  102831. * Sets matrix on a uniform variable.
  102832. * @param uniformName Name of the variable.
  102833. * @param matrix matrix to be set.
  102834. * @returns this effect.
  102835. */
  102836. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  102837. /**
  102838. * 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)
  102839. * @param uniformName Name of the variable.
  102840. * @param matrix matrix to be set.
  102841. * @returns this effect.
  102842. */
  102843. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  102844. /**
  102845. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  102846. * @param uniformName Name of the variable.
  102847. * @param matrix matrix to be set.
  102848. * @returns this effect.
  102849. */
  102850. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  102851. /**
  102852. * Sets a float on a uniform variable.
  102853. * @param uniformName Name of the variable.
  102854. * @param value value to be set.
  102855. * @returns this effect.
  102856. */
  102857. setFloat(uniformName: string, value: number): Effect;
  102858. /**
  102859. * Sets a boolean on a uniform variable.
  102860. * @param uniformName Name of the variable.
  102861. * @param bool value to be set.
  102862. * @returns this effect.
  102863. */
  102864. setBool(uniformName: string, bool: boolean): Effect;
  102865. /**
  102866. * Sets a Vector2 on a uniform variable.
  102867. * @param uniformName Name of the variable.
  102868. * @param vector2 vector2 to be set.
  102869. * @returns this effect.
  102870. */
  102871. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  102872. /**
  102873. * Sets a float2 on a uniform variable.
  102874. * @param uniformName Name of the variable.
  102875. * @param x First float in float2.
  102876. * @param y Second float in float2.
  102877. * @returns this effect.
  102878. */
  102879. setFloat2(uniformName: string, x: number, y: number): Effect;
  102880. /**
  102881. * Sets a Vector3 on a uniform variable.
  102882. * @param uniformName Name of the variable.
  102883. * @param vector3 Value to be set.
  102884. * @returns this effect.
  102885. */
  102886. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  102887. /**
  102888. * Sets a float3 on a uniform variable.
  102889. * @param uniformName Name of the variable.
  102890. * @param x First float in float3.
  102891. * @param y Second float in float3.
  102892. * @param z Third float in float3.
  102893. * @returns this effect.
  102894. */
  102895. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  102896. /**
  102897. * Sets a Vector4 on a uniform variable.
  102898. * @param uniformName Name of the variable.
  102899. * @param vector4 Value to be set.
  102900. * @returns this effect.
  102901. */
  102902. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  102903. /**
  102904. * Sets a float4 on a uniform variable.
  102905. * @param uniformName Name of the variable.
  102906. * @param x First float in float4.
  102907. * @param y Second float in float4.
  102908. * @param z Third float in float4.
  102909. * @param w Fourth float in float4.
  102910. * @returns this effect.
  102911. */
  102912. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  102913. /**
  102914. * Sets a Color3 on a uniform variable.
  102915. * @param uniformName Name of the variable.
  102916. * @param color3 Value to be set.
  102917. * @returns this effect.
  102918. */
  102919. setColor3(uniformName: string, color3: IColor3Like): Effect;
  102920. /**
  102921. * Sets a Color4 on a uniform variable.
  102922. * @param uniformName Name of the variable.
  102923. * @param color3 Value to be set.
  102924. * @param alpha Alpha value to be set.
  102925. * @returns this effect.
  102926. */
  102927. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  102928. /**
  102929. * Sets a Color4 on a uniform variable
  102930. * @param uniformName defines the name of the variable
  102931. * @param color4 defines the value to be set
  102932. * @returns this effect.
  102933. */
  102934. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  102935. /** Release all associated resources */
  102936. dispose(): void;
  102937. /**
  102938. * This function will add a new shader to the shader store
  102939. * @param name the name of the shader
  102940. * @param pixelShader optional pixel shader content
  102941. * @param vertexShader optional vertex shader content
  102942. */
  102943. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  102944. /**
  102945. * Store of each shader (The can be looked up using effect.key)
  102946. */
  102947. static ShadersStore: {
  102948. [key: string]: string;
  102949. };
  102950. /**
  102951. * Store of each included file for a shader (The can be looked up using effect.key)
  102952. */
  102953. static IncludesShadersStore: {
  102954. [key: string]: string;
  102955. };
  102956. /**
  102957. * Resets the cache of effects.
  102958. */
  102959. static ResetCache(): void;
  102960. }
  102961. }
  102962. declare module BABYLON {
  102963. /**
  102964. * Interface used to describe the capabilities of the engine relatively to the current browser
  102965. */
  102966. export interface EngineCapabilities {
  102967. /** Maximum textures units per fragment shader */
  102968. maxTexturesImageUnits: number;
  102969. /** Maximum texture units per vertex shader */
  102970. maxVertexTextureImageUnits: number;
  102971. /** Maximum textures units in the entire pipeline */
  102972. maxCombinedTexturesImageUnits: number;
  102973. /** Maximum texture size */
  102974. maxTextureSize: number;
  102975. /** Maximum texture samples */
  102976. maxSamples?: number;
  102977. /** Maximum cube texture size */
  102978. maxCubemapTextureSize: number;
  102979. /** Maximum render texture size */
  102980. maxRenderTextureSize: number;
  102981. /** Maximum number of vertex attributes */
  102982. maxVertexAttribs: number;
  102983. /** Maximum number of varyings */
  102984. maxVaryingVectors: number;
  102985. /** Maximum number of uniforms per vertex shader */
  102986. maxVertexUniformVectors: number;
  102987. /** Maximum number of uniforms per fragment shader */
  102988. maxFragmentUniformVectors: number;
  102989. /** Defines if standard derivates (dx/dy) are supported */
  102990. standardDerivatives: boolean;
  102991. /** Defines if s3tc texture compression is supported */
  102992. s3tc?: WEBGL_compressed_texture_s3tc;
  102993. /** Defines if pvrtc texture compression is supported */
  102994. pvrtc: any;
  102995. /** Defines if etc1 texture compression is supported */
  102996. etc1: any;
  102997. /** Defines if etc2 texture compression is supported */
  102998. etc2: any;
  102999. /** Defines if astc texture compression is supported */
  103000. astc: any;
  103001. /** Defines if float textures are supported */
  103002. textureFloat: boolean;
  103003. /** Defines if vertex array objects are supported */
  103004. vertexArrayObject: boolean;
  103005. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  103006. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  103007. /** Gets the maximum level of anisotropy supported */
  103008. maxAnisotropy: number;
  103009. /** Defines if instancing is supported */
  103010. instancedArrays: boolean;
  103011. /** Defines if 32 bits indices are supported */
  103012. uintIndices: boolean;
  103013. /** Defines if high precision shaders are supported */
  103014. highPrecisionShaderSupported: boolean;
  103015. /** Defines if depth reading in the fragment shader is supported */
  103016. fragmentDepthSupported: boolean;
  103017. /** Defines if float texture linear filtering is supported*/
  103018. textureFloatLinearFiltering: boolean;
  103019. /** Defines if rendering to float textures is supported */
  103020. textureFloatRender: boolean;
  103021. /** Defines if half float textures are supported*/
  103022. textureHalfFloat: boolean;
  103023. /** Defines if half float texture linear filtering is supported*/
  103024. textureHalfFloatLinearFiltering: boolean;
  103025. /** Defines if rendering to half float textures is supported */
  103026. textureHalfFloatRender: boolean;
  103027. /** Defines if textureLOD shader command is supported */
  103028. textureLOD: boolean;
  103029. /** Defines if draw buffers extension is supported */
  103030. drawBuffersExtension: boolean;
  103031. /** Defines if depth textures are supported */
  103032. depthTextureExtension: boolean;
  103033. /** Defines if float color buffer are supported */
  103034. colorBufferFloat: boolean;
  103035. /** Gets disjoint timer query extension (null if not supported) */
  103036. timerQuery?: EXT_disjoint_timer_query;
  103037. /** Defines if timestamp can be used with timer query */
  103038. canUseTimestampForTimerQuery: boolean;
  103039. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  103040. multiview?: any;
  103041. /** Defines if oculus multiview is supported (https://developer.oculus.com/documentation/oculus-browser/latest/concepts/browser-multiview/) */
  103042. oculusMultiview?: any;
  103043. /** Function used to let the system compiles shaders in background */
  103044. parallelShaderCompile?: {
  103045. COMPLETION_STATUS_KHR: number;
  103046. };
  103047. /** Max number of texture samples for MSAA */
  103048. maxMSAASamples: number;
  103049. /** Defines if the blend min max extension is supported */
  103050. blendMinMax: boolean;
  103051. }
  103052. }
  103053. declare module BABYLON {
  103054. /**
  103055. * @hidden
  103056. **/
  103057. export class DepthCullingState {
  103058. private _isDepthTestDirty;
  103059. private _isDepthMaskDirty;
  103060. private _isDepthFuncDirty;
  103061. private _isCullFaceDirty;
  103062. private _isCullDirty;
  103063. private _isZOffsetDirty;
  103064. private _isFrontFaceDirty;
  103065. private _depthTest;
  103066. private _depthMask;
  103067. private _depthFunc;
  103068. private _cull;
  103069. private _cullFace;
  103070. private _zOffset;
  103071. private _frontFace;
  103072. /**
  103073. * Initializes the state.
  103074. */
  103075. constructor();
  103076. get isDirty(): boolean;
  103077. get zOffset(): number;
  103078. set zOffset(value: number);
  103079. get cullFace(): Nullable<number>;
  103080. set cullFace(value: Nullable<number>);
  103081. get cull(): Nullable<boolean>;
  103082. set cull(value: Nullable<boolean>);
  103083. get depthFunc(): Nullable<number>;
  103084. set depthFunc(value: Nullable<number>);
  103085. get depthMask(): boolean;
  103086. set depthMask(value: boolean);
  103087. get depthTest(): boolean;
  103088. set depthTest(value: boolean);
  103089. get frontFace(): Nullable<number>;
  103090. set frontFace(value: Nullable<number>);
  103091. reset(): void;
  103092. apply(gl: WebGLRenderingContext): void;
  103093. }
  103094. }
  103095. declare module BABYLON {
  103096. /**
  103097. * @hidden
  103098. **/
  103099. export class StencilState {
  103100. /** 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 */
  103101. static readonly ALWAYS: number;
  103102. /** Passed to stencilOperation to specify that stencil value must be kept */
  103103. static readonly KEEP: number;
  103104. /** Passed to stencilOperation to specify that stencil value must be replaced */
  103105. static readonly REPLACE: number;
  103106. private _isStencilTestDirty;
  103107. private _isStencilMaskDirty;
  103108. private _isStencilFuncDirty;
  103109. private _isStencilOpDirty;
  103110. private _stencilTest;
  103111. private _stencilMask;
  103112. private _stencilFunc;
  103113. private _stencilFuncRef;
  103114. private _stencilFuncMask;
  103115. private _stencilOpStencilFail;
  103116. private _stencilOpDepthFail;
  103117. private _stencilOpStencilDepthPass;
  103118. get isDirty(): boolean;
  103119. get stencilFunc(): number;
  103120. set stencilFunc(value: number);
  103121. get stencilFuncRef(): number;
  103122. set stencilFuncRef(value: number);
  103123. get stencilFuncMask(): number;
  103124. set stencilFuncMask(value: number);
  103125. get stencilOpStencilFail(): number;
  103126. set stencilOpStencilFail(value: number);
  103127. get stencilOpDepthFail(): number;
  103128. set stencilOpDepthFail(value: number);
  103129. get stencilOpStencilDepthPass(): number;
  103130. set stencilOpStencilDepthPass(value: number);
  103131. get stencilMask(): number;
  103132. set stencilMask(value: number);
  103133. get stencilTest(): boolean;
  103134. set stencilTest(value: boolean);
  103135. constructor();
  103136. reset(): void;
  103137. apply(gl: WebGLRenderingContext): void;
  103138. }
  103139. }
  103140. declare module BABYLON {
  103141. /**
  103142. * @hidden
  103143. **/
  103144. export class AlphaState {
  103145. private _isAlphaBlendDirty;
  103146. private _isBlendFunctionParametersDirty;
  103147. private _isBlendEquationParametersDirty;
  103148. private _isBlendConstantsDirty;
  103149. private _alphaBlend;
  103150. private _blendFunctionParameters;
  103151. private _blendEquationParameters;
  103152. private _blendConstants;
  103153. /**
  103154. * Initializes the state.
  103155. */
  103156. constructor();
  103157. get isDirty(): boolean;
  103158. get alphaBlend(): boolean;
  103159. set alphaBlend(value: boolean);
  103160. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  103161. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  103162. setAlphaEquationParameters(rgb: number, alpha: number): void;
  103163. reset(): void;
  103164. apply(gl: WebGLRenderingContext): void;
  103165. }
  103166. }
  103167. declare module BABYLON {
  103168. /** @hidden */
  103169. export class WebGL2ShaderProcessor implements IShaderProcessor {
  103170. attributeProcessor(attribute: string): string;
  103171. varyingProcessor(varying: string, isFragment: boolean): string;
  103172. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  103173. }
  103174. }
  103175. declare module BABYLON {
  103176. /**
  103177. * Interface for attribute information associated with buffer instanciation
  103178. */
  103179. export interface InstancingAttributeInfo {
  103180. /**
  103181. * Name of the GLSL attribute
  103182. * if attribute index is not specified, this is used to retrieve the index from the effect
  103183. */
  103184. attributeName: string;
  103185. /**
  103186. * Index/offset of the attribute in the vertex shader
  103187. * if not specified, this will be computes from the name.
  103188. */
  103189. index?: number;
  103190. /**
  103191. * size of the attribute, 1, 2, 3 or 4
  103192. */
  103193. attributeSize: number;
  103194. /**
  103195. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  103196. */
  103197. offset: number;
  103198. /**
  103199. * Modifies the rate at which generic vertex attributes advance when rendering multiple instances
  103200. * default to 1
  103201. */
  103202. divisor?: number;
  103203. /**
  103204. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  103205. * default is FLOAT
  103206. */
  103207. attributeType?: number;
  103208. /**
  103209. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  103210. */
  103211. normalized?: boolean;
  103212. }
  103213. }
  103214. declare module BABYLON {
  103215. interface ThinEngine {
  103216. /**
  103217. * Update a video texture
  103218. * @param texture defines the texture to update
  103219. * @param video defines the video element to use
  103220. * @param invertY defines if data must be stored with Y axis inverted
  103221. */
  103222. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  103223. }
  103224. }
  103225. declare module BABYLON {
  103226. /**
  103227. * Settings for finer control over video usage
  103228. */
  103229. export interface VideoTextureSettings {
  103230. /**
  103231. * Applies `autoplay` to video, if specified
  103232. */
  103233. autoPlay?: boolean;
  103234. /**
  103235. * Applies `loop` to video, if specified
  103236. */
  103237. loop?: boolean;
  103238. /**
  103239. * Automatically updates internal texture from video at every frame in the render loop
  103240. */
  103241. autoUpdateTexture: boolean;
  103242. /**
  103243. * Image src displayed during the video loading or until the user interacts with the video.
  103244. */
  103245. poster?: string;
  103246. }
  103247. /**
  103248. * If you want to display a video in your scene, this is the special texture for that.
  103249. * This special texture works similar to other textures, with the exception of a few parameters.
  103250. * @see https://doc.babylonjs.com/how_to/video_texture
  103251. */
  103252. export class VideoTexture extends Texture {
  103253. /**
  103254. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  103255. */
  103256. readonly autoUpdateTexture: boolean;
  103257. /**
  103258. * The video instance used by the texture internally
  103259. */
  103260. readonly video: HTMLVideoElement;
  103261. private _onUserActionRequestedObservable;
  103262. /**
  103263. * Event triggerd when a dom action is required by the user to play the video.
  103264. * This happens due to recent changes in browser policies preventing video to auto start.
  103265. */
  103266. get onUserActionRequestedObservable(): Observable<Texture>;
  103267. private _generateMipMaps;
  103268. private _engine;
  103269. private _stillImageCaptured;
  103270. private _displayingPosterTexture;
  103271. private _settings;
  103272. private _createInternalTextureOnEvent;
  103273. private _frameId;
  103274. private _currentSrc;
  103275. /**
  103276. * Creates a video texture.
  103277. * If you want to display a video in your scene, this is the special texture for that.
  103278. * This special texture works similar to other textures, with the exception of a few parameters.
  103279. * @see https://doc.babylonjs.com/how_to/video_texture
  103280. * @param name optional name, will detect from video source, if not defined
  103281. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  103282. * @param scene is obviously the current scene.
  103283. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  103284. * @param invertY is false by default but can be used to invert video on Y axis
  103285. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  103286. * @param settings allows finer control over video usage
  103287. */
  103288. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  103289. private _getName;
  103290. private _getVideo;
  103291. private _createInternalTexture;
  103292. private reset;
  103293. /**
  103294. * @hidden Internal method to initiate `update`.
  103295. */
  103296. _rebuild(): void;
  103297. /**
  103298. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  103299. */
  103300. update(): void;
  103301. /**
  103302. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  103303. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  103304. */
  103305. updateTexture(isVisible: boolean): void;
  103306. protected _updateInternalTexture: () => void;
  103307. /**
  103308. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  103309. * @param url New url.
  103310. */
  103311. updateURL(url: string): void;
  103312. /**
  103313. * Clones the texture.
  103314. * @returns the cloned texture
  103315. */
  103316. clone(): VideoTexture;
  103317. /**
  103318. * Dispose the texture and release its associated resources.
  103319. */
  103320. dispose(): void;
  103321. /**
  103322. * Creates a video texture straight from a stream.
  103323. * @param scene Define the scene the texture should be created in
  103324. * @param stream Define the stream the texture should be created from
  103325. * @returns The created video texture as a promise
  103326. */
  103327. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  103328. /**
  103329. * Creates a video texture straight from your WebCam video feed.
  103330. * @param scene Define the scene the texture should be created in
  103331. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  103332. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  103333. * @returns The created video texture as a promise
  103334. */
  103335. static CreateFromWebCamAsync(scene: Scene, constraints: {
  103336. minWidth: number;
  103337. maxWidth: number;
  103338. minHeight: number;
  103339. maxHeight: number;
  103340. deviceId: string;
  103341. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  103342. /**
  103343. * Creates a video texture straight from your WebCam video feed.
  103344. * @param scene Define the scene the texture should be created in
  103345. * @param onReady Define a callback to triggered once the texture will be ready
  103346. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  103347. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  103348. */
  103349. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  103350. minWidth: number;
  103351. maxWidth: number;
  103352. minHeight: number;
  103353. maxHeight: number;
  103354. deviceId: string;
  103355. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  103356. }
  103357. }
  103358. declare module BABYLON {
  103359. /**
  103360. * Defines the interface used by objects working like Scene
  103361. * @hidden
  103362. */
  103363. interface ISceneLike {
  103364. _addPendingData(data: any): void;
  103365. _removePendingData(data: any): void;
  103366. offlineProvider: IOfflineProvider;
  103367. }
  103368. /** Interface defining initialization parameters for Engine class */
  103369. export interface EngineOptions extends WebGLContextAttributes {
  103370. /**
  103371. * Defines if the engine should no exceed a specified device ratio
  103372. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  103373. */
  103374. limitDeviceRatio?: number;
  103375. /**
  103376. * Defines if webvr should be enabled automatically
  103377. * @see http://doc.babylonjs.com/how_to/webvr_camera
  103378. */
  103379. autoEnableWebVR?: boolean;
  103380. /**
  103381. * Defines if webgl2 should be turned off even if supported
  103382. * @see http://doc.babylonjs.com/features/webgl2
  103383. */
  103384. disableWebGL2Support?: boolean;
  103385. /**
  103386. * Defines if webaudio should be initialized as well
  103387. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103388. */
  103389. audioEngine?: boolean;
  103390. /**
  103391. * Defines if animations should run using a deterministic lock step
  103392. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  103393. */
  103394. deterministicLockstep?: boolean;
  103395. /** Defines the maximum steps to use with deterministic lock step mode */
  103396. lockstepMaxSteps?: number;
  103397. /** Defines the seconds between each deterministic lock step */
  103398. timeStep?: number;
  103399. /**
  103400. * Defines that engine should ignore context lost events
  103401. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  103402. */
  103403. doNotHandleContextLost?: boolean;
  103404. /**
  103405. * Defines that engine should ignore modifying touch action attribute and style
  103406. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  103407. */
  103408. doNotHandleTouchAction?: boolean;
  103409. /**
  103410. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  103411. */
  103412. useHighPrecisionFloats?: boolean;
  103413. }
  103414. /**
  103415. * The base engine class (root of all engines)
  103416. */
  103417. export class ThinEngine {
  103418. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  103419. static ExceptionList: ({
  103420. key: string;
  103421. capture: string;
  103422. captureConstraint: number;
  103423. targets: string[];
  103424. } | {
  103425. key: string;
  103426. capture: null;
  103427. captureConstraint: null;
  103428. targets: string[];
  103429. })[];
  103430. /** @hidden */
  103431. static _TextureLoaders: IInternalTextureLoader[];
  103432. /**
  103433. * Returns the current npm package of the sdk
  103434. */
  103435. static get NpmPackage(): string;
  103436. /**
  103437. * Returns the current version of the framework
  103438. */
  103439. static get Version(): string;
  103440. /**
  103441. * Returns a string describing the current engine
  103442. */
  103443. get description(): string;
  103444. /**
  103445. * Gets or sets the epsilon value used by collision engine
  103446. */
  103447. static CollisionsEpsilon: number;
  103448. /**
  103449. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  103450. */
  103451. static get ShadersRepository(): string;
  103452. static set ShadersRepository(value: string);
  103453. /**
  103454. * Gets or sets the textures that the engine should not attempt to load as compressed
  103455. */
  103456. protected _excludedCompressedTextures: string[];
  103457. /**
  103458. * Filters the compressed texture formats to only include
  103459. * files that are not included in the skippable list
  103460. *
  103461. * @param url the current extension
  103462. * @param textureFormatInUse the current compressed texture format
  103463. * @returns "format" string
  103464. */
  103465. excludedCompressedTextureFormats(url: Nullable<string>, textureFormatInUse: Nullable<string>): Nullable<string>;
  103466. /** @hidden */
  103467. _shaderProcessor: IShaderProcessor;
  103468. /**
  103469. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  103470. */
  103471. forcePOTTextures: boolean;
  103472. /**
  103473. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  103474. */
  103475. isFullscreen: boolean;
  103476. /**
  103477. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  103478. */
  103479. cullBackFaces: boolean;
  103480. /**
  103481. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  103482. */
  103483. renderEvenInBackground: boolean;
  103484. /**
  103485. * Gets or sets a boolean indicating that cache can be kept between frames
  103486. */
  103487. preventCacheWipeBetweenFrames: boolean;
  103488. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  103489. validateShaderPrograms: boolean;
  103490. /**
  103491. * Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near.
  103492. * This can provide greater z depth for distant objects.
  103493. */
  103494. useReverseDepthBuffer: boolean;
  103495. /**
  103496. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  103497. */
  103498. disableUniformBuffers: boolean;
  103499. /** @hidden */
  103500. _uniformBuffers: UniformBuffer[];
  103501. /**
  103502. * Gets a boolean indicating that the engine supports uniform buffers
  103503. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  103504. */
  103505. get supportsUniformBuffers(): boolean;
  103506. /** @hidden */
  103507. _gl: WebGLRenderingContext;
  103508. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  103509. protected _windowIsBackground: boolean;
  103510. protected _webGLVersion: number;
  103511. protected _creationOptions: EngineOptions;
  103512. protected _highPrecisionShadersAllowed: boolean;
  103513. /** @hidden */
  103514. get _shouldUseHighPrecisionShader(): boolean;
  103515. /**
  103516. * Gets a boolean indicating that only power of 2 textures are supported
  103517. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  103518. */
  103519. get needPOTTextures(): boolean;
  103520. /** @hidden */
  103521. _badOS: boolean;
  103522. /** @hidden */
  103523. _badDesktopOS: boolean;
  103524. private _hardwareScalingLevel;
  103525. /** @hidden */
  103526. _caps: EngineCapabilities;
  103527. private _isStencilEnable;
  103528. private _glVersion;
  103529. private _glRenderer;
  103530. private _glVendor;
  103531. /** @hidden */
  103532. _videoTextureSupported: boolean;
  103533. protected _renderingQueueLaunched: boolean;
  103534. protected _activeRenderLoops: (() => void)[];
  103535. /**
  103536. * Observable signaled when a context lost event is raised
  103537. */
  103538. onContextLostObservable: Observable<ThinEngine>;
  103539. /**
  103540. * Observable signaled when a context restored event is raised
  103541. */
  103542. onContextRestoredObservable: Observable<ThinEngine>;
  103543. private _onContextLost;
  103544. private _onContextRestored;
  103545. protected _contextWasLost: boolean;
  103546. /** @hidden */
  103547. _doNotHandleContextLost: boolean;
  103548. /**
  103549. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  103550. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  103551. */
  103552. get doNotHandleContextLost(): boolean;
  103553. set doNotHandleContextLost(value: boolean);
  103554. /**
  103555. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  103556. */
  103557. disableVertexArrayObjects: boolean;
  103558. /** @hidden */
  103559. protected _colorWrite: boolean;
  103560. /** @hidden */
  103561. protected _colorWriteChanged: boolean;
  103562. /** @hidden */
  103563. protected _depthCullingState: DepthCullingState;
  103564. /** @hidden */
  103565. protected _stencilState: StencilState;
  103566. /** @hidden */
  103567. _alphaState: AlphaState;
  103568. /** @hidden */
  103569. _alphaMode: number;
  103570. /** @hidden */
  103571. _alphaEquation: number;
  103572. /** @hidden */
  103573. _internalTexturesCache: InternalTexture[];
  103574. /** @hidden */
  103575. protected _activeChannel: number;
  103576. private _currentTextureChannel;
  103577. /** @hidden */
  103578. protected _boundTexturesCache: {
  103579. [key: string]: Nullable<InternalTexture>;
  103580. };
  103581. /** @hidden */
  103582. protected _currentEffect: Nullable<Effect>;
  103583. /** @hidden */
  103584. protected _currentProgram: Nullable<WebGLProgram>;
  103585. private _compiledEffects;
  103586. private _vertexAttribArraysEnabled;
  103587. /** @hidden */
  103588. protected _cachedViewport: Nullable<IViewportLike>;
  103589. private _cachedVertexArrayObject;
  103590. /** @hidden */
  103591. protected _cachedVertexBuffers: any;
  103592. /** @hidden */
  103593. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  103594. /** @hidden */
  103595. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  103596. /** @hidden */
  103597. _currentRenderTarget: Nullable<InternalTexture>;
  103598. private _uintIndicesCurrentlySet;
  103599. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  103600. /** @hidden */
  103601. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  103602. private _currentBufferPointers;
  103603. private _currentInstanceLocations;
  103604. private _currentInstanceBuffers;
  103605. private _textureUnits;
  103606. /** @hidden */
  103607. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  103608. /** @hidden */
  103609. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  103610. /** @hidden */
  103611. _boundRenderFunction: any;
  103612. private _vaoRecordInProgress;
  103613. private _mustWipeVertexAttributes;
  103614. private _emptyTexture;
  103615. private _emptyCubeTexture;
  103616. private _emptyTexture3D;
  103617. private _emptyTexture2DArray;
  103618. /** @hidden */
  103619. _frameHandler: number;
  103620. private _nextFreeTextureSlots;
  103621. private _maxSimultaneousTextures;
  103622. private _activeRequests;
  103623. protected _texturesSupported: string[];
  103624. /** @hidden */
  103625. _textureFormatInUse: Nullable<string>;
  103626. protected get _supportsHardwareTextureRescaling(): boolean;
  103627. /**
  103628. * Gets the list of texture formats supported
  103629. */
  103630. get texturesSupported(): Array<string>;
  103631. /**
  103632. * Gets the list of texture formats in use
  103633. */
  103634. get textureFormatInUse(): Nullable<string>;
  103635. /**
  103636. * Gets the current viewport
  103637. */
  103638. get currentViewport(): Nullable<IViewportLike>;
  103639. /**
  103640. * Gets the default empty texture
  103641. */
  103642. get emptyTexture(): InternalTexture;
  103643. /**
  103644. * Gets the default empty 3D texture
  103645. */
  103646. get emptyTexture3D(): InternalTexture;
  103647. /**
  103648. * Gets the default empty 2D array texture
  103649. */
  103650. get emptyTexture2DArray(): InternalTexture;
  103651. /**
  103652. * Gets the default empty cube texture
  103653. */
  103654. get emptyCubeTexture(): InternalTexture;
  103655. /**
  103656. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  103657. */
  103658. readonly premultipliedAlpha: boolean;
  103659. /**
  103660. * Observable event triggered before each texture is initialized
  103661. */
  103662. onBeforeTextureInitObservable: Observable<Texture>;
  103663. /**
  103664. * Creates a new engine
  103665. * @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
  103666. * @param antialias defines enable antialiasing (default: false)
  103667. * @param options defines further options to be sent to the getContext() function
  103668. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  103669. */
  103670. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext | WebGL2RenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  103671. private _rebuildInternalTextures;
  103672. private _rebuildEffects;
  103673. /**
  103674. * Gets a boolean indicating if all created effects are ready
  103675. * @returns true if all effects are ready
  103676. */
  103677. areAllEffectsReady(): boolean;
  103678. protected _rebuildBuffers(): void;
  103679. private _initGLContext;
  103680. /**
  103681. * Gets version of the current webGL context
  103682. */
  103683. get webGLVersion(): number;
  103684. /**
  103685. * Gets a string idenfifying the name of the class
  103686. * @returns "Engine" string
  103687. */
  103688. getClassName(): string;
  103689. /**
  103690. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  103691. */
  103692. get isStencilEnable(): boolean;
  103693. /** @hidden */
  103694. _prepareWorkingCanvas(): void;
  103695. /**
  103696. * Reset the texture cache to empty state
  103697. */
  103698. resetTextureCache(): void;
  103699. /**
  103700. * Gets an object containing information about the current webGL context
  103701. * @returns an object containing the vender, the renderer and the version of the current webGL context
  103702. */
  103703. getGlInfo(): {
  103704. vendor: string;
  103705. renderer: string;
  103706. version: string;
  103707. };
  103708. /**
  103709. * Defines the hardware scaling level.
  103710. * By default the hardware scaling level is computed from the window device ratio.
  103711. * 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.
  103712. * @param level defines the level to use
  103713. */
  103714. setHardwareScalingLevel(level: number): void;
  103715. /**
  103716. * Gets the current hardware scaling level.
  103717. * By default the hardware scaling level is computed from the window device ratio.
  103718. * 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.
  103719. * @returns a number indicating the current hardware scaling level
  103720. */
  103721. getHardwareScalingLevel(): number;
  103722. /**
  103723. * Gets the list of loaded textures
  103724. * @returns an array containing all loaded textures
  103725. */
  103726. getLoadedTexturesCache(): InternalTexture[];
  103727. /**
  103728. * Gets the object containing all engine capabilities
  103729. * @returns the EngineCapabilities object
  103730. */
  103731. getCaps(): EngineCapabilities;
  103732. /**
  103733. * stop executing a render loop function and remove it from the execution array
  103734. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  103735. */
  103736. stopRenderLoop(renderFunction?: () => void): void;
  103737. /** @hidden */
  103738. _renderLoop(): void;
  103739. /**
  103740. * Gets the HTML canvas attached with the current webGL context
  103741. * @returns a HTML canvas
  103742. */
  103743. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  103744. /**
  103745. * Gets host window
  103746. * @returns the host window object
  103747. */
  103748. getHostWindow(): Nullable<Window>;
  103749. /**
  103750. * Gets the current render width
  103751. * @param useScreen defines if screen size must be used (or the current render target if any)
  103752. * @returns a number defining the current render width
  103753. */
  103754. getRenderWidth(useScreen?: boolean): number;
  103755. /**
  103756. * Gets the current render height
  103757. * @param useScreen defines if screen size must be used (or the current render target if any)
  103758. * @returns a number defining the current render height
  103759. */
  103760. getRenderHeight(useScreen?: boolean): number;
  103761. /**
  103762. * Can be used to override the current requestAnimationFrame requester.
  103763. * @hidden
  103764. */
  103765. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  103766. /**
  103767. * Register and execute a render loop. The engine can have more than one render function
  103768. * @param renderFunction defines the function to continuously execute
  103769. */
  103770. runRenderLoop(renderFunction: () => void): void;
  103771. /**
  103772. * Clear the current render buffer or the current render target (if any is set up)
  103773. * @param color defines the color to use
  103774. * @param backBuffer defines if the back buffer must be cleared
  103775. * @param depth defines if the depth buffer must be cleared
  103776. * @param stencil defines if the stencil buffer must be cleared
  103777. */
  103778. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  103779. private _viewportCached;
  103780. /** @hidden */
  103781. _viewport(x: number, y: number, width: number, height: number): void;
  103782. /**
  103783. * Set the WebGL's viewport
  103784. * @param viewport defines the viewport element to be used
  103785. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  103786. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  103787. */
  103788. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  103789. /**
  103790. * Begin a new frame
  103791. */
  103792. beginFrame(): void;
  103793. /**
  103794. * Enf the current frame
  103795. */
  103796. endFrame(): void;
  103797. /**
  103798. * Resize the view according to the canvas' size
  103799. */
  103800. resize(): void;
  103801. /**
  103802. * Force a specific size of the canvas
  103803. * @param width defines the new canvas' width
  103804. * @param height defines the new canvas' height
  103805. */
  103806. setSize(width: number, height: number): void;
  103807. /**
  103808. * Binds the frame buffer to the specified texture.
  103809. * @param texture The texture to render to or null for the default canvas
  103810. * @param faceIndex The face of the texture to render to in case of cube texture
  103811. * @param requiredWidth The width of the target to render to
  103812. * @param requiredHeight The height of the target to render to
  103813. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  103814. * @param lodLevel defines the lod level to bind to the frame buffer
  103815. * @param layer defines the 2d array index to bind to frame buffer to
  103816. */
  103817. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, lodLevel?: number, layer?: number): void;
  103818. /** @hidden */
  103819. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  103820. /**
  103821. * Unbind the current render target texture from the webGL context
  103822. * @param texture defines the render target texture to unbind
  103823. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  103824. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  103825. */
  103826. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  103827. /**
  103828. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  103829. */
  103830. flushFramebuffer(): void;
  103831. /**
  103832. * Unbind the current render target and bind the default framebuffer
  103833. */
  103834. restoreDefaultFramebuffer(): void;
  103835. /** @hidden */
  103836. protected _resetVertexBufferBinding(): void;
  103837. /**
  103838. * Creates a vertex buffer
  103839. * @param data the data for the vertex buffer
  103840. * @returns the new WebGL static buffer
  103841. */
  103842. createVertexBuffer(data: DataArray): DataBuffer;
  103843. private _createVertexBuffer;
  103844. /**
  103845. * Creates a dynamic vertex buffer
  103846. * @param data the data for the dynamic vertex buffer
  103847. * @returns the new WebGL dynamic buffer
  103848. */
  103849. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  103850. protected _resetIndexBufferBinding(): void;
  103851. /**
  103852. * Creates a new index buffer
  103853. * @param indices defines the content of the index buffer
  103854. * @param updatable defines if the index buffer must be updatable
  103855. * @returns a new webGL buffer
  103856. */
  103857. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  103858. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  103859. /**
  103860. * Bind a webGL buffer to the webGL context
  103861. * @param buffer defines the buffer to bind
  103862. */
  103863. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  103864. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  103865. private bindBuffer;
  103866. /**
  103867. * update the bound buffer with the given data
  103868. * @param data defines the data to update
  103869. */
  103870. updateArrayBuffer(data: Float32Array): void;
  103871. private _vertexAttribPointer;
  103872. private _bindIndexBufferWithCache;
  103873. private _bindVertexBuffersAttributes;
  103874. /**
  103875. * Records a vertex array object
  103876. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  103877. * @param vertexBuffers defines the list of vertex buffers to store
  103878. * @param indexBuffer defines the index buffer to store
  103879. * @param effect defines the effect to store
  103880. * @returns the new vertex array object
  103881. */
  103882. recordVertexArrayObject(vertexBuffers: {
  103883. [key: string]: VertexBuffer;
  103884. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  103885. /**
  103886. * Bind a specific vertex array object
  103887. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  103888. * @param vertexArrayObject defines the vertex array object to bind
  103889. * @param indexBuffer defines the index buffer to bind
  103890. */
  103891. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  103892. /**
  103893. * Bind webGl buffers directly to the webGL context
  103894. * @param vertexBuffer defines the vertex buffer to bind
  103895. * @param indexBuffer defines the index buffer to bind
  103896. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  103897. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  103898. * @param effect defines the effect associated with the vertex buffer
  103899. */
  103900. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  103901. private _unbindVertexArrayObject;
  103902. /**
  103903. * Bind a list of vertex buffers to the webGL context
  103904. * @param vertexBuffers defines the list of vertex buffers to bind
  103905. * @param indexBuffer defines the index buffer to bind
  103906. * @param effect defines the effect associated with the vertex buffers
  103907. */
  103908. bindBuffers(vertexBuffers: {
  103909. [key: string]: Nullable<VertexBuffer>;
  103910. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  103911. /**
  103912. * Unbind all instance attributes
  103913. */
  103914. unbindInstanceAttributes(): void;
  103915. /**
  103916. * Release and free the memory of a vertex array object
  103917. * @param vao defines the vertex array object to delete
  103918. */
  103919. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  103920. /** @hidden */
  103921. _releaseBuffer(buffer: DataBuffer): boolean;
  103922. protected _deleteBuffer(buffer: DataBuffer): void;
  103923. /**
  103924. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  103925. * @param instancesBuffer defines the webGL buffer to update and bind
  103926. * @param data defines the data to store in the buffer
  103927. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  103928. */
  103929. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  103930. /**
  103931. * Bind the content of a webGL buffer used with instanciation
  103932. * @param instancesBuffer defines the webGL buffer to bind
  103933. * @param attributesInfo defines the offsets or attributes information used to determine where data must be stored in the buffer
  103934. * @param computeStride defines Wether to compute the strides from the info or use the default 0
  103935. */
  103936. bindInstancesBuffer(instancesBuffer: DataBuffer, attributesInfo: InstancingAttributeInfo[], computeStride?: boolean): void;
  103937. /**
  103938. * Disable the instance attribute corresponding to the name in parameter
  103939. * @param name defines the name of the attribute to disable
  103940. */
  103941. disableInstanceAttributeByName(name: string): void;
  103942. /**
  103943. * Disable the instance attribute corresponding to the location in parameter
  103944. * @param attributeLocation defines the attribute location of the attribute to disable
  103945. */
  103946. disableInstanceAttribute(attributeLocation: number): void;
  103947. /**
  103948. * Disable the attribute corresponding to the location in parameter
  103949. * @param attributeLocation defines the attribute location of the attribute to disable
  103950. */
  103951. disableAttributeByIndex(attributeLocation: number): void;
  103952. /**
  103953. * Send a draw order
  103954. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  103955. * @param indexStart defines the starting index
  103956. * @param indexCount defines the number of index to draw
  103957. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  103958. */
  103959. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  103960. /**
  103961. * Draw a list of points
  103962. * @param verticesStart defines the index of first vertex to draw
  103963. * @param verticesCount defines the count of vertices to draw
  103964. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  103965. */
  103966. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  103967. /**
  103968. * Draw a list of unindexed primitives
  103969. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  103970. * @param verticesStart defines the index of first vertex to draw
  103971. * @param verticesCount defines the count of vertices to draw
  103972. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  103973. */
  103974. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  103975. /**
  103976. * Draw a list of indexed primitives
  103977. * @param fillMode defines the primitive to use
  103978. * @param indexStart defines the starting index
  103979. * @param indexCount defines the number of index to draw
  103980. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  103981. */
  103982. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  103983. /**
  103984. * Draw a list of unindexed primitives
  103985. * @param fillMode defines the primitive to use
  103986. * @param verticesStart defines the index of first vertex to draw
  103987. * @param verticesCount defines the count of vertices to draw
  103988. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  103989. */
  103990. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  103991. private _drawMode;
  103992. /** @hidden */
  103993. protected _reportDrawCall(): void;
  103994. /** @hidden */
  103995. _releaseEffect(effect: Effect): void;
  103996. /** @hidden */
  103997. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  103998. /**
  103999. * Create a new effect (used to store vertex/fragment shaders)
  104000. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  104001. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  104002. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  104003. * @param samplers defines an array of string used to represent textures
  104004. * @param defines defines the string containing the defines to use to compile the shaders
  104005. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  104006. * @param onCompiled defines a function to call when the effect creation is successful
  104007. * @param onError defines a function to call when the effect creation has failed
  104008. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  104009. * @returns the new Effect
  104010. */
  104011. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  104012. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  104013. private _compileShader;
  104014. private _compileRawShader;
  104015. /**
  104016. * Directly creates a webGL program
  104017. * @param pipelineContext defines the pipeline context to attach to
  104018. * @param vertexCode defines the vertex shader code to use
  104019. * @param fragmentCode defines the fragment shader code to use
  104020. * @param context defines the webGL context to use (if not set, the current one will be used)
  104021. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  104022. * @returns the new webGL program
  104023. */
  104024. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  104025. /**
  104026. * Creates a webGL program
  104027. * @param pipelineContext defines the pipeline context to attach to
  104028. * @param vertexCode defines the vertex shader code to use
  104029. * @param fragmentCode defines the fragment shader code to use
  104030. * @param defines defines the string containing the defines to use to compile the shaders
  104031. * @param context defines the webGL context to use (if not set, the current one will be used)
  104032. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  104033. * @returns the new webGL program
  104034. */
  104035. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  104036. /**
  104037. * Creates a new pipeline context
  104038. * @returns the new pipeline
  104039. */
  104040. createPipelineContext(): IPipelineContext;
  104041. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  104042. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  104043. /** @hidden */
  104044. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  104045. /** @hidden */
  104046. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  104047. /** @hidden */
  104048. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  104049. /**
  104050. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  104051. * @param pipelineContext defines the pipeline context to use
  104052. * @param uniformsNames defines the list of uniform names
  104053. * @returns an array of webGL uniform locations
  104054. */
  104055. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  104056. /**
  104057. * Gets the lsit of active attributes for a given webGL program
  104058. * @param pipelineContext defines the pipeline context to use
  104059. * @param attributesNames defines the list of attribute names to get
  104060. * @returns an array of indices indicating the offset of each attribute
  104061. */
  104062. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  104063. /**
  104064. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  104065. * @param effect defines the effect to activate
  104066. */
  104067. enableEffect(effect: Nullable<Effect>): void;
  104068. /**
  104069. * Set the value of an uniform to a number (int)
  104070. * @param uniform defines the webGL uniform location where to store the value
  104071. * @param value defines the int number to store
  104072. */
  104073. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  104074. /**
  104075. * Set the value of an uniform to an array of int32
  104076. * @param uniform defines the webGL uniform location where to store the value
  104077. * @param array defines the array of int32 to store
  104078. */
  104079. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  104080. /**
  104081. * Set the value of an uniform to an array of int32 (stored as vec2)
  104082. * @param uniform defines the webGL uniform location where to store the value
  104083. * @param array defines the array of int32 to store
  104084. */
  104085. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  104086. /**
  104087. * Set the value of an uniform to an array of int32 (stored as vec3)
  104088. * @param uniform defines the webGL uniform location where to store the value
  104089. * @param array defines the array of int32 to store
  104090. */
  104091. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  104092. /**
  104093. * Set the value of an uniform to an array of int32 (stored as vec4)
  104094. * @param uniform defines the webGL uniform location where to store the value
  104095. * @param array defines the array of int32 to store
  104096. */
  104097. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  104098. /**
  104099. * Set the value of an uniform to an array of number
  104100. * @param uniform defines the webGL uniform location where to store the value
  104101. * @param array defines the array of number to store
  104102. */
  104103. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  104104. /**
  104105. * Set the value of an uniform to an array of number (stored as vec2)
  104106. * @param uniform defines the webGL uniform location where to store the value
  104107. * @param array defines the array of number to store
  104108. */
  104109. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  104110. /**
  104111. * Set the value of an uniform to an array of number (stored as vec3)
  104112. * @param uniform defines the webGL uniform location where to store the value
  104113. * @param array defines the array of number to store
  104114. */
  104115. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  104116. /**
  104117. * Set the value of an uniform to an array of number (stored as vec4)
  104118. * @param uniform defines the webGL uniform location where to store the value
  104119. * @param array defines the array of number to store
  104120. */
  104121. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  104122. /**
  104123. * Set the value of an uniform to an array of float32 (stored as matrices)
  104124. * @param uniform defines the webGL uniform location where to store the value
  104125. * @param matrices defines the array of float32 to store
  104126. */
  104127. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  104128. /**
  104129. * Set the value of an uniform to a matrix (3x3)
  104130. * @param uniform defines the webGL uniform location where to store the value
  104131. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  104132. */
  104133. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  104134. /**
  104135. * Set the value of an uniform to a matrix (2x2)
  104136. * @param uniform defines the webGL uniform location where to store the value
  104137. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  104138. */
  104139. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  104140. /**
  104141. * Set the value of an uniform to a number (float)
  104142. * @param uniform defines the webGL uniform location where to store the value
  104143. * @param value defines the float number to store
  104144. */
  104145. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  104146. /**
  104147. * Set the value of an uniform to a vec2
  104148. * @param uniform defines the webGL uniform location where to store the value
  104149. * @param x defines the 1st component of the value
  104150. * @param y defines the 2nd component of the value
  104151. */
  104152. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  104153. /**
  104154. * Set the value of an uniform to a vec3
  104155. * @param uniform defines the webGL uniform location where to store the value
  104156. * @param x defines the 1st component of the value
  104157. * @param y defines the 2nd component of the value
  104158. * @param z defines the 3rd component of the value
  104159. */
  104160. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  104161. /**
  104162. * Set the value of an uniform to a vec4
  104163. * @param uniform defines the webGL uniform location where to store the value
  104164. * @param x defines the 1st component of the value
  104165. * @param y defines the 2nd component of the value
  104166. * @param z defines the 3rd component of the value
  104167. * @param w defines the 4th component of the value
  104168. */
  104169. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  104170. /**
  104171. * Apply all cached states (depth, culling, stencil and alpha)
  104172. */
  104173. applyStates(): void;
  104174. /**
  104175. * Enable or disable color writing
  104176. * @param enable defines the state to set
  104177. */
  104178. setColorWrite(enable: boolean): void;
  104179. /**
  104180. * Gets a boolean indicating if color writing is enabled
  104181. * @returns the current color writing state
  104182. */
  104183. getColorWrite(): boolean;
  104184. /**
  104185. * Gets the depth culling state manager
  104186. */
  104187. get depthCullingState(): DepthCullingState;
  104188. /**
  104189. * Gets the alpha state manager
  104190. */
  104191. get alphaState(): AlphaState;
  104192. /**
  104193. * Gets the stencil state manager
  104194. */
  104195. get stencilState(): StencilState;
  104196. /**
  104197. * Clears the list of texture accessible through engine.
  104198. * This can help preventing texture load conflict due to name collision.
  104199. */
  104200. clearInternalTexturesCache(): void;
  104201. /**
  104202. * Force the entire cache to be cleared
  104203. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  104204. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  104205. */
  104206. wipeCaches(bruteForce?: boolean): void;
  104207. /** @hidden */
  104208. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  104209. min: number;
  104210. mag: number;
  104211. };
  104212. /** @hidden */
  104213. _createTexture(): WebGLTexture;
  104214. /**
  104215. * Usually called from Texture.ts.
  104216. * Passed information to create a WebGLTexture
  104217. * @param urlArg defines a value which contains one of the following:
  104218. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  104219. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  104220. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  104221. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  104222. * @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)
  104223. * @param scene needed for loading to the correct scene
  104224. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  104225. * @param onLoad optional callback to be called upon successful completion
  104226. * @param onError optional callback to be called upon failure
  104227. * @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
  104228. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  104229. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  104230. * @param forcedExtension defines the extension to use to pick the right loader
  104231. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  104232. * @param mimeType defines an optional mime type
  104233. * @returns a InternalTexture for assignment back into BABYLON.Texture
  104234. */
  104235. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  104236. /**
  104237. * Loads an image as an HTMLImageElement.
  104238. * @param input url string, ArrayBuffer, or Blob to load
  104239. * @param onLoad callback called when the image successfully loads
  104240. * @param onError callback called when the image fails to load
  104241. * @param offlineProvider offline provider for caching
  104242. * @param mimeType optional mime type
  104243. * @returns the HTMLImageElement of the loaded image
  104244. * @hidden
  104245. */
  104246. static _FileToolsLoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  104247. /**
  104248. * @hidden
  104249. */
  104250. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  104251. /**
  104252. * Creates a raw texture
  104253. * @param data defines the data to store in the texture
  104254. * @param width defines the width of the texture
  104255. * @param height defines the height of the texture
  104256. * @param format defines the format of the data
  104257. * @param generateMipMaps defines if the engine should generate the mip levels
  104258. * @param invertY defines if data must be stored with Y axis inverted
  104259. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  104260. * @param compression defines the compression used (null by default)
  104261. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  104262. * @returns the raw texture inside an InternalTexture
  104263. */
  104264. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  104265. /**
  104266. * Creates a new raw cube texture
  104267. * @param data defines the array of data to use to create each face
  104268. * @param size defines the size of the textures
  104269. * @param format defines the format of the data
  104270. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  104271. * @param generateMipMaps defines if the engine should generate the mip levels
  104272. * @param invertY defines if data must be stored with Y axis inverted
  104273. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  104274. * @param compression defines the compression used (null by default)
  104275. * @returns the cube texture as an InternalTexture
  104276. */
  104277. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  104278. /**
  104279. * Creates a new raw 3D texture
  104280. * @param data defines the data used to create the texture
  104281. * @param width defines the width of the texture
  104282. * @param height defines the height of the texture
  104283. * @param depth defines the depth of the texture
  104284. * @param format defines the format of the texture
  104285. * @param generateMipMaps defines if the engine must generate mip levels
  104286. * @param invertY defines if data must be stored with Y axis inverted
  104287. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  104288. * @param compression defines the compressed used (can be null)
  104289. * @param textureType defines the compressed used (can be null)
  104290. * @returns a new raw 3D texture (stored in an InternalTexture)
  104291. */
  104292. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  104293. /**
  104294. * Creates a new raw 2D array texture
  104295. * @param data defines the data used to create the texture
  104296. * @param width defines the width of the texture
  104297. * @param height defines the height of the texture
  104298. * @param depth defines the number of layers of the texture
  104299. * @param format defines the format of the texture
  104300. * @param generateMipMaps defines if the engine must generate mip levels
  104301. * @param invertY defines if data must be stored with Y axis inverted
  104302. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  104303. * @param compression defines the compressed used (can be null)
  104304. * @param textureType defines the compressed used (can be null)
  104305. * @returns a new raw 2D array texture (stored in an InternalTexture)
  104306. */
  104307. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  104308. private _unpackFlipYCached;
  104309. /**
  104310. * In case you are sharing the context with other applications, it might
  104311. * be interested to not cache the unpack flip y state to ensure a consistent
  104312. * value would be set.
  104313. */
  104314. enableUnpackFlipYCached: boolean;
  104315. /** @hidden */
  104316. _unpackFlipY(value: boolean): void;
  104317. /** @hidden */
  104318. _getUnpackAlignement(): number;
  104319. private _getTextureTarget;
  104320. /**
  104321. * Update the sampling mode of a given texture
  104322. * @param samplingMode defines the required sampling mode
  104323. * @param texture defines the texture to update
  104324. * @param generateMipMaps defines whether to generate mipmaps for the texture
  104325. */
  104326. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture, generateMipMaps?: boolean): void;
  104327. /**
  104328. * Update the sampling mode of a given texture
  104329. * @param texture defines the texture to update
  104330. * @param wrapU defines the texture wrap mode of the u coordinates
  104331. * @param wrapV defines the texture wrap mode of the v coordinates
  104332. * @param wrapR defines the texture wrap mode of the r coordinates
  104333. */
  104334. updateTextureWrappingMode(texture: InternalTexture, wrapU: Nullable<number>, wrapV?: Nullable<number>, wrapR?: Nullable<number>): void;
  104335. /** @hidden */
  104336. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  104337. width: number;
  104338. height: number;
  104339. layers?: number;
  104340. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  104341. /** @hidden */
  104342. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  104343. /** @hidden */
  104344. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  104345. /**
  104346. * Update a portion of an internal texture
  104347. * @param texture defines the texture to update
  104348. * @param imageData defines the data to store into the texture
  104349. * @param xOffset defines the x coordinates of the update rectangle
  104350. * @param yOffset defines the y coordinates of the update rectangle
  104351. * @param width defines the width of the update rectangle
  104352. * @param height defines the height of the update rectangle
  104353. * @param faceIndex defines the face index if texture is a cube (0 by default)
  104354. * @param lod defines the lod level to update (0 by default)
  104355. */
  104356. updateTextureData(texture: InternalTexture, imageData: ArrayBufferView, xOffset: number, yOffset: number, width: number, height: number, faceIndex?: number, lod?: number): void;
  104357. /** @hidden */
  104358. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  104359. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  104360. private _prepareWebGLTexture;
  104361. /** @hidden */
  104362. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  104363. private _getDepthStencilBuffer;
  104364. /** @hidden */
  104365. _releaseFramebufferObjects(texture: InternalTexture): void;
  104366. /** @hidden */
  104367. _releaseTexture(texture: InternalTexture): void;
  104368. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  104369. protected _setProgram(program: WebGLProgram): void;
  104370. protected _boundUniforms: {
  104371. [key: number]: WebGLUniformLocation;
  104372. };
  104373. /**
  104374. * Binds an effect to the webGL context
  104375. * @param effect defines the effect to bind
  104376. */
  104377. bindSamplers(effect: Effect): void;
  104378. private _activateCurrentTexture;
  104379. /** @hidden */
  104380. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  104381. /** @hidden */
  104382. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  104383. /**
  104384. * Unbind all textures from the webGL context
  104385. */
  104386. unbindAllTextures(): void;
  104387. /**
  104388. * Sets a texture to the according uniform.
  104389. * @param channel The texture channel
  104390. * @param uniform The uniform to set
  104391. * @param texture The texture to apply
  104392. */
  104393. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  104394. private _bindSamplerUniformToChannel;
  104395. private _getTextureWrapMode;
  104396. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  104397. /**
  104398. * Sets an array of texture to the webGL context
  104399. * @param channel defines the channel where the texture array must be set
  104400. * @param uniform defines the associated uniform location
  104401. * @param textures defines the array of textures to bind
  104402. */
  104403. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  104404. /** @hidden */
  104405. _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number): void;
  104406. private _setTextureParameterFloat;
  104407. private _setTextureParameterInteger;
  104408. /**
  104409. * Unbind all vertex attributes from the webGL context
  104410. */
  104411. unbindAllAttributes(): void;
  104412. /**
  104413. * 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
  104414. */
  104415. releaseEffects(): void;
  104416. /**
  104417. * Dispose and release all associated resources
  104418. */
  104419. dispose(): void;
  104420. /**
  104421. * Attach a new callback raised when context lost event is fired
  104422. * @param callback defines the callback to call
  104423. */
  104424. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  104425. /**
  104426. * Attach a new callback raised when context restored event is fired
  104427. * @param callback defines the callback to call
  104428. */
  104429. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  104430. /**
  104431. * Get the current error code of the webGL context
  104432. * @returns the error code
  104433. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  104434. */
  104435. getError(): number;
  104436. private _canRenderToFloatFramebuffer;
  104437. private _canRenderToHalfFloatFramebuffer;
  104438. private _canRenderToFramebuffer;
  104439. /** @hidden */
  104440. _getWebGLTextureType(type: number): number;
  104441. /** @hidden */
  104442. _getInternalFormat(format: number): number;
  104443. /** @hidden */
  104444. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  104445. /** @hidden */
  104446. _getRGBAMultiSampleBufferFormat(type: number): number;
  104447. /** @hidden */
  104448. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  104449. /**
  104450. * Loads a file from a url
  104451. * @param url url to load
  104452. * @param onSuccess callback called when the file successfully loads
  104453. * @param onProgress callback called while file is loading (if the server supports this mode)
  104454. * @param offlineProvider defines the offline provider for caching
  104455. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  104456. * @param onError callback called when the file fails to load
  104457. * @returns a file request object
  104458. * @hidden
  104459. */
  104460. static _FileToolsLoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  104461. /**
  104462. * Reads pixels from the current frame buffer. Please note that this function can be slow
  104463. * @param x defines the x coordinate of the rectangle where pixels must be read
  104464. * @param y defines the y coordinate of the rectangle where pixels must be read
  104465. * @param width defines the width of the rectangle where pixels must be read
  104466. * @param height defines the height of the rectangle where pixels must be read
  104467. * @param hasAlpha defines wether the output should have alpha or not (defaults to true)
  104468. * @returns a Uint8Array containing RGBA colors
  104469. */
  104470. readPixels(x: number, y: number, width: number, height: number, hasAlpha?: boolean): Uint8Array;
  104471. private static _isSupported;
  104472. /**
  104473. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  104474. * @returns true if the engine can be created
  104475. * @ignorenaming
  104476. */
  104477. static isSupported(): boolean;
  104478. /**
  104479. * Find the next highest power of two.
  104480. * @param x Number to start search from.
  104481. * @return Next highest power of two.
  104482. */
  104483. static CeilingPOT(x: number): number;
  104484. /**
  104485. * Find the next lowest power of two.
  104486. * @param x Number to start search from.
  104487. * @return Next lowest power of two.
  104488. */
  104489. static FloorPOT(x: number): number;
  104490. /**
  104491. * Find the nearest power of two.
  104492. * @param x Number to start search from.
  104493. * @return Next nearest power of two.
  104494. */
  104495. static NearestPOT(x: number): number;
  104496. /**
  104497. * Get the closest exponent of two
  104498. * @param value defines the value to approximate
  104499. * @param max defines the maximum value to return
  104500. * @param mode defines how to define the closest value
  104501. * @returns closest exponent of two of the given value
  104502. */
  104503. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  104504. /**
  104505. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  104506. * @param func - the function to be called
  104507. * @param requester - the object that will request the next frame. Falls back to window.
  104508. * @returns frame number
  104509. */
  104510. static QueueNewFrame(func: () => void, requester?: any): number;
  104511. /**
  104512. * Gets host document
  104513. * @returns the host document object
  104514. */
  104515. getHostDocument(): Nullable<Document>;
  104516. }
  104517. }
  104518. declare module BABYLON {
  104519. /**
  104520. * Class representing spherical harmonics coefficients to the 3rd degree
  104521. */
  104522. export class SphericalHarmonics {
  104523. /**
  104524. * Defines whether or not the harmonics have been prescaled for rendering.
  104525. */
  104526. preScaled: boolean;
  104527. /**
  104528. * The l0,0 coefficients of the spherical harmonics
  104529. */
  104530. l00: Vector3;
  104531. /**
  104532. * The l1,-1 coefficients of the spherical harmonics
  104533. */
  104534. l1_1: Vector3;
  104535. /**
  104536. * The l1,0 coefficients of the spherical harmonics
  104537. */
  104538. l10: Vector3;
  104539. /**
  104540. * The l1,1 coefficients of the spherical harmonics
  104541. */
  104542. l11: Vector3;
  104543. /**
  104544. * The l2,-2 coefficients of the spherical harmonics
  104545. */
  104546. l2_2: Vector3;
  104547. /**
  104548. * The l2,-1 coefficients of the spherical harmonics
  104549. */
  104550. l2_1: Vector3;
  104551. /**
  104552. * The l2,0 coefficients of the spherical harmonics
  104553. */
  104554. l20: Vector3;
  104555. /**
  104556. * The l2,1 coefficients of the spherical harmonics
  104557. */
  104558. l21: Vector3;
  104559. /**
  104560. * The l2,2 coefficients of the spherical harmonics
  104561. */
  104562. l22: Vector3;
  104563. /**
  104564. * Adds a light to the spherical harmonics
  104565. * @param direction the direction of the light
  104566. * @param color the color of the light
  104567. * @param deltaSolidAngle the delta solid angle of the light
  104568. */
  104569. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  104570. /**
  104571. * Scales the spherical harmonics by the given amount
  104572. * @param scale the amount to scale
  104573. */
  104574. scaleInPlace(scale: number): void;
  104575. /**
  104576. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  104577. *
  104578. * ```
  104579. * E_lm = A_l * L_lm
  104580. * ```
  104581. *
  104582. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  104583. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  104584. * the scaling factors are given in equation 9.
  104585. */
  104586. convertIncidentRadianceToIrradiance(): void;
  104587. /**
  104588. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  104589. *
  104590. * ```
  104591. * L = (1/pi) * E * rho
  104592. * ```
  104593. *
  104594. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  104595. */
  104596. convertIrradianceToLambertianRadiance(): void;
  104597. /**
  104598. * Integrates the reconstruction coefficients directly in to the SH preventing further
  104599. * required operations at run time.
  104600. *
  104601. * This is simply done by scaling back the SH with Ylm constants parameter.
  104602. * The trigonometric part being applied by the shader at run time.
  104603. */
  104604. preScaleForRendering(): void;
  104605. /**
  104606. * Constructs a spherical harmonics from an array.
  104607. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  104608. * @returns the spherical harmonics
  104609. */
  104610. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  104611. /**
  104612. * Gets the spherical harmonics from polynomial
  104613. * @param polynomial the spherical polynomial
  104614. * @returns the spherical harmonics
  104615. */
  104616. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  104617. }
  104618. /**
  104619. * Class representing spherical polynomial coefficients to the 3rd degree
  104620. */
  104621. export class SphericalPolynomial {
  104622. private _harmonics;
  104623. /**
  104624. * The spherical harmonics used to create the polynomials.
  104625. */
  104626. get preScaledHarmonics(): SphericalHarmonics;
  104627. /**
  104628. * The x coefficients of the spherical polynomial
  104629. */
  104630. x: Vector3;
  104631. /**
  104632. * The y coefficients of the spherical polynomial
  104633. */
  104634. y: Vector3;
  104635. /**
  104636. * The z coefficients of the spherical polynomial
  104637. */
  104638. z: Vector3;
  104639. /**
  104640. * The xx coefficients of the spherical polynomial
  104641. */
  104642. xx: Vector3;
  104643. /**
  104644. * The yy coefficients of the spherical polynomial
  104645. */
  104646. yy: Vector3;
  104647. /**
  104648. * The zz coefficients of the spherical polynomial
  104649. */
  104650. zz: Vector3;
  104651. /**
  104652. * The xy coefficients of the spherical polynomial
  104653. */
  104654. xy: Vector3;
  104655. /**
  104656. * The yz coefficients of the spherical polynomial
  104657. */
  104658. yz: Vector3;
  104659. /**
  104660. * The zx coefficients of the spherical polynomial
  104661. */
  104662. zx: Vector3;
  104663. /**
  104664. * Adds an ambient color to the spherical polynomial
  104665. * @param color the color to add
  104666. */
  104667. addAmbient(color: Color3): void;
  104668. /**
  104669. * Scales the spherical polynomial by the given amount
  104670. * @param scale the amount to scale
  104671. */
  104672. scaleInPlace(scale: number): void;
  104673. /**
  104674. * Gets the spherical polynomial from harmonics
  104675. * @param harmonics the spherical harmonics
  104676. * @returns the spherical polynomial
  104677. */
  104678. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  104679. /**
  104680. * Constructs a spherical polynomial from an array.
  104681. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  104682. * @returns the spherical polynomial
  104683. */
  104684. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  104685. }
  104686. }
  104687. declare module BABYLON {
  104688. /**
  104689. * Defines the source of the internal texture
  104690. */
  104691. export enum InternalTextureSource {
  104692. /**
  104693. * The source of the texture data is unknown
  104694. */
  104695. Unknown = 0,
  104696. /**
  104697. * Texture data comes from an URL
  104698. */
  104699. Url = 1,
  104700. /**
  104701. * Texture data is only used for temporary storage
  104702. */
  104703. Temp = 2,
  104704. /**
  104705. * Texture data comes from raw data (ArrayBuffer)
  104706. */
  104707. Raw = 3,
  104708. /**
  104709. * Texture content is dynamic (video or dynamic texture)
  104710. */
  104711. Dynamic = 4,
  104712. /**
  104713. * Texture content is generated by rendering to it
  104714. */
  104715. RenderTarget = 5,
  104716. /**
  104717. * Texture content is part of a multi render target process
  104718. */
  104719. MultiRenderTarget = 6,
  104720. /**
  104721. * Texture data comes from a cube data file
  104722. */
  104723. Cube = 7,
  104724. /**
  104725. * Texture data comes from a raw cube data
  104726. */
  104727. CubeRaw = 8,
  104728. /**
  104729. * Texture data come from a prefiltered cube data file
  104730. */
  104731. CubePrefiltered = 9,
  104732. /**
  104733. * Texture content is raw 3D data
  104734. */
  104735. Raw3D = 10,
  104736. /**
  104737. * Texture content is raw 2D array data
  104738. */
  104739. Raw2DArray = 11,
  104740. /**
  104741. * Texture content is a depth texture
  104742. */
  104743. Depth = 12,
  104744. /**
  104745. * Texture data comes from a raw cube data encoded with RGBD
  104746. */
  104747. CubeRawRGBD = 13
  104748. }
  104749. /**
  104750. * Class used to store data associated with WebGL texture data for the engine
  104751. * This class should not be used directly
  104752. */
  104753. export class InternalTexture {
  104754. /** @hidden */
  104755. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  104756. /**
  104757. * Defines if the texture is ready
  104758. */
  104759. isReady: boolean;
  104760. /**
  104761. * Defines if the texture is a cube texture
  104762. */
  104763. isCube: boolean;
  104764. /**
  104765. * Defines if the texture contains 3D data
  104766. */
  104767. is3D: boolean;
  104768. /**
  104769. * Defines if the texture contains 2D array data
  104770. */
  104771. is2DArray: boolean;
  104772. /**
  104773. * Defines if the texture contains multiview data
  104774. */
  104775. isMultiview: boolean;
  104776. /**
  104777. * Gets the URL used to load this texture
  104778. */
  104779. url: string;
  104780. /**
  104781. * Gets the sampling mode of the texture
  104782. */
  104783. samplingMode: number;
  104784. /**
  104785. * Gets a boolean indicating if the texture needs mipmaps generation
  104786. */
  104787. generateMipMaps: boolean;
  104788. /**
  104789. * Gets the number of samples used by the texture (WebGL2+ only)
  104790. */
  104791. samples: number;
  104792. /**
  104793. * Gets the type of the texture (int, float...)
  104794. */
  104795. type: number;
  104796. /**
  104797. * Gets the format of the texture (RGB, RGBA...)
  104798. */
  104799. format: number;
  104800. /**
  104801. * Observable called when the texture is loaded
  104802. */
  104803. onLoadedObservable: Observable<InternalTexture>;
  104804. /**
  104805. * Gets the width of the texture
  104806. */
  104807. width: number;
  104808. /**
  104809. * Gets the height of the texture
  104810. */
  104811. height: number;
  104812. /**
  104813. * Gets the depth of the texture
  104814. */
  104815. depth: number;
  104816. /**
  104817. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  104818. */
  104819. baseWidth: number;
  104820. /**
  104821. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  104822. */
  104823. baseHeight: number;
  104824. /**
  104825. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  104826. */
  104827. baseDepth: number;
  104828. /**
  104829. * Gets a boolean indicating if the texture is inverted on Y axis
  104830. */
  104831. invertY: boolean;
  104832. /** @hidden */
  104833. _invertVScale: boolean;
  104834. /** @hidden */
  104835. _associatedChannel: number;
  104836. /** @hidden */
  104837. _source: InternalTextureSource;
  104838. /** @hidden */
  104839. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  104840. /** @hidden */
  104841. _bufferView: Nullable<ArrayBufferView>;
  104842. /** @hidden */
  104843. _bufferViewArray: Nullable<ArrayBufferView[]>;
  104844. /** @hidden */
  104845. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  104846. /** @hidden */
  104847. _size: number;
  104848. /** @hidden */
  104849. _extension: string;
  104850. /** @hidden */
  104851. _files: Nullable<string[]>;
  104852. /** @hidden */
  104853. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  104854. /** @hidden */
  104855. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  104856. /** @hidden */
  104857. _framebuffer: Nullable<WebGLFramebuffer>;
  104858. /** @hidden */
  104859. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  104860. /** @hidden */
  104861. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  104862. /** @hidden */
  104863. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  104864. /** @hidden */
  104865. _attachments: Nullable<number[]>;
  104866. /** @hidden */
  104867. _cachedCoordinatesMode: Nullable<number>;
  104868. /** @hidden */
  104869. _cachedWrapU: Nullable<number>;
  104870. /** @hidden */
  104871. _cachedWrapV: Nullable<number>;
  104872. /** @hidden */
  104873. _cachedWrapR: Nullable<number>;
  104874. /** @hidden */
  104875. _cachedAnisotropicFilteringLevel: Nullable<number>;
  104876. /** @hidden */
  104877. _isDisabled: boolean;
  104878. /** @hidden */
  104879. _compression: Nullable<string>;
  104880. /** @hidden */
  104881. _generateStencilBuffer: boolean;
  104882. /** @hidden */
  104883. _generateDepthBuffer: boolean;
  104884. /** @hidden */
  104885. _comparisonFunction: number;
  104886. /** @hidden */
  104887. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  104888. /** @hidden */
  104889. _lodGenerationScale: number;
  104890. /** @hidden */
  104891. _lodGenerationOffset: number;
  104892. /** @hidden */
  104893. _depthStencilTexture: Nullable<InternalTexture>;
  104894. /** @hidden */
  104895. _colorTextureArray: Nullable<WebGLTexture>;
  104896. /** @hidden */
  104897. _depthStencilTextureArray: Nullable<WebGLTexture>;
  104898. /** @hidden */
  104899. _lodTextureHigh: Nullable<BaseTexture>;
  104900. /** @hidden */
  104901. _lodTextureMid: Nullable<BaseTexture>;
  104902. /** @hidden */
  104903. _lodTextureLow: Nullable<BaseTexture>;
  104904. /** @hidden */
  104905. _isRGBD: boolean;
  104906. /** @hidden */
  104907. _linearSpecularLOD: boolean;
  104908. /** @hidden */
  104909. _irradianceTexture: Nullable<BaseTexture>;
  104910. /** @hidden */
  104911. _webGLTexture: Nullable<WebGLTexture>;
  104912. /** @hidden */
  104913. _references: number;
  104914. private _engine;
  104915. /**
  104916. * Gets the Engine the texture belongs to.
  104917. * @returns The babylon engine
  104918. */
  104919. getEngine(): ThinEngine;
  104920. /**
  104921. * Gets the data source type of the texture
  104922. */
  104923. get source(): InternalTextureSource;
  104924. /**
  104925. * Creates a new InternalTexture
  104926. * @param engine defines the engine to use
  104927. * @param source defines the type of data that will be used
  104928. * @param delayAllocation if the texture allocation should be delayed (default: false)
  104929. */
  104930. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  104931. /**
  104932. * Increments the number of references (ie. the number of Texture that point to it)
  104933. */
  104934. incrementReferences(): void;
  104935. /**
  104936. * Change the size of the texture (not the size of the content)
  104937. * @param width defines the new width
  104938. * @param height defines the new height
  104939. * @param depth defines the new depth (1 by default)
  104940. */
  104941. updateSize(width: int, height: int, depth?: int): void;
  104942. /** @hidden */
  104943. _rebuild(): void;
  104944. /** @hidden */
  104945. _swapAndDie(target: InternalTexture): void;
  104946. /**
  104947. * Dispose the current allocated resources
  104948. */
  104949. dispose(): void;
  104950. }
  104951. }
  104952. declare module BABYLON {
  104953. /**
  104954. * Class used to work with sound analyzer using fast fourier transform (FFT)
  104955. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  104956. */
  104957. export class Analyser {
  104958. /**
  104959. * Gets or sets the smoothing
  104960. * @ignorenaming
  104961. */
  104962. SMOOTHING: number;
  104963. /**
  104964. * Gets or sets the FFT table size
  104965. * @ignorenaming
  104966. */
  104967. FFT_SIZE: number;
  104968. /**
  104969. * Gets or sets the bar graph amplitude
  104970. * @ignorenaming
  104971. */
  104972. BARGRAPHAMPLITUDE: number;
  104973. /**
  104974. * Gets or sets the position of the debug canvas
  104975. * @ignorenaming
  104976. */
  104977. DEBUGCANVASPOS: {
  104978. x: number;
  104979. y: number;
  104980. };
  104981. /**
  104982. * Gets or sets the debug canvas size
  104983. * @ignorenaming
  104984. */
  104985. DEBUGCANVASSIZE: {
  104986. width: number;
  104987. height: number;
  104988. };
  104989. private _byteFreqs;
  104990. private _byteTime;
  104991. private _floatFreqs;
  104992. private _webAudioAnalyser;
  104993. private _debugCanvas;
  104994. private _debugCanvasContext;
  104995. private _scene;
  104996. private _registerFunc;
  104997. private _audioEngine;
  104998. /**
  104999. * Creates a new analyser
  105000. * @param scene defines hosting scene
  105001. */
  105002. constructor(scene: Scene);
  105003. /**
  105004. * Get the number of data values you will have to play with for the visualization
  105005. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  105006. * @returns a number
  105007. */
  105008. getFrequencyBinCount(): number;
  105009. /**
  105010. * Gets the current frequency data as a byte array
  105011. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  105012. * @returns a Uint8Array
  105013. */
  105014. getByteFrequencyData(): Uint8Array;
  105015. /**
  105016. * Gets the current waveform as a byte array
  105017. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  105018. * @returns a Uint8Array
  105019. */
  105020. getByteTimeDomainData(): Uint8Array;
  105021. /**
  105022. * Gets the current frequency data as a float array
  105023. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  105024. * @returns a Float32Array
  105025. */
  105026. getFloatFrequencyData(): Float32Array;
  105027. /**
  105028. * Renders the debug canvas
  105029. */
  105030. drawDebugCanvas(): void;
  105031. /**
  105032. * Stops rendering the debug canvas and removes it
  105033. */
  105034. stopDebugCanvas(): void;
  105035. /**
  105036. * Connects two audio nodes
  105037. * @param inputAudioNode defines first node to connect
  105038. * @param outputAudioNode defines second node to connect
  105039. */
  105040. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  105041. /**
  105042. * Releases all associated resources
  105043. */
  105044. dispose(): void;
  105045. }
  105046. }
  105047. declare module BABYLON {
  105048. /**
  105049. * This represents an audio engine and it is responsible
  105050. * to play, synchronize and analyse sounds throughout the application.
  105051. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  105052. */
  105053. export interface IAudioEngine extends IDisposable {
  105054. /**
  105055. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  105056. */
  105057. readonly canUseWebAudio: boolean;
  105058. /**
  105059. * Gets the current AudioContext if available.
  105060. */
  105061. readonly audioContext: Nullable<AudioContext>;
  105062. /**
  105063. * The master gain node defines the global audio volume of your audio engine.
  105064. */
  105065. readonly masterGain: GainNode;
  105066. /**
  105067. * Gets whether or not mp3 are supported by your browser.
  105068. */
  105069. readonly isMP3supported: boolean;
  105070. /**
  105071. * Gets whether or not ogg are supported by your browser.
  105072. */
  105073. readonly isOGGsupported: boolean;
  105074. /**
  105075. * Defines if Babylon should emit a warning if WebAudio is not supported.
  105076. * @ignoreNaming
  105077. */
  105078. WarnedWebAudioUnsupported: boolean;
  105079. /**
  105080. * Defines if the audio engine relies on a custom unlocked button.
  105081. * In this case, the embedded button will not be displayed.
  105082. */
  105083. useCustomUnlockedButton: boolean;
  105084. /**
  105085. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  105086. */
  105087. readonly unlocked: boolean;
  105088. /**
  105089. * Event raised when audio has been unlocked on the browser.
  105090. */
  105091. onAudioUnlockedObservable: Observable<AudioEngine>;
  105092. /**
  105093. * Event raised when audio has been locked on the browser.
  105094. */
  105095. onAudioLockedObservable: Observable<AudioEngine>;
  105096. /**
  105097. * Flags the audio engine in Locked state.
  105098. * This happens due to new browser policies preventing audio to autoplay.
  105099. */
  105100. lock(): void;
  105101. /**
  105102. * Unlocks the audio engine once a user action has been done on the dom.
  105103. * This is helpful to resume play once browser policies have been satisfied.
  105104. */
  105105. unlock(): void;
  105106. }
  105107. /**
  105108. * This represents the default audio engine used in babylon.
  105109. * It is responsible to play, synchronize and analyse sounds throughout the application.
  105110. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  105111. */
  105112. export class AudioEngine implements IAudioEngine {
  105113. private _audioContext;
  105114. private _audioContextInitialized;
  105115. private _muteButton;
  105116. private _hostElement;
  105117. /**
  105118. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  105119. */
  105120. canUseWebAudio: boolean;
  105121. /**
  105122. * The master gain node defines the global audio volume of your audio engine.
  105123. */
  105124. masterGain: GainNode;
  105125. /**
  105126. * Defines if Babylon should emit a warning if WebAudio is not supported.
  105127. * @ignoreNaming
  105128. */
  105129. WarnedWebAudioUnsupported: boolean;
  105130. /**
  105131. * Gets whether or not mp3 are supported by your browser.
  105132. */
  105133. isMP3supported: boolean;
  105134. /**
  105135. * Gets whether or not ogg are supported by your browser.
  105136. */
  105137. isOGGsupported: boolean;
  105138. /**
  105139. * Gets whether audio has been unlocked on the device.
  105140. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  105141. * a user interaction has happened.
  105142. */
  105143. unlocked: boolean;
  105144. /**
  105145. * Defines if the audio engine relies on a custom unlocked button.
  105146. * In this case, the embedded button will not be displayed.
  105147. */
  105148. useCustomUnlockedButton: boolean;
  105149. /**
  105150. * Event raised when audio has been unlocked on the browser.
  105151. */
  105152. onAudioUnlockedObservable: Observable<AudioEngine>;
  105153. /**
  105154. * Event raised when audio has been locked on the browser.
  105155. */
  105156. onAudioLockedObservable: Observable<AudioEngine>;
  105157. /**
  105158. * Gets the current AudioContext if available.
  105159. */
  105160. get audioContext(): Nullable<AudioContext>;
  105161. private _connectedAnalyser;
  105162. /**
  105163. * Instantiates a new audio engine.
  105164. *
  105165. * There should be only one per page as some browsers restrict the number
  105166. * of audio contexts you can create.
  105167. * @param hostElement defines the host element where to display the mute icon if necessary
  105168. */
  105169. constructor(hostElement?: Nullable<HTMLElement>);
  105170. /**
  105171. * Flags the audio engine in Locked state.
  105172. * This happens due to new browser policies preventing audio to autoplay.
  105173. */
  105174. lock(): void;
  105175. /**
  105176. * Unlocks the audio engine once a user action has been done on the dom.
  105177. * This is helpful to resume play once browser policies have been satisfied.
  105178. */
  105179. unlock(): void;
  105180. private _resumeAudioContext;
  105181. private _initializeAudioContext;
  105182. private _tryToRun;
  105183. private _triggerRunningState;
  105184. private _triggerSuspendedState;
  105185. private _displayMuteButton;
  105186. private _moveButtonToTopLeft;
  105187. private _onResize;
  105188. private _hideMuteButton;
  105189. /**
  105190. * Destroy and release the resources associated with the audio ccontext.
  105191. */
  105192. dispose(): void;
  105193. /**
  105194. * Gets the global volume sets on the master gain.
  105195. * @returns the global volume if set or -1 otherwise
  105196. */
  105197. getGlobalVolume(): number;
  105198. /**
  105199. * Sets the global volume of your experience (sets on the master gain).
  105200. * @param newVolume Defines the new global volume of the application
  105201. */
  105202. setGlobalVolume(newVolume: number): void;
  105203. /**
  105204. * Connect the audio engine to an audio analyser allowing some amazing
  105205. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  105206. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  105207. * @param analyser The analyser to connect to the engine
  105208. */
  105209. connectToAnalyser(analyser: Analyser): void;
  105210. }
  105211. }
  105212. declare module BABYLON {
  105213. /**
  105214. * Interface used to present a loading screen while loading a scene
  105215. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  105216. */
  105217. export interface ILoadingScreen {
  105218. /**
  105219. * Function called to display the loading screen
  105220. */
  105221. displayLoadingUI: () => void;
  105222. /**
  105223. * Function called to hide the loading screen
  105224. */
  105225. hideLoadingUI: () => void;
  105226. /**
  105227. * Gets or sets the color to use for the background
  105228. */
  105229. loadingUIBackgroundColor: string;
  105230. /**
  105231. * Gets or sets the text to display while loading
  105232. */
  105233. loadingUIText: string;
  105234. }
  105235. /**
  105236. * Class used for the default loading screen
  105237. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  105238. */
  105239. export class DefaultLoadingScreen implements ILoadingScreen {
  105240. private _renderingCanvas;
  105241. private _loadingText;
  105242. private _loadingDivBackgroundColor;
  105243. private _loadingDiv;
  105244. private _loadingTextDiv;
  105245. /** Gets or sets the logo url to use for the default loading screen */
  105246. static DefaultLogoUrl: string;
  105247. /** Gets or sets the spinner url to use for the default loading screen */
  105248. static DefaultSpinnerUrl: string;
  105249. /**
  105250. * Creates a new default loading screen
  105251. * @param _renderingCanvas defines the canvas used to render the scene
  105252. * @param _loadingText defines the default text to display
  105253. * @param _loadingDivBackgroundColor defines the default background color
  105254. */
  105255. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  105256. /**
  105257. * Function called to display the loading screen
  105258. */
  105259. displayLoadingUI(): void;
  105260. /**
  105261. * Function called to hide the loading screen
  105262. */
  105263. hideLoadingUI(): void;
  105264. /**
  105265. * Gets or sets the text to display while loading
  105266. */
  105267. set loadingUIText(text: string);
  105268. get loadingUIText(): string;
  105269. /**
  105270. * Gets or sets the color to use for the background
  105271. */
  105272. get loadingUIBackgroundColor(): string;
  105273. set loadingUIBackgroundColor(color: string);
  105274. private _resizeLoadingUI;
  105275. }
  105276. }
  105277. declare module BABYLON {
  105278. /**
  105279. * Interface for any object that can request an animation frame
  105280. */
  105281. export interface ICustomAnimationFrameRequester {
  105282. /**
  105283. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  105284. */
  105285. renderFunction?: Function;
  105286. /**
  105287. * Called to request the next frame to render to
  105288. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  105289. */
  105290. requestAnimationFrame: Function;
  105291. /**
  105292. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  105293. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  105294. */
  105295. requestID?: number;
  105296. }
  105297. }
  105298. declare module BABYLON {
  105299. /**
  105300. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  105301. */
  105302. export class PerformanceMonitor {
  105303. private _enabled;
  105304. private _rollingFrameTime;
  105305. private _lastFrameTimeMs;
  105306. /**
  105307. * constructor
  105308. * @param frameSampleSize The number of samples required to saturate the sliding window
  105309. */
  105310. constructor(frameSampleSize?: number);
  105311. /**
  105312. * Samples current frame
  105313. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  105314. */
  105315. sampleFrame(timeMs?: number): void;
  105316. /**
  105317. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  105318. */
  105319. get averageFrameTime(): number;
  105320. /**
  105321. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  105322. */
  105323. get averageFrameTimeVariance(): number;
  105324. /**
  105325. * Returns the frame time of the most recent frame
  105326. */
  105327. get instantaneousFrameTime(): number;
  105328. /**
  105329. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  105330. */
  105331. get averageFPS(): number;
  105332. /**
  105333. * Returns the average framerate in frames per second using the most recent frame time
  105334. */
  105335. get instantaneousFPS(): number;
  105336. /**
  105337. * Returns true if enough samples have been taken to completely fill the sliding window
  105338. */
  105339. get isSaturated(): boolean;
  105340. /**
  105341. * Enables contributions to the sliding window sample set
  105342. */
  105343. enable(): void;
  105344. /**
  105345. * Disables contributions to the sliding window sample set
  105346. * Samples will not be interpolated over the disabled period
  105347. */
  105348. disable(): void;
  105349. /**
  105350. * Returns true if sampling is enabled
  105351. */
  105352. get isEnabled(): boolean;
  105353. /**
  105354. * Resets performance monitor
  105355. */
  105356. reset(): void;
  105357. }
  105358. /**
  105359. * RollingAverage
  105360. *
  105361. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  105362. */
  105363. export class RollingAverage {
  105364. /**
  105365. * Current average
  105366. */
  105367. average: number;
  105368. /**
  105369. * Current variance
  105370. */
  105371. variance: number;
  105372. protected _samples: Array<number>;
  105373. protected _sampleCount: number;
  105374. protected _pos: number;
  105375. protected _m2: number;
  105376. /**
  105377. * constructor
  105378. * @param length The number of samples required to saturate the sliding window
  105379. */
  105380. constructor(length: number);
  105381. /**
  105382. * Adds a sample to the sample set
  105383. * @param v The sample value
  105384. */
  105385. add(v: number): void;
  105386. /**
  105387. * Returns previously added values or null if outside of history or outside the sliding window domain
  105388. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  105389. * @return Value previously recorded with add() or null if outside of range
  105390. */
  105391. history(i: number): number;
  105392. /**
  105393. * Returns true if enough samples have been taken to completely fill the sliding window
  105394. * @return true if sample-set saturated
  105395. */
  105396. isSaturated(): boolean;
  105397. /**
  105398. * Resets the rolling average (equivalent to 0 samples taken so far)
  105399. */
  105400. reset(): void;
  105401. /**
  105402. * Wraps a value around the sample range boundaries
  105403. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  105404. * @return Wrapped position in sample range
  105405. */
  105406. protected _wrapPosition(i: number): number;
  105407. }
  105408. }
  105409. declare module BABYLON {
  105410. /**
  105411. * This class is used to track a performance counter which is number based.
  105412. * The user has access to many properties which give statistics of different nature.
  105413. *
  105414. * The implementer can track two kinds of Performance Counter: time and count.
  105415. * 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.
  105416. * 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.
  105417. */
  105418. export class PerfCounter {
  105419. /**
  105420. * Gets or sets a global boolean to turn on and off all the counters
  105421. */
  105422. static Enabled: boolean;
  105423. /**
  105424. * Returns the smallest value ever
  105425. */
  105426. get min(): number;
  105427. /**
  105428. * Returns the biggest value ever
  105429. */
  105430. get max(): number;
  105431. /**
  105432. * Returns the average value since the performance counter is running
  105433. */
  105434. get average(): number;
  105435. /**
  105436. * Returns the average value of the last second the counter was monitored
  105437. */
  105438. get lastSecAverage(): number;
  105439. /**
  105440. * Returns the current value
  105441. */
  105442. get current(): number;
  105443. /**
  105444. * Gets the accumulated total
  105445. */
  105446. get total(): number;
  105447. /**
  105448. * Gets the total value count
  105449. */
  105450. get count(): number;
  105451. /**
  105452. * Creates a new counter
  105453. */
  105454. constructor();
  105455. /**
  105456. * Call this method to start monitoring a new frame.
  105457. * 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.
  105458. */
  105459. fetchNewFrame(): void;
  105460. /**
  105461. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  105462. * @param newCount the count value to add to the monitored count
  105463. * @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.
  105464. */
  105465. addCount(newCount: number, fetchResult: boolean): void;
  105466. /**
  105467. * Start monitoring this performance counter
  105468. */
  105469. beginMonitoring(): void;
  105470. /**
  105471. * Compute the time lapsed since the previous beginMonitoring() call.
  105472. * @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
  105473. */
  105474. endMonitoring(newFrame?: boolean): void;
  105475. private _fetchResult;
  105476. private _startMonitoringTime;
  105477. private _min;
  105478. private _max;
  105479. private _average;
  105480. private _current;
  105481. private _totalValueCount;
  105482. private _totalAccumulated;
  105483. private _lastSecAverage;
  105484. private _lastSecAccumulated;
  105485. private _lastSecTime;
  105486. private _lastSecValueCount;
  105487. }
  105488. }
  105489. declare module BABYLON {
  105490. interface ThinEngine {
  105491. /**
  105492. * Sets alpha constants used by some alpha blending modes
  105493. * @param r defines the red component
  105494. * @param g defines the green component
  105495. * @param b defines the blue component
  105496. * @param a defines the alpha component
  105497. */
  105498. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  105499. /**
  105500. * Sets the current alpha mode
  105501. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  105502. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  105503. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  105504. */
  105505. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  105506. /**
  105507. * Gets the current alpha mode
  105508. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  105509. * @returns the current alpha mode
  105510. */
  105511. getAlphaMode(): number;
  105512. /**
  105513. * Sets the current alpha equation
  105514. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  105515. */
  105516. setAlphaEquation(equation: number): void;
  105517. /**
  105518. * Gets the current alpha equation.
  105519. * @returns the current alpha equation
  105520. */
  105521. getAlphaEquation(): number;
  105522. }
  105523. }
  105524. declare module BABYLON {
  105525. /**
  105526. * Defines the interface used by display changed events
  105527. */
  105528. export interface IDisplayChangedEventArgs {
  105529. /** Gets the vrDisplay object (if any) */
  105530. vrDisplay: Nullable<any>;
  105531. /** Gets a boolean indicating if webVR is supported */
  105532. vrSupported: boolean;
  105533. }
  105534. /**
  105535. * Defines the interface used by objects containing a viewport (like a camera)
  105536. */
  105537. interface IViewportOwnerLike {
  105538. /**
  105539. * Gets or sets the viewport
  105540. */
  105541. viewport: IViewportLike;
  105542. }
  105543. /**
  105544. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  105545. */
  105546. export class Engine extends ThinEngine {
  105547. /** Defines that alpha blending is disabled */
  105548. static readonly ALPHA_DISABLE: number;
  105549. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  105550. static readonly ALPHA_ADD: number;
  105551. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  105552. static readonly ALPHA_COMBINE: number;
  105553. /** Defines that alpha blending to DEST - SRC * DEST */
  105554. static readonly ALPHA_SUBTRACT: number;
  105555. /** Defines that alpha blending to SRC * DEST */
  105556. static readonly ALPHA_MULTIPLY: number;
  105557. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  105558. static readonly ALPHA_MAXIMIZED: number;
  105559. /** Defines that alpha blending to SRC + DEST */
  105560. static readonly ALPHA_ONEONE: number;
  105561. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  105562. static readonly ALPHA_PREMULTIPLIED: number;
  105563. /**
  105564. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  105565. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  105566. */
  105567. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  105568. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  105569. static readonly ALPHA_INTERPOLATE: number;
  105570. /**
  105571. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  105572. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  105573. */
  105574. static readonly ALPHA_SCREENMODE: number;
  105575. /** Defines that the ressource is not delayed*/
  105576. static readonly DELAYLOADSTATE_NONE: number;
  105577. /** Defines that the ressource was successfully delay loaded */
  105578. static readonly DELAYLOADSTATE_LOADED: number;
  105579. /** Defines that the ressource is currently delay loading */
  105580. static readonly DELAYLOADSTATE_LOADING: number;
  105581. /** Defines that the ressource is delayed and has not started loading */
  105582. static readonly DELAYLOADSTATE_NOTLOADED: number;
  105583. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  105584. static readonly NEVER: number;
  105585. /** 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 */
  105586. static readonly ALWAYS: number;
  105587. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  105588. static readonly LESS: number;
  105589. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  105590. static readonly EQUAL: number;
  105591. /** 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 */
  105592. static readonly LEQUAL: number;
  105593. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  105594. static readonly GREATER: number;
  105595. /** 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 */
  105596. static readonly GEQUAL: number;
  105597. /** 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 */
  105598. static readonly NOTEQUAL: number;
  105599. /** Passed to stencilOperation to specify that stencil value must be kept */
  105600. static readonly KEEP: number;
  105601. /** Passed to stencilOperation to specify that stencil value must be replaced */
  105602. static readonly REPLACE: number;
  105603. /** Passed to stencilOperation to specify that stencil value must be incremented */
  105604. static readonly INCR: number;
  105605. /** Passed to stencilOperation to specify that stencil value must be decremented */
  105606. static readonly DECR: number;
  105607. /** Passed to stencilOperation to specify that stencil value must be inverted */
  105608. static readonly INVERT: number;
  105609. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  105610. static readonly INCR_WRAP: number;
  105611. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  105612. static readonly DECR_WRAP: number;
  105613. /** Texture is not repeating outside of 0..1 UVs */
  105614. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  105615. /** Texture is repeating outside of 0..1 UVs */
  105616. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  105617. /** Texture is repeating and mirrored */
  105618. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  105619. /** ALPHA */
  105620. static readonly TEXTUREFORMAT_ALPHA: number;
  105621. /** LUMINANCE */
  105622. static readonly TEXTUREFORMAT_LUMINANCE: number;
  105623. /** LUMINANCE_ALPHA */
  105624. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  105625. /** RGB */
  105626. static readonly TEXTUREFORMAT_RGB: number;
  105627. /** RGBA */
  105628. static readonly TEXTUREFORMAT_RGBA: number;
  105629. /** RED */
  105630. static readonly TEXTUREFORMAT_RED: number;
  105631. /** RED (2nd reference) */
  105632. static readonly TEXTUREFORMAT_R: number;
  105633. /** RG */
  105634. static readonly TEXTUREFORMAT_RG: number;
  105635. /** RED_INTEGER */
  105636. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  105637. /** RED_INTEGER (2nd reference) */
  105638. static readonly TEXTUREFORMAT_R_INTEGER: number;
  105639. /** RG_INTEGER */
  105640. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  105641. /** RGB_INTEGER */
  105642. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  105643. /** RGBA_INTEGER */
  105644. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  105645. /** UNSIGNED_BYTE */
  105646. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  105647. /** UNSIGNED_BYTE (2nd reference) */
  105648. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  105649. /** FLOAT */
  105650. static readonly TEXTURETYPE_FLOAT: number;
  105651. /** HALF_FLOAT */
  105652. static readonly TEXTURETYPE_HALF_FLOAT: number;
  105653. /** BYTE */
  105654. static readonly TEXTURETYPE_BYTE: number;
  105655. /** SHORT */
  105656. static readonly TEXTURETYPE_SHORT: number;
  105657. /** UNSIGNED_SHORT */
  105658. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  105659. /** INT */
  105660. static readonly TEXTURETYPE_INT: number;
  105661. /** UNSIGNED_INT */
  105662. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  105663. /** UNSIGNED_SHORT_4_4_4_4 */
  105664. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  105665. /** UNSIGNED_SHORT_5_5_5_1 */
  105666. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  105667. /** UNSIGNED_SHORT_5_6_5 */
  105668. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  105669. /** UNSIGNED_INT_2_10_10_10_REV */
  105670. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  105671. /** UNSIGNED_INT_24_8 */
  105672. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  105673. /** UNSIGNED_INT_10F_11F_11F_REV */
  105674. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  105675. /** UNSIGNED_INT_5_9_9_9_REV */
  105676. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  105677. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  105678. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  105679. /** nearest is mag = nearest and min = nearest and mip = linear */
  105680. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  105681. /** Bilinear is mag = linear and min = linear and mip = nearest */
  105682. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  105683. /** Trilinear is mag = linear and min = linear and mip = linear */
  105684. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  105685. /** nearest is mag = nearest and min = nearest and mip = linear */
  105686. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  105687. /** Bilinear is mag = linear and min = linear and mip = nearest */
  105688. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  105689. /** Trilinear is mag = linear and min = linear and mip = linear */
  105690. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  105691. /** mag = nearest and min = nearest and mip = nearest */
  105692. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  105693. /** mag = nearest and min = linear and mip = nearest */
  105694. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  105695. /** mag = nearest and min = linear and mip = linear */
  105696. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  105697. /** mag = nearest and min = linear and mip = none */
  105698. static readonly TEXTURE_NEAREST_LINEAR: number;
  105699. /** mag = nearest and min = nearest and mip = none */
  105700. static readonly TEXTURE_NEAREST_NEAREST: number;
  105701. /** mag = linear and min = nearest and mip = nearest */
  105702. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  105703. /** mag = linear and min = nearest and mip = linear */
  105704. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  105705. /** mag = linear and min = linear and mip = none */
  105706. static readonly TEXTURE_LINEAR_LINEAR: number;
  105707. /** mag = linear and min = nearest and mip = none */
  105708. static readonly TEXTURE_LINEAR_NEAREST: number;
  105709. /** Explicit coordinates mode */
  105710. static readonly TEXTURE_EXPLICIT_MODE: number;
  105711. /** Spherical coordinates mode */
  105712. static readonly TEXTURE_SPHERICAL_MODE: number;
  105713. /** Planar coordinates mode */
  105714. static readonly TEXTURE_PLANAR_MODE: number;
  105715. /** Cubic coordinates mode */
  105716. static readonly TEXTURE_CUBIC_MODE: number;
  105717. /** Projection coordinates mode */
  105718. static readonly TEXTURE_PROJECTION_MODE: number;
  105719. /** Skybox coordinates mode */
  105720. static readonly TEXTURE_SKYBOX_MODE: number;
  105721. /** Inverse Cubic coordinates mode */
  105722. static readonly TEXTURE_INVCUBIC_MODE: number;
  105723. /** Equirectangular coordinates mode */
  105724. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  105725. /** Equirectangular Fixed coordinates mode */
  105726. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  105727. /** Equirectangular Fixed Mirrored coordinates mode */
  105728. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  105729. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  105730. static readonly SCALEMODE_FLOOR: number;
  105731. /** Defines that texture rescaling will look for the nearest power of 2 size */
  105732. static readonly SCALEMODE_NEAREST: number;
  105733. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  105734. static readonly SCALEMODE_CEILING: number;
  105735. /**
  105736. * Returns the current npm package of the sdk
  105737. */
  105738. static get NpmPackage(): string;
  105739. /**
  105740. * Returns the current version of the framework
  105741. */
  105742. static get Version(): string;
  105743. /** Gets the list of created engines */
  105744. static get Instances(): Engine[];
  105745. /**
  105746. * Gets the latest created engine
  105747. */
  105748. static get LastCreatedEngine(): Nullable<Engine>;
  105749. /**
  105750. * Gets the latest created scene
  105751. */
  105752. static get LastCreatedScene(): Nullable<Scene>;
  105753. /**
  105754. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  105755. * @param flag defines which part of the materials must be marked as dirty
  105756. * @param predicate defines a predicate used to filter which materials should be affected
  105757. */
  105758. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  105759. /**
  105760. * Method called to create the default loading screen.
  105761. * This can be overriden in your own app.
  105762. * @param canvas The rendering canvas element
  105763. * @returns The loading screen
  105764. */
  105765. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  105766. /**
  105767. * Method called to create the default rescale post process on each engine.
  105768. */
  105769. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  105770. /**
  105771. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  105772. **/
  105773. enableOfflineSupport: boolean;
  105774. /**
  105775. * 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)
  105776. **/
  105777. disableManifestCheck: boolean;
  105778. /**
  105779. * Gets the list of created scenes
  105780. */
  105781. scenes: Scene[];
  105782. /**
  105783. * Event raised when a new scene is created
  105784. */
  105785. onNewSceneAddedObservable: Observable<Scene>;
  105786. /**
  105787. * Gets the list of created postprocesses
  105788. */
  105789. postProcesses: PostProcess[];
  105790. /**
  105791. * Gets a boolean indicating if the pointer is currently locked
  105792. */
  105793. isPointerLock: boolean;
  105794. /**
  105795. * Observable event triggered each time the rendering canvas is resized
  105796. */
  105797. onResizeObservable: Observable<Engine>;
  105798. /**
  105799. * Observable event triggered each time the canvas loses focus
  105800. */
  105801. onCanvasBlurObservable: Observable<Engine>;
  105802. /**
  105803. * Observable event triggered each time the canvas gains focus
  105804. */
  105805. onCanvasFocusObservable: Observable<Engine>;
  105806. /**
  105807. * Observable event triggered each time the canvas receives pointerout event
  105808. */
  105809. onCanvasPointerOutObservable: Observable<PointerEvent>;
  105810. /**
  105811. * Observable raised when the engine begins a new frame
  105812. */
  105813. onBeginFrameObservable: Observable<Engine>;
  105814. /**
  105815. * If set, will be used to request the next animation frame for the render loop
  105816. */
  105817. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  105818. /**
  105819. * Observable raised when the engine ends the current frame
  105820. */
  105821. onEndFrameObservable: Observable<Engine>;
  105822. /**
  105823. * Observable raised when the engine is about to compile a shader
  105824. */
  105825. onBeforeShaderCompilationObservable: Observable<Engine>;
  105826. /**
  105827. * Observable raised when the engine has jsut compiled a shader
  105828. */
  105829. onAfterShaderCompilationObservable: Observable<Engine>;
  105830. /**
  105831. * Gets the audio engine
  105832. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  105833. * @ignorenaming
  105834. */
  105835. static audioEngine: IAudioEngine;
  105836. /**
  105837. * Default AudioEngine factory responsible of creating the Audio Engine.
  105838. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  105839. */
  105840. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  105841. /**
  105842. * Default offline support factory responsible of creating a tool used to store data locally.
  105843. * By default, this will create a Database object if the workload has been embedded.
  105844. */
  105845. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  105846. private _loadingScreen;
  105847. private _pointerLockRequested;
  105848. private _dummyFramebuffer;
  105849. private _rescalePostProcess;
  105850. private _deterministicLockstep;
  105851. private _lockstepMaxSteps;
  105852. private _timeStep;
  105853. protected get _supportsHardwareTextureRescaling(): boolean;
  105854. private _fps;
  105855. private _deltaTime;
  105856. /** @hidden */
  105857. _drawCalls: PerfCounter;
  105858. /**
  105859. * Turn this value on if you want to pause FPS computation when in background
  105860. */
  105861. disablePerformanceMonitorInBackground: boolean;
  105862. private _performanceMonitor;
  105863. /**
  105864. * Gets the performance monitor attached to this engine
  105865. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  105866. */
  105867. get performanceMonitor(): PerformanceMonitor;
  105868. private _onFocus;
  105869. private _onBlur;
  105870. private _onCanvasPointerOut;
  105871. private _onCanvasBlur;
  105872. private _onCanvasFocus;
  105873. private _onFullscreenChange;
  105874. private _onPointerLockChange;
  105875. /**
  105876. * Gets the HTML element used to attach event listeners
  105877. * @returns a HTML element
  105878. */
  105879. getInputElement(): Nullable<HTMLElement>;
  105880. /**
  105881. * Creates a new engine
  105882. * @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
  105883. * @param antialias defines enable antialiasing (default: false)
  105884. * @param options defines further options to be sent to the getContext() function
  105885. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  105886. */
  105887. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  105888. /**
  105889. * Gets current aspect ratio
  105890. * @param viewportOwner defines the camera to use to get the aspect ratio
  105891. * @param useScreen defines if screen size must be used (or the current render target if any)
  105892. * @returns a number defining the aspect ratio
  105893. */
  105894. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  105895. /**
  105896. * Gets current screen aspect ratio
  105897. * @returns a number defining the aspect ratio
  105898. */
  105899. getScreenAspectRatio(): number;
  105900. /**
  105901. * Gets the client rect of the HTML canvas attached with the current webGL context
  105902. * @returns a client rectanglee
  105903. */
  105904. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  105905. /**
  105906. * Gets the client rect of the HTML element used for events
  105907. * @returns a client rectanglee
  105908. */
  105909. getInputElementClientRect(): Nullable<ClientRect>;
  105910. /**
  105911. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  105912. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  105913. * @returns true if engine is in deterministic lock step mode
  105914. */
  105915. isDeterministicLockStep(): boolean;
  105916. /**
  105917. * Gets the max steps when engine is running in deterministic lock step
  105918. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  105919. * @returns the max steps
  105920. */
  105921. getLockstepMaxSteps(): number;
  105922. /**
  105923. * Returns the time in ms between steps when using deterministic lock step.
  105924. * @returns time step in (ms)
  105925. */
  105926. getTimeStep(): number;
  105927. /**
  105928. * Force the mipmap generation for the given render target texture
  105929. * @param texture defines the render target texture to use
  105930. * @param unbind defines whether or not to unbind the texture after generation. Defaults to true.
  105931. */
  105932. generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;
  105933. /** States */
  105934. /**
  105935. * Set various states to the webGL context
  105936. * @param culling defines backface culling state
  105937. * @param zOffset defines the value to apply to zOffset (0 by default)
  105938. * @param force defines if states must be applied even if cache is up to date
  105939. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  105940. */
  105941. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  105942. /**
  105943. * Set the z offset to apply to current rendering
  105944. * @param value defines the offset to apply
  105945. */
  105946. setZOffset(value: number): void;
  105947. /**
  105948. * Gets the current value of the zOffset
  105949. * @returns the current zOffset state
  105950. */
  105951. getZOffset(): number;
  105952. /**
  105953. * Enable or disable depth buffering
  105954. * @param enable defines the state to set
  105955. */
  105956. setDepthBuffer(enable: boolean): void;
  105957. /**
  105958. * Gets a boolean indicating if depth writing is enabled
  105959. * @returns the current depth writing state
  105960. */
  105961. getDepthWrite(): boolean;
  105962. /**
  105963. * Enable or disable depth writing
  105964. * @param enable defines the state to set
  105965. */
  105966. setDepthWrite(enable: boolean): void;
  105967. /**
  105968. * Gets a boolean indicating if stencil buffer is enabled
  105969. * @returns the current stencil buffer state
  105970. */
  105971. getStencilBuffer(): boolean;
  105972. /**
  105973. * Enable or disable the stencil buffer
  105974. * @param enable defines if the stencil buffer must be enabled or disabled
  105975. */
  105976. setStencilBuffer(enable: boolean): void;
  105977. /**
  105978. * Gets the current stencil mask
  105979. * @returns a number defining the new stencil mask to use
  105980. */
  105981. getStencilMask(): number;
  105982. /**
  105983. * Sets the current stencil mask
  105984. * @param mask defines the new stencil mask to use
  105985. */
  105986. setStencilMask(mask: number): void;
  105987. /**
  105988. * Gets the current stencil function
  105989. * @returns a number defining the stencil function to use
  105990. */
  105991. getStencilFunction(): number;
  105992. /**
  105993. * Gets the current stencil reference value
  105994. * @returns a number defining the stencil reference value to use
  105995. */
  105996. getStencilFunctionReference(): number;
  105997. /**
  105998. * Gets the current stencil mask
  105999. * @returns a number defining the stencil mask to use
  106000. */
  106001. getStencilFunctionMask(): number;
  106002. /**
  106003. * Sets the current stencil function
  106004. * @param stencilFunc defines the new stencil function to use
  106005. */
  106006. setStencilFunction(stencilFunc: number): void;
  106007. /**
  106008. * Sets the current stencil reference
  106009. * @param reference defines the new stencil reference to use
  106010. */
  106011. setStencilFunctionReference(reference: number): void;
  106012. /**
  106013. * Sets the current stencil mask
  106014. * @param mask defines the new stencil mask to use
  106015. */
  106016. setStencilFunctionMask(mask: number): void;
  106017. /**
  106018. * Gets the current stencil operation when stencil fails
  106019. * @returns a number defining stencil operation to use when stencil fails
  106020. */
  106021. getStencilOperationFail(): number;
  106022. /**
  106023. * Gets the current stencil operation when depth fails
  106024. * @returns a number defining stencil operation to use when depth fails
  106025. */
  106026. getStencilOperationDepthFail(): number;
  106027. /**
  106028. * Gets the current stencil operation when stencil passes
  106029. * @returns a number defining stencil operation to use when stencil passes
  106030. */
  106031. getStencilOperationPass(): number;
  106032. /**
  106033. * Sets the stencil operation to use when stencil fails
  106034. * @param operation defines the stencil operation to use when stencil fails
  106035. */
  106036. setStencilOperationFail(operation: number): void;
  106037. /**
  106038. * Sets the stencil operation to use when depth fails
  106039. * @param operation defines the stencil operation to use when depth fails
  106040. */
  106041. setStencilOperationDepthFail(operation: number): void;
  106042. /**
  106043. * Sets the stencil operation to use when stencil passes
  106044. * @param operation defines the stencil operation to use when stencil passes
  106045. */
  106046. setStencilOperationPass(operation: number): void;
  106047. /**
  106048. * Sets a boolean indicating if the dithering state is enabled or disabled
  106049. * @param value defines the dithering state
  106050. */
  106051. setDitheringState(value: boolean): void;
  106052. /**
  106053. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  106054. * @param value defines the rasterizer state
  106055. */
  106056. setRasterizerState(value: boolean): void;
  106057. /**
  106058. * Gets the current depth function
  106059. * @returns a number defining the depth function
  106060. */
  106061. getDepthFunction(): Nullable<number>;
  106062. /**
  106063. * Sets the current depth function
  106064. * @param depthFunc defines the function to use
  106065. */
  106066. setDepthFunction(depthFunc: number): void;
  106067. /**
  106068. * Sets the current depth function to GREATER
  106069. */
  106070. setDepthFunctionToGreater(): void;
  106071. /**
  106072. * Sets the current depth function to GEQUAL
  106073. */
  106074. setDepthFunctionToGreaterOrEqual(): void;
  106075. /**
  106076. * Sets the current depth function to LESS
  106077. */
  106078. setDepthFunctionToLess(): void;
  106079. /**
  106080. * Sets the current depth function to LEQUAL
  106081. */
  106082. setDepthFunctionToLessOrEqual(): void;
  106083. private _cachedStencilBuffer;
  106084. private _cachedStencilFunction;
  106085. private _cachedStencilMask;
  106086. private _cachedStencilOperationPass;
  106087. private _cachedStencilOperationFail;
  106088. private _cachedStencilOperationDepthFail;
  106089. private _cachedStencilReference;
  106090. /**
  106091. * Caches the the state of the stencil buffer
  106092. */
  106093. cacheStencilState(): void;
  106094. /**
  106095. * Restores the state of the stencil buffer
  106096. */
  106097. restoreStencilState(): void;
  106098. /**
  106099. * Directly set the WebGL Viewport
  106100. * @param x defines the x coordinate of the viewport (in screen space)
  106101. * @param y defines the y coordinate of the viewport (in screen space)
  106102. * @param width defines the width of the viewport (in screen space)
  106103. * @param height defines the height of the viewport (in screen space)
  106104. * @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
  106105. */
  106106. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  106107. /**
  106108. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  106109. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  106110. * @param y defines the y-coordinate of the corner of the clear rectangle
  106111. * @param width defines the width of the clear rectangle
  106112. * @param height defines the height of the clear rectangle
  106113. * @param clearColor defines the clear color
  106114. */
  106115. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  106116. /**
  106117. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  106118. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  106119. * @param y defines the y-coordinate of the corner of the clear rectangle
  106120. * @param width defines the width of the clear rectangle
  106121. * @param height defines the height of the clear rectangle
  106122. */
  106123. enableScissor(x: number, y: number, width: number, height: number): void;
  106124. /**
  106125. * Disable previously set scissor test rectangle
  106126. */
  106127. disableScissor(): void;
  106128. protected _reportDrawCall(): void;
  106129. /**
  106130. * Initializes a webVR display and starts listening to display change events
  106131. * The onVRDisplayChangedObservable will be notified upon these changes
  106132. * @returns The onVRDisplayChangedObservable
  106133. */
  106134. initWebVR(): Observable<IDisplayChangedEventArgs>;
  106135. /** @hidden */
  106136. _prepareVRComponent(): void;
  106137. /** @hidden */
  106138. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  106139. /** @hidden */
  106140. _submitVRFrame(): void;
  106141. /**
  106142. * Call this function to leave webVR mode
  106143. * Will do nothing if webVR is not supported or if there is no webVR device
  106144. * @see http://doc.babylonjs.com/how_to/webvr_camera
  106145. */
  106146. disableVR(): void;
  106147. /**
  106148. * Gets a boolean indicating that the system is in VR mode and is presenting
  106149. * @returns true if VR mode is engaged
  106150. */
  106151. isVRPresenting(): boolean;
  106152. /** @hidden */
  106153. _requestVRFrame(): void;
  106154. /** @hidden */
  106155. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  106156. /**
  106157. * Gets the source code of the vertex shader associated with a specific webGL program
  106158. * @param program defines the program to use
  106159. * @returns a string containing the source code of the vertex shader associated with the program
  106160. */
  106161. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  106162. /**
  106163. * Gets the source code of the fragment shader associated with a specific webGL program
  106164. * @param program defines the program to use
  106165. * @returns a string containing the source code of the fragment shader associated with the program
  106166. */
  106167. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  106168. /**
  106169. * Sets a depth stencil texture from a render target to the according uniform.
  106170. * @param channel The texture channel
  106171. * @param uniform The uniform to set
  106172. * @param texture The render target texture containing the depth stencil texture to apply
  106173. */
  106174. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  106175. /**
  106176. * Sets a texture to the webGL context from a postprocess
  106177. * @param channel defines the channel to use
  106178. * @param postProcess defines the source postprocess
  106179. */
  106180. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  106181. /**
  106182. * Binds the output of the passed in post process to the texture channel specified
  106183. * @param channel The channel the texture should be bound to
  106184. * @param postProcess The post process which's output should be bound
  106185. */
  106186. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  106187. /** @hidden */
  106188. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  106189. protected _rebuildBuffers(): void;
  106190. /** @hidden */
  106191. _renderFrame(): void;
  106192. _renderLoop(): void;
  106193. /** @hidden */
  106194. _renderViews(): boolean;
  106195. /**
  106196. * Toggle full screen mode
  106197. * @param requestPointerLock defines if a pointer lock should be requested from the user
  106198. */
  106199. switchFullscreen(requestPointerLock: boolean): void;
  106200. /**
  106201. * Enters full screen mode
  106202. * @param requestPointerLock defines if a pointer lock should be requested from the user
  106203. */
  106204. enterFullscreen(requestPointerLock: boolean): void;
  106205. /**
  106206. * Exits full screen mode
  106207. */
  106208. exitFullscreen(): void;
  106209. /**
  106210. * Enters Pointerlock mode
  106211. */
  106212. enterPointerlock(): void;
  106213. /**
  106214. * Exits Pointerlock mode
  106215. */
  106216. exitPointerlock(): void;
  106217. /**
  106218. * Begin a new frame
  106219. */
  106220. beginFrame(): void;
  106221. /**
  106222. * Enf the current frame
  106223. */
  106224. endFrame(): void;
  106225. resize(): void;
  106226. /**
  106227. * Set the compressed texture format to use, based on the formats you have, and the formats
  106228. * supported by the hardware / browser.
  106229. *
  106230. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  106231. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  106232. * to API arguments needed to compressed textures. This puts the burden on the container
  106233. * generator to house the arcane code for determining these for current & future formats.
  106234. *
  106235. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  106236. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  106237. *
  106238. * Note: The result of this call is not taken into account when a texture is base64.
  106239. *
  106240. * @param formatsAvailable defines the list of those format families you have created
  106241. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  106242. *
  106243. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  106244. * @returns The extension selected.
  106245. */
  106246. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  106247. /**
  106248. * Set the compressed texture extensions or file names to skip.
  106249. *
  106250. * @param skippedFiles defines the list of those texture files you want to skip
  106251. * Example: [".dds", ".env", "myfile.png"]
  106252. */
  106253. setCompressedTextureExclusions(skippedFiles: Array<string>): void;
  106254. /**
  106255. * Force a specific size of the canvas
  106256. * @param width defines the new canvas' width
  106257. * @param height defines the new canvas' height
  106258. */
  106259. setSize(width: number, height: number): void;
  106260. /**
  106261. * Updates a dynamic vertex buffer.
  106262. * @param vertexBuffer the vertex buffer to update
  106263. * @param data the data used to update the vertex buffer
  106264. * @param byteOffset the byte offset of the data
  106265. * @param byteLength the byte length of the data
  106266. */
  106267. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  106268. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  106269. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  106270. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  106271. _releaseTexture(texture: InternalTexture): void;
  106272. /**
  106273. * @hidden
  106274. * Rescales a texture
  106275. * @param source input texutre
  106276. * @param destination destination texture
  106277. * @param scene scene to use to render the resize
  106278. * @param internalFormat format to use when resizing
  106279. * @param onComplete callback to be called when resize has completed
  106280. */
  106281. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  106282. /**
  106283. * Gets the current framerate
  106284. * @returns a number representing the framerate
  106285. */
  106286. getFps(): number;
  106287. /**
  106288. * Gets the time spent between current and previous frame
  106289. * @returns a number representing the delta time in ms
  106290. */
  106291. getDeltaTime(): number;
  106292. private _measureFps;
  106293. /** @hidden */
  106294. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  106295. /**
  106296. * Update a dynamic index buffer
  106297. * @param indexBuffer defines the target index buffer
  106298. * @param indices defines the data to update
  106299. * @param offset defines the offset in the target index buffer where update should start
  106300. */
  106301. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  106302. /**
  106303. * Updates the sample count of a render target texture
  106304. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  106305. * @param texture defines the texture to update
  106306. * @param samples defines the sample count to set
  106307. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  106308. */
  106309. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  106310. /**
  106311. * Updates a depth texture Comparison Mode and Function.
  106312. * If the comparison Function is equal to 0, the mode will be set to none.
  106313. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  106314. * @param texture The texture to set the comparison function for
  106315. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  106316. */
  106317. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  106318. /**
  106319. * Creates a webGL buffer to use with instanciation
  106320. * @param capacity defines the size of the buffer
  106321. * @returns the webGL buffer
  106322. */
  106323. createInstancesBuffer(capacity: number): DataBuffer;
  106324. /**
  106325. * Delete a webGL buffer used with instanciation
  106326. * @param buffer defines the webGL buffer to delete
  106327. */
  106328. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  106329. /** @hidden */
  106330. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  106331. dispose(): void;
  106332. private _disableTouchAction;
  106333. /**
  106334. * Display the loading screen
  106335. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106336. */
  106337. displayLoadingUI(): void;
  106338. /**
  106339. * Hide the loading screen
  106340. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106341. */
  106342. hideLoadingUI(): void;
  106343. /**
  106344. * Gets the current loading screen object
  106345. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106346. */
  106347. get loadingScreen(): ILoadingScreen;
  106348. /**
  106349. * Sets the current loading screen object
  106350. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106351. */
  106352. set loadingScreen(loadingScreen: ILoadingScreen);
  106353. /**
  106354. * Sets the current loading screen text
  106355. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106356. */
  106357. set loadingUIText(text: string);
  106358. /**
  106359. * Sets the current loading screen background color
  106360. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  106361. */
  106362. set loadingUIBackgroundColor(color: string);
  106363. /** Pointerlock and fullscreen */
  106364. /**
  106365. * Ask the browser to promote the current element to pointerlock mode
  106366. * @param element defines the DOM element to promote
  106367. */
  106368. static _RequestPointerlock(element: HTMLElement): void;
  106369. /**
  106370. * Asks the browser to exit pointerlock mode
  106371. */
  106372. static _ExitPointerlock(): void;
  106373. /**
  106374. * Ask the browser to promote the current element to fullscreen rendering mode
  106375. * @param element defines the DOM element to promote
  106376. */
  106377. static _RequestFullscreen(element: HTMLElement): void;
  106378. /**
  106379. * Asks the browser to exit fullscreen mode
  106380. */
  106381. static _ExitFullscreen(): void;
  106382. }
  106383. }
  106384. declare module BABYLON {
  106385. /**
  106386. * The engine store class is responsible to hold all the instances of Engine and Scene created
  106387. * during the life time of the application.
  106388. */
  106389. export class EngineStore {
  106390. /** Gets the list of created engines */
  106391. static Instances: Engine[];
  106392. /** @hidden */
  106393. static _LastCreatedScene: Nullable<Scene>;
  106394. /**
  106395. * Gets the latest created engine
  106396. */
  106397. static get LastCreatedEngine(): Nullable<Engine>;
  106398. /**
  106399. * Gets the latest created scene
  106400. */
  106401. static get LastCreatedScene(): Nullable<Scene>;
  106402. /**
  106403. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  106404. * @ignorenaming
  106405. */
  106406. static UseFallbackTexture: boolean;
  106407. /**
  106408. * Texture content used if a texture cannot loaded
  106409. * @ignorenaming
  106410. */
  106411. static FallbackTexture: string;
  106412. }
  106413. }
  106414. declare module BABYLON {
  106415. /**
  106416. * Helper class that provides a small promise polyfill
  106417. */
  106418. export class PromisePolyfill {
  106419. /**
  106420. * Static function used to check if the polyfill is required
  106421. * If this is the case then the function will inject the polyfill to window.Promise
  106422. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  106423. */
  106424. static Apply(force?: boolean): void;
  106425. }
  106426. }
  106427. declare module BABYLON {
  106428. /**
  106429. * Interface for screenshot methods with describe argument called `size` as object with options
  106430. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  106431. */
  106432. export interface IScreenshotSize {
  106433. /**
  106434. * number in pixels for canvas height
  106435. */
  106436. height?: number;
  106437. /**
  106438. * multiplier allowing render at a higher or lower resolution
  106439. * If value is defined then height and width will be ignored and taken from camera
  106440. */
  106441. precision?: number;
  106442. /**
  106443. * number in pixels for canvas width
  106444. */
  106445. width?: number;
  106446. }
  106447. }
  106448. declare module BABYLON {
  106449. interface IColor4Like {
  106450. r: float;
  106451. g: float;
  106452. b: float;
  106453. a: float;
  106454. }
  106455. /**
  106456. * Class containing a set of static utilities functions
  106457. */
  106458. export class Tools {
  106459. /**
  106460. * Gets or sets the base URL to use to load assets
  106461. */
  106462. static get BaseUrl(): string;
  106463. static set BaseUrl(value: string);
  106464. /**
  106465. * Enable/Disable Custom HTTP Request Headers globally.
  106466. * default = false
  106467. * @see CustomRequestHeaders
  106468. */
  106469. static UseCustomRequestHeaders: boolean;
  106470. /**
  106471. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  106472. * i.e. when loading files, where the server/service expects an Authorization header
  106473. */
  106474. static CustomRequestHeaders: {
  106475. [key: string]: string;
  106476. };
  106477. /**
  106478. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  106479. */
  106480. static get DefaultRetryStrategy(): (url: string, request: WebRequest, retryIndex: number) => number;
  106481. static set DefaultRetryStrategy(strategy: (url: string, request: WebRequest, retryIndex: number) => number);
  106482. /**
  106483. * Default behaviour for cors in the application.
  106484. * It can be a string if the expected behavior is identical in the entire app.
  106485. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  106486. */
  106487. static CorsBehavior: string | ((url: string | string[]) => string);
  106488. /**
  106489. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  106490. * @ignorenaming
  106491. */
  106492. static get UseFallbackTexture(): boolean;
  106493. static set UseFallbackTexture(value: boolean);
  106494. /**
  106495. * Use this object to register external classes like custom textures or material
  106496. * to allow the laoders to instantiate them
  106497. */
  106498. static get RegisteredExternalClasses(): {
  106499. [key: string]: Object;
  106500. };
  106501. static set RegisteredExternalClasses(classes: {
  106502. [key: string]: Object;
  106503. });
  106504. /**
  106505. * Texture content used if a texture cannot loaded
  106506. * @ignorenaming
  106507. */
  106508. static get fallbackTexture(): string;
  106509. static set fallbackTexture(value: string);
  106510. /**
  106511. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  106512. * @param u defines the coordinate on X axis
  106513. * @param v defines the coordinate on Y axis
  106514. * @param width defines the width of the source data
  106515. * @param height defines the height of the source data
  106516. * @param pixels defines the source byte array
  106517. * @param color defines the output color
  106518. */
  106519. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  106520. /**
  106521. * Interpolates between a and b via alpha
  106522. * @param a The lower value (returned when alpha = 0)
  106523. * @param b The upper value (returned when alpha = 1)
  106524. * @param alpha The interpolation-factor
  106525. * @return The mixed value
  106526. */
  106527. static Mix(a: number, b: number, alpha: number): number;
  106528. /**
  106529. * Tries to instantiate a new object from a given class name
  106530. * @param className defines the class name to instantiate
  106531. * @returns the new object or null if the system was not able to do the instantiation
  106532. */
  106533. static Instantiate(className: string): any;
  106534. /**
  106535. * Provides a slice function that will work even on IE
  106536. * @param data defines the array to slice
  106537. * @param start defines the start of the data (optional)
  106538. * @param end defines the end of the data (optional)
  106539. * @returns the new sliced array
  106540. */
  106541. static Slice<T>(data: T, start?: number, end?: number): T;
  106542. /**
  106543. * Polyfill for setImmediate
  106544. * @param action defines the action to execute after the current execution block
  106545. */
  106546. static SetImmediate(action: () => void): void;
  106547. /**
  106548. * Function indicating if a number is an exponent of 2
  106549. * @param value defines the value to test
  106550. * @returns true if the value is an exponent of 2
  106551. */
  106552. static IsExponentOfTwo(value: number): boolean;
  106553. private static _tmpFloatArray;
  106554. /**
  106555. * Returns the nearest 32-bit single precision float representation of a Number
  106556. * @param value A Number. If the parameter is of a different type, it will get converted
  106557. * to a number or to NaN if it cannot be converted
  106558. * @returns number
  106559. */
  106560. static FloatRound(value: number): number;
  106561. /**
  106562. * Extracts the filename from a path
  106563. * @param path defines the path to use
  106564. * @returns the filename
  106565. */
  106566. static GetFilename(path: string): string;
  106567. /**
  106568. * Extracts the "folder" part of a path (everything before the filename).
  106569. * @param uri The URI to extract the info from
  106570. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  106571. * @returns The "folder" part of the path
  106572. */
  106573. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  106574. /**
  106575. * Extracts text content from a DOM element hierarchy
  106576. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  106577. */
  106578. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  106579. /**
  106580. * Convert an angle in radians to degrees
  106581. * @param angle defines the angle to convert
  106582. * @returns the angle in degrees
  106583. */
  106584. static ToDegrees(angle: number): number;
  106585. /**
  106586. * Convert an angle in degrees to radians
  106587. * @param angle defines the angle to convert
  106588. * @returns the angle in radians
  106589. */
  106590. static ToRadians(angle: number): number;
  106591. /**
  106592. * Returns an array if obj is not an array
  106593. * @param obj defines the object to evaluate as an array
  106594. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  106595. * @returns either obj directly if obj is an array or a new array containing obj
  106596. */
  106597. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  106598. /**
  106599. * Gets the pointer prefix to use
  106600. * @returns "pointer" if touch is enabled. Else returns "mouse"
  106601. */
  106602. static GetPointerPrefix(): string;
  106603. /**
  106604. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  106605. * @param url define the url we are trying
  106606. * @param element define the dom element where to configure the cors policy
  106607. */
  106608. static SetCorsBehavior(url: string | string[], element: {
  106609. crossOrigin: string | null;
  106610. }): void;
  106611. /**
  106612. * Removes unwanted characters from an url
  106613. * @param url defines the url to clean
  106614. * @returns the cleaned url
  106615. */
  106616. static CleanUrl(url: string): string;
  106617. /**
  106618. * Gets or sets a function used to pre-process url before using them to load assets
  106619. */
  106620. static get PreprocessUrl(): (url: string) => string;
  106621. static set PreprocessUrl(processor: (url: string) => string);
  106622. /**
  106623. * Loads an image as an HTMLImageElement.
  106624. * @param input url string, ArrayBuffer, or Blob to load
  106625. * @param onLoad callback called when the image successfully loads
  106626. * @param onError callback called when the image fails to load
  106627. * @param offlineProvider offline provider for caching
  106628. * @param mimeType optional mime type
  106629. * @returns the HTMLImageElement of the loaded image
  106630. */
  106631. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  106632. /**
  106633. * Loads a file from a url
  106634. * @param url url string, ArrayBuffer, or Blob to load
  106635. * @param onSuccess callback called when the file successfully loads
  106636. * @param onProgress callback called while file is loading (if the server supports this mode)
  106637. * @param offlineProvider defines the offline provider for caching
  106638. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  106639. * @param onError callback called when the file fails to load
  106640. * @returns a file request object
  106641. */
  106642. 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;
  106643. /**
  106644. * Loads a file from a url
  106645. * @param url the file url to load
  106646. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  106647. */
  106648. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  106649. /**
  106650. * Load a script (identified by an url). When the url returns, the
  106651. * content of this file is added into a new script element, attached to the DOM (body element)
  106652. * @param scriptUrl defines the url of the script to laod
  106653. * @param onSuccess defines the callback called when the script is loaded
  106654. * @param onError defines the callback to call if an error occurs
  106655. * @param scriptId defines the id of the script element
  106656. */
  106657. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  106658. /**
  106659. * Load an asynchronous script (identified by an url). When the url returns, the
  106660. * content of this file is added into a new script element, attached to the DOM (body element)
  106661. * @param scriptUrl defines the url of the script to laod
  106662. * @param scriptId defines the id of the script element
  106663. * @returns a promise request object
  106664. */
  106665. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<void>;
  106666. /**
  106667. * Loads a file from a blob
  106668. * @param fileToLoad defines the blob to use
  106669. * @param callback defines the callback to call when data is loaded
  106670. * @param progressCallback defines the callback to call during loading process
  106671. * @returns a file request object
  106672. */
  106673. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  106674. /**
  106675. * Reads a file from a File object
  106676. * @param file defines the file to load
  106677. * @param onSuccess defines the callback to call when data is loaded
  106678. * @param onProgress defines the callback to call during loading process
  106679. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  106680. * @param onError defines the callback to call when an error occurs
  106681. * @returns a file request object
  106682. */
  106683. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  106684. /**
  106685. * Creates a data url from a given string content
  106686. * @param content defines the content to convert
  106687. * @returns the new data url link
  106688. */
  106689. static FileAsURL(content: string): string;
  106690. /**
  106691. * Format the given number to a specific decimal format
  106692. * @param value defines the number to format
  106693. * @param decimals defines the number of decimals to use
  106694. * @returns the formatted string
  106695. */
  106696. static Format(value: number, decimals?: number): string;
  106697. /**
  106698. * Tries to copy an object by duplicating every property
  106699. * @param source defines the source object
  106700. * @param destination defines the target object
  106701. * @param doNotCopyList defines a list of properties to avoid
  106702. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  106703. */
  106704. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  106705. /**
  106706. * Gets a boolean indicating if the given object has no own property
  106707. * @param obj defines the object to test
  106708. * @returns true if object has no own property
  106709. */
  106710. static IsEmpty(obj: any): boolean;
  106711. /**
  106712. * Function used to register events at window level
  106713. * @param windowElement defines the Window object to use
  106714. * @param events defines the events to register
  106715. */
  106716. static RegisterTopRootEvents(windowElement: Window, events: {
  106717. name: string;
  106718. handler: Nullable<(e: FocusEvent) => any>;
  106719. }[]): void;
  106720. /**
  106721. * Function used to unregister events from window level
  106722. * @param windowElement defines the Window object to use
  106723. * @param events defines the events to unregister
  106724. */
  106725. static UnregisterTopRootEvents(windowElement: Window, events: {
  106726. name: string;
  106727. handler: Nullable<(e: FocusEvent) => any>;
  106728. }[]): void;
  106729. /**
  106730. * @ignore
  106731. */
  106732. static _ScreenshotCanvas: HTMLCanvasElement;
  106733. /**
  106734. * Dumps the current bound framebuffer
  106735. * @param width defines the rendering width
  106736. * @param height defines the rendering height
  106737. * @param engine defines the hosting engine
  106738. * @param successCallback defines the callback triggered once the data are available
  106739. * @param mimeType defines the mime type of the result
  106740. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  106741. */
  106742. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  106743. /**
  106744. * Converts the canvas data to blob.
  106745. * This acts as a polyfill for browsers not supporting the to blob function.
  106746. * @param canvas Defines the canvas to extract the data from
  106747. * @param successCallback Defines the callback triggered once the data are available
  106748. * @param mimeType Defines the mime type of the result
  106749. */
  106750. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  106751. /**
  106752. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  106753. * @param successCallback defines the callback triggered once the data are available
  106754. * @param mimeType defines the mime type of the result
  106755. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  106756. */
  106757. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  106758. /**
  106759. * Downloads a blob in the browser
  106760. * @param blob defines the blob to download
  106761. * @param fileName defines the name of the downloaded file
  106762. */
  106763. static Download(blob: Blob, fileName: string): void;
  106764. /**
  106765. * Captures a screenshot of the current rendering
  106766. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  106767. * @param engine defines the rendering engine
  106768. * @param camera defines the source camera
  106769. * @param size This parameter can be set to a single number or to an object with the
  106770. * following (optional) properties: precision, width, height. If a single number is passed,
  106771. * it will be used for both width and height. If an object is passed, the screenshot size
  106772. * will be derived from the parameters. The precision property is a multiplier allowing
  106773. * rendering at a higher or lower resolution
  106774. * @param successCallback defines the callback receives a single parameter which contains the
  106775. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  106776. * src parameter of an <img> to display it
  106777. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  106778. * Check your browser for supported MIME types
  106779. */
  106780. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  106781. /**
  106782. * Captures a screenshot of the current rendering
  106783. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  106784. * @param engine defines the rendering engine
  106785. * @param camera defines the source camera
  106786. * @param size This parameter can be set to a single number or to an object with the
  106787. * following (optional) properties: precision, width, height. If a single number is passed,
  106788. * it will be used for both width and height. If an object is passed, the screenshot size
  106789. * will be derived from the parameters. The precision property is a multiplier allowing
  106790. * rendering at a higher or lower resolution
  106791. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  106792. * Check your browser for supported MIME types
  106793. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  106794. * to the src parameter of an <img> to display it
  106795. */
  106796. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  106797. /**
  106798. * Generates an image screenshot from the specified camera.
  106799. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  106800. * @param engine The engine to use for rendering
  106801. * @param camera The camera to use for rendering
  106802. * @param size This parameter can be set to a single number or to an object with the
  106803. * following (optional) properties: precision, width, height. If a single number is passed,
  106804. * it will be used for both width and height. If an object is passed, the screenshot size
  106805. * will be derived from the parameters. The precision property is a multiplier allowing
  106806. * rendering at a higher or lower resolution
  106807. * @param successCallback The callback receives a single parameter which contains the
  106808. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  106809. * src parameter of an <img> to display it
  106810. * @param mimeType The MIME type of the screenshot image (default: image/png).
  106811. * Check your browser for supported MIME types
  106812. * @param samples Texture samples (default: 1)
  106813. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  106814. * @param fileName A name for for the downloaded file.
  106815. */
  106816. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  106817. /**
  106818. * Generates an image screenshot from the specified camera.
  106819. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  106820. * @param engine The engine to use for rendering
  106821. * @param camera The camera to use for rendering
  106822. * @param size This parameter can be set to a single number or to an object with the
  106823. * following (optional) properties: precision, width, height. If a single number is passed,
  106824. * it will be used for both width and height. If an object is passed, the screenshot size
  106825. * will be derived from the parameters. The precision property is a multiplier allowing
  106826. * rendering at a higher or lower resolution
  106827. * @param mimeType The MIME type of the screenshot image (default: image/png).
  106828. * Check your browser for supported MIME types
  106829. * @param samples Texture samples (default: 1)
  106830. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  106831. * @param fileName A name for for the downloaded file.
  106832. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  106833. * to the src parameter of an <img> to display it
  106834. */
  106835. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  106836. /**
  106837. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  106838. * Be aware Math.random() could cause collisions, but:
  106839. * "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"
  106840. * @returns a pseudo random id
  106841. */
  106842. static RandomId(): string;
  106843. /**
  106844. * Test if the given uri is a base64 string
  106845. * @param uri The uri to test
  106846. * @return True if the uri is a base64 string or false otherwise
  106847. */
  106848. static IsBase64(uri: string): boolean;
  106849. /**
  106850. * Decode the given base64 uri.
  106851. * @param uri The uri to decode
  106852. * @return The decoded base64 data.
  106853. */
  106854. static DecodeBase64(uri: string): ArrayBuffer;
  106855. /**
  106856. * Gets the absolute url.
  106857. * @param url the input url
  106858. * @return the absolute url
  106859. */
  106860. static GetAbsoluteUrl(url: string): string;
  106861. /**
  106862. * No log
  106863. */
  106864. static readonly NoneLogLevel: number;
  106865. /**
  106866. * Only message logs
  106867. */
  106868. static readonly MessageLogLevel: number;
  106869. /**
  106870. * Only warning logs
  106871. */
  106872. static readonly WarningLogLevel: number;
  106873. /**
  106874. * Only error logs
  106875. */
  106876. static readonly ErrorLogLevel: number;
  106877. /**
  106878. * All logs
  106879. */
  106880. static readonly AllLogLevel: number;
  106881. /**
  106882. * Gets a value indicating the number of loading errors
  106883. * @ignorenaming
  106884. */
  106885. static get errorsCount(): number;
  106886. /**
  106887. * Callback called when a new log is added
  106888. */
  106889. static OnNewCacheEntry: (entry: string) => void;
  106890. /**
  106891. * Log a message to the console
  106892. * @param message defines the message to log
  106893. */
  106894. static Log(message: string): void;
  106895. /**
  106896. * Write a warning message to the console
  106897. * @param message defines the message to log
  106898. */
  106899. static Warn(message: string): void;
  106900. /**
  106901. * Write an error message to the console
  106902. * @param message defines the message to log
  106903. */
  106904. static Error(message: string): void;
  106905. /**
  106906. * Gets current log cache (list of logs)
  106907. */
  106908. static get LogCache(): string;
  106909. /**
  106910. * Clears the log cache
  106911. */
  106912. static ClearLogCache(): void;
  106913. /**
  106914. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  106915. */
  106916. static set LogLevels(level: number);
  106917. /**
  106918. * Checks if the window object exists
  106919. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  106920. */
  106921. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  106922. /**
  106923. * No performance log
  106924. */
  106925. static readonly PerformanceNoneLogLevel: number;
  106926. /**
  106927. * Use user marks to log performance
  106928. */
  106929. static readonly PerformanceUserMarkLogLevel: number;
  106930. /**
  106931. * Log performance to the console
  106932. */
  106933. static readonly PerformanceConsoleLogLevel: number;
  106934. private static _performance;
  106935. /**
  106936. * Sets the current performance log level
  106937. */
  106938. static set PerformanceLogLevel(level: number);
  106939. private static _StartPerformanceCounterDisabled;
  106940. private static _EndPerformanceCounterDisabled;
  106941. private static _StartUserMark;
  106942. private static _EndUserMark;
  106943. private static _StartPerformanceConsole;
  106944. private static _EndPerformanceConsole;
  106945. /**
  106946. * Starts a performance counter
  106947. */
  106948. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  106949. /**
  106950. * Ends a specific performance coutner
  106951. */
  106952. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  106953. /**
  106954. * Gets either window.performance.now() if supported or Date.now() else
  106955. */
  106956. static get Now(): number;
  106957. /**
  106958. * This method will return the name of the class used to create the instance of the given object.
  106959. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  106960. * @param object the object to get the class name from
  106961. * @param isType defines if the object is actually a type
  106962. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  106963. */
  106964. static GetClassName(object: any, isType?: boolean): string;
  106965. /**
  106966. * Gets the first element of an array satisfying a given predicate
  106967. * @param array defines the array to browse
  106968. * @param predicate defines the predicate to use
  106969. * @returns null if not found or the element
  106970. */
  106971. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  106972. /**
  106973. * This method will return the name of the full name of the class, including its owning module (if any).
  106974. * 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).
  106975. * @param object the object to get the class name from
  106976. * @param isType defines if the object is actually a type
  106977. * @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.
  106978. * @ignorenaming
  106979. */
  106980. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  106981. /**
  106982. * Returns a promise that resolves after the given amount of time.
  106983. * @param delay Number of milliseconds to delay
  106984. * @returns Promise that resolves after the given amount of time
  106985. */
  106986. static DelayAsync(delay: number): Promise<void>;
  106987. /**
  106988. * Utility function to detect if the current user agent is Safari
  106989. * @returns whether or not the current user agent is safari
  106990. */
  106991. static IsSafari(): boolean;
  106992. }
  106993. /**
  106994. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  106995. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  106996. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  106997. * @param name The name of the class, case should be preserved
  106998. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  106999. */
  107000. export function className(name: string, module?: string): (target: Object) => void;
  107001. /**
  107002. * An implementation of a loop for asynchronous functions.
  107003. */
  107004. export class AsyncLoop {
  107005. /**
  107006. * Defines the number of iterations for the loop
  107007. */
  107008. iterations: number;
  107009. /**
  107010. * Defines the current index of the loop.
  107011. */
  107012. index: number;
  107013. private _done;
  107014. private _fn;
  107015. private _successCallback;
  107016. /**
  107017. * Constructor.
  107018. * @param iterations the number of iterations.
  107019. * @param func the function to run each iteration
  107020. * @param successCallback the callback that will be called upon succesful execution
  107021. * @param offset starting offset.
  107022. */
  107023. constructor(
  107024. /**
  107025. * Defines the number of iterations for the loop
  107026. */
  107027. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  107028. /**
  107029. * Execute the next iteration. Must be called after the last iteration was finished.
  107030. */
  107031. executeNext(): void;
  107032. /**
  107033. * Break the loop and run the success callback.
  107034. */
  107035. breakLoop(): void;
  107036. /**
  107037. * Create and run an async loop.
  107038. * @param iterations the number of iterations.
  107039. * @param fn the function to run each iteration
  107040. * @param successCallback the callback that will be called upon succesful execution
  107041. * @param offset starting offset.
  107042. * @returns the created async loop object
  107043. */
  107044. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  107045. /**
  107046. * A for-loop that will run a given number of iterations synchronous and the rest async.
  107047. * @param iterations total number of iterations
  107048. * @param syncedIterations number of synchronous iterations in each async iteration.
  107049. * @param fn the function to call each iteration.
  107050. * @param callback a success call back that will be called when iterating stops.
  107051. * @param breakFunction a break condition (optional)
  107052. * @param timeout timeout settings for the setTimeout function. default - 0.
  107053. * @returns the created async loop object
  107054. */
  107055. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  107056. }
  107057. }
  107058. declare module BABYLON {
  107059. /**
  107060. * This class implement a typical dictionary using a string as key and the generic type T as value.
  107061. * The underlying implementation relies on an associative array to ensure the best performances.
  107062. * The value can be anything including 'null' but except 'undefined'
  107063. */
  107064. export class StringDictionary<T> {
  107065. /**
  107066. * This will clear this dictionary and copy the content from the 'source' one.
  107067. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  107068. * @param source the dictionary to take the content from and copy to this dictionary
  107069. */
  107070. copyFrom(source: StringDictionary<T>): void;
  107071. /**
  107072. * Get a value based from its key
  107073. * @param key the given key to get the matching value from
  107074. * @return the value if found, otherwise undefined is returned
  107075. */
  107076. get(key: string): T | undefined;
  107077. /**
  107078. * Get a value from its key or add it if it doesn't exist.
  107079. * This method will ensure you that a given key/data will be present in the dictionary.
  107080. * @param key the given key to get the matching value from
  107081. * @param factory the factory that will create the value if the key is not present in the dictionary.
  107082. * The factory will only be invoked if there's no data for the given key.
  107083. * @return the value corresponding to the key.
  107084. */
  107085. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  107086. /**
  107087. * Get a value from its key if present in the dictionary otherwise add it
  107088. * @param key the key to get the value from
  107089. * @param val if there's no such key/value pair in the dictionary add it with this value
  107090. * @return the value corresponding to the key
  107091. */
  107092. getOrAdd(key: string, val: T): T;
  107093. /**
  107094. * Check if there's a given key in the dictionary
  107095. * @param key the key to check for
  107096. * @return true if the key is present, false otherwise
  107097. */
  107098. contains(key: string): boolean;
  107099. /**
  107100. * Add a new key and its corresponding value
  107101. * @param key the key to add
  107102. * @param value the value corresponding to the key
  107103. * @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
  107104. */
  107105. add(key: string, value: T): boolean;
  107106. /**
  107107. * Update a specific value associated to a key
  107108. * @param key defines the key to use
  107109. * @param value defines the value to store
  107110. * @returns true if the value was updated (or false if the key was not found)
  107111. */
  107112. set(key: string, value: T): boolean;
  107113. /**
  107114. * Get the element of the given key and remove it from the dictionary
  107115. * @param key defines the key to search
  107116. * @returns the value associated with the key or null if not found
  107117. */
  107118. getAndRemove(key: string): Nullable<T>;
  107119. /**
  107120. * Remove a key/value from the dictionary.
  107121. * @param key the key to remove
  107122. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  107123. */
  107124. remove(key: string): boolean;
  107125. /**
  107126. * Clear the whole content of the dictionary
  107127. */
  107128. clear(): void;
  107129. /**
  107130. * Gets the current count
  107131. */
  107132. get count(): number;
  107133. /**
  107134. * Execute a callback on each key/val of the dictionary.
  107135. * Note that you can remove any element in this dictionary in the callback implementation
  107136. * @param callback the callback to execute on a given key/value pair
  107137. */
  107138. forEach(callback: (key: string, val: T) => void): void;
  107139. /**
  107140. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  107141. * If the callback returns null or undefined the method will iterate to the next key/value pair
  107142. * Note that you can remove any element in this dictionary in the callback implementation
  107143. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  107144. * @returns the first item
  107145. */
  107146. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  107147. private _count;
  107148. private _data;
  107149. }
  107150. }
  107151. declare module BABYLON {
  107152. /** @hidden */
  107153. export interface ICollisionCoordinator {
  107154. createCollider(): Collider;
  107155. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  107156. init(scene: Scene): void;
  107157. }
  107158. /** @hidden */
  107159. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  107160. private _scene;
  107161. private _scaledPosition;
  107162. private _scaledVelocity;
  107163. private _finalPosition;
  107164. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  107165. createCollider(): Collider;
  107166. init(scene: Scene): void;
  107167. private _collideWithWorld;
  107168. }
  107169. }
  107170. declare module BABYLON {
  107171. /**
  107172. * Class used to manage all inputs for the scene.
  107173. */
  107174. export class InputManager {
  107175. /** The distance in pixel that you have to move to prevent some events */
  107176. static DragMovementThreshold: number;
  107177. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  107178. static LongPressDelay: number;
  107179. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  107180. static DoubleClickDelay: number;
  107181. /** If you need to check double click without raising a single click at first click, enable this flag */
  107182. static ExclusiveDoubleClickMode: boolean;
  107183. private _wheelEventName;
  107184. private _onPointerMove;
  107185. private _onPointerDown;
  107186. private _onPointerUp;
  107187. private _initClickEvent;
  107188. private _initActionManager;
  107189. private _delayedSimpleClick;
  107190. private _delayedSimpleClickTimeout;
  107191. private _previousDelayedSimpleClickTimeout;
  107192. private _meshPickProceed;
  107193. private _previousButtonPressed;
  107194. private _currentPickResult;
  107195. private _previousPickResult;
  107196. private _totalPointersPressed;
  107197. private _doubleClickOccured;
  107198. private _pointerOverMesh;
  107199. private _pickedDownMesh;
  107200. private _pickedUpMesh;
  107201. private _pointerX;
  107202. private _pointerY;
  107203. private _unTranslatedPointerX;
  107204. private _unTranslatedPointerY;
  107205. private _startingPointerPosition;
  107206. private _previousStartingPointerPosition;
  107207. private _startingPointerTime;
  107208. private _previousStartingPointerTime;
  107209. private _pointerCaptures;
  107210. private _onKeyDown;
  107211. private _onKeyUp;
  107212. private _onCanvasFocusObserver;
  107213. private _onCanvasBlurObserver;
  107214. private _scene;
  107215. /**
  107216. * Creates a new InputManager
  107217. * @param scene defines the hosting scene
  107218. */
  107219. constructor(scene: Scene);
  107220. /**
  107221. * Gets the mesh that is currently under the pointer
  107222. */
  107223. get meshUnderPointer(): Nullable<AbstractMesh>;
  107224. /**
  107225. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  107226. */
  107227. get unTranslatedPointer(): Vector2;
  107228. /**
  107229. * Gets or sets the current on-screen X position of the pointer
  107230. */
  107231. get pointerX(): number;
  107232. set pointerX(value: number);
  107233. /**
  107234. * Gets or sets the current on-screen Y position of the pointer
  107235. */
  107236. get pointerY(): number;
  107237. set pointerY(value: number);
  107238. private _updatePointerPosition;
  107239. private _processPointerMove;
  107240. private _setRayOnPointerInfo;
  107241. private _checkPrePointerObservable;
  107242. /**
  107243. * Use this method to simulate a pointer move on a mesh
  107244. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  107245. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  107246. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  107247. */
  107248. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  107249. /**
  107250. * Use this method to simulate a pointer down on a mesh
  107251. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  107252. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  107253. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  107254. */
  107255. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  107256. private _processPointerDown;
  107257. /** @hidden */
  107258. _isPointerSwiping(): boolean;
  107259. /**
  107260. * Use this method to simulate a pointer up on a mesh
  107261. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  107262. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  107263. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  107264. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  107265. */
  107266. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  107267. private _processPointerUp;
  107268. /**
  107269. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  107270. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  107271. * @returns true if the pointer was captured
  107272. */
  107273. isPointerCaptured(pointerId?: number): boolean;
  107274. /**
  107275. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  107276. * @param attachUp defines if you want to attach events to pointerup
  107277. * @param attachDown defines if you want to attach events to pointerdown
  107278. * @param attachMove defines if you want to attach events to pointermove
  107279. * @param elementToAttachTo defines the target DOM element to attach to (will use the canvas by default)
  107280. */
  107281. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean, elementToAttachTo?: Nullable<HTMLElement>): void;
  107282. /**
  107283. * Detaches all event handlers
  107284. */
  107285. detachControl(): void;
  107286. /**
  107287. * Force the value of meshUnderPointer
  107288. * @param mesh defines the mesh to use
  107289. */
  107290. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  107291. /**
  107292. * Gets the mesh under the pointer
  107293. * @returns a Mesh or null if no mesh is under the pointer
  107294. */
  107295. getPointerOverMesh(): Nullable<AbstractMesh>;
  107296. }
  107297. }
  107298. declare module BABYLON {
  107299. /**
  107300. * Helper class used to generate session unique ID
  107301. */
  107302. export class UniqueIdGenerator {
  107303. private static _UniqueIdCounter;
  107304. /**
  107305. * Gets an unique (relatively to the current scene) Id
  107306. */
  107307. static get UniqueId(): number;
  107308. }
  107309. }
  107310. declare module BABYLON {
  107311. /**
  107312. * This class defines the direct association between an animation and a target
  107313. */
  107314. export class TargetedAnimation {
  107315. /**
  107316. * Animation to perform
  107317. */
  107318. animation: Animation;
  107319. /**
  107320. * Target to animate
  107321. */
  107322. target: any;
  107323. /**
  107324. * Serialize the object
  107325. * @returns the JSON object representing the current entity
  107326. */
  107327. serialize(): any;
  107328. }
  107329. /**
  107330. * Use this class to create coordinated animations on multiple targets
  107331. */
  107332. export class AnimationGroup implements IDisposable {
  107333. /** The name of the animation group */
  107334. name: string;
  107335. private _scene;
  107336. private _targetedAnimations;
  107337. private _animatables;
  107338. private _from;
  107339. private _to;
  107340. private _isStarted;
  107341. private _isPaused;
  107342. private _speedRatio;
  107343. private _loopAnimation;
  107344. /**
  107345. * Gets or sets the unique id of the node
  107346. */
  107347. uniqueId: number;
  107348. /**
  107349. * This observable will notify when one animation have ended
  107350. */
  107351. onAnimationEndObservable: Observable<TargetedAnimation>;
  107352. /**
  107353. * Observer raised when one animation loops
  107354. */
  107355. onAnimationLoopObservable: Observable<TargetedAnimation>;
  107356. /**
  107357. * Observer raised when all animations have looped
  107358. */
  107359. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  107360. /**
  107361. * This observable will notify when all animations have ended.
  107362. */
  107363. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  107364. /**
  107365. * This observable will notify when all animations have paused.
  107366. */
  107367. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  107368. /**
  107369. * This observable will notify when all animations are playing.
  107370. */
  107371. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  107372. /**
  107373. * Gets the first frame
  107374. */
  107375. get from(): number;
  107376. /**
  107377. * Gets the last frame
  107378. */
  107379. get to(): number;
  107380. /**
  107381. * Define if the animations are started
  107382. */
  107383. get isStarted(): boolean;
  107384. /**
  107385. * Gets a value indicating that the current group is playing
  107386. */
  107387. get isPlaying(): boolean;
  107388. /**
  107389. * Gets or sets the speed ratio to use for all animations
  107390. */
  107391. get speedRatio(): number;
  107392. /**
  107393. * Gets or sets the speed ratio to use for all animations
  107394. */
  107395. set speedRatio(value: number);
  107396. /**
  107397. * Gets or sets if all animations should loop or not
  107398. */
  107399. get loopAnimation(): boolean;
  107400. set loopAnimation(value: boolean);
  107401. /**
  107402. * Gets the targeted animations for this animation group
  107403. */
  107404. get targetedAnimations(): Array<TargetedAnimation>;
  107405. /**
  107406. * returning the list of animatables controlled by this animation group.
  107407. */
  107408. get animatables(): Array<Animatable>;
  107409. /**
  107410. * Instantiates a new Animation Group.
  107411. * This helps managing several animations at once.
  107412. * @see http://doc.babylonjs.com/how_to/group
  107413. * @param name Defines the name of the group
  107414. * @param scene Defines the scene the group belongs to
  107415. */
  107416. constructor(
  107417. /** The name of the animation group */
  107418. name: string, scene?: Nullable<Scene>);
  107419. /**
  107420. * Add an animation (with its target) in the group
  107421. * @param animation defines the animation we want to add
  107422. * @param target defines the target of the animation
  107423. * @returns the TargetedAnimation object
  107424. */
  107425. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  107426. /**
  107427. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  107428. * It can add constant keys at begin or end
  107429. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  107430. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  107431. * @returns the animation group
  107432. */
  107433. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  107434. private _animationLoopCount;
  107435. private _animationLoopFlags;
  107436. private _processLoop;
  107437. /**
  107438. * Start all animations on given targets
  107439. * @param loop defines if animations must loop
  107440. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  107441. * @param from defines the from key (optional)
  107442. * @param to defines the to key (optional)
  107443. * @returns the current animation group
  107444. */
  107445. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  107446. /**
  107447. * Pause all animations
  107448. * @returns the animation group
  107449. */
  107450. pause(): AnimationGroup;
  107451. /**
  107452. * Play all animations to initial state
  107453. * This function will start() the animations if they were not started or will restart() them if they were paused
  107454. * @param loop defines if animations must loop
  107455. * @returns the animation group
  107456. */
  107457. play(loop?: boolean): AnimationGroup;
  107458. /**
  107459. * Reset all animations to initial state
  107460. * @returns the animation group
  107461. */
  107462. reset(): AnimationGroup;
  107463. /**
  107464. * Restart animations from key 0
  107465. * @returns the animation group
  107466. */
  107467. restart(): AnimationGroup;
  107468. /**
  107469. * Stop all animations
  107470. * @returns the animation group
  107471. */
  107472. stop(): AnimationGroup;
  107473. /**
  107474. * Set animation weight for all animatables
  107475. * @param weight defines the weight to use
  107476. * @return the animationGroup
  107477. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  107478. */
  107479. setWeightForAllAnimatables(weight: number): AnimationGroup;
  107480. /**
  107481. * Synchronize and normalize all animatables with a source animatable
  107482. * @param root defines the root animatable to synchronize with
  107483. * @return the animationGroup
  107484. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  107485. */
  107486. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  107487. /**
  107488. * Goes to a specific frame in this animation group
  107489. * @param frame the frame number to go to
  107490. * @return the animationGroup
  107491. */
  107492. goToFrame(frame: number): AnimationGroup;
  107493. /**
  107494. * Dispose all associated resources
  107495. */
  107496. dispose(): void;
  107497. private _checkAnimationGroupEnded;
  107498. /**
  107499. * Clone the current animation group and returns a copy
  107500. * @param newName defines the name of the new group
  107501. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  107502. * @returns the new aniamtion group
  107503. */
  107504. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  107505. /**
  107506. * Serializes the animationGroup to an object
  107507. * @returns Serialized object
  107508. */
  107509. serialize(): any;
  107510. /**
  107511. * Returns a new AnimationGroup object parsed from the source provided.
  107512. * @param parsedAnimationGroup defines the source
  107513. * @param scene defines the scene that will receive the animationGroup
  107514. * @returns a new AnimationGroup
  107515. */
  107516. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  107517. /**
  107518. * Returns the string "AnimationGroup"
  107519. * @returns "AnimationGroup"
  107520. */
  107521. getClassName(): string;
  107522. /**
  107523. * Creates a detailled string about the object
  107524. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  107525. * @returns a string representing the object
  107526. */
  107527. toString(fullDetails?: boolean): string;
  107528. }
  107529. }
  107530. declare module BABYLON {
  107531. /**
  107532. * Define an interface for all classes that will hold resources
  107533. */
  107534. export interface IDisposable {
  107535. /**
  107536. * Releases all held resources
  107537. */
  107538. dispose(): void;
  107539. }
  107540. /** Interface defining initialization parameters for Scene class */
  107541. export interface SceneOptions {
  107542. /**
  107543. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  107544. * It will improve performance when the number of geometries becomes important.
  107545. */
  107546. useGeometryUniqueIdsMap?: boolean;
  107547. /**
  107548. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  107549. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  107550. */
  107551. useMaterialMeshMap?: boolean;
  107552. /**
  107553. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  107554. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  107555. */
  107556. useClonedMeshMap?: boolean;
  107557. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  107558. virtual?: boolean;
  107559. }
  107560. /**
  107561. * Represents a scene to be rendered by the engine.
  107562. * @see http://doc.babylonjs.com/features/scene
  107563. */
  107564. export class Scene extends AbstractScene implements IAnimatable {
  107565. /** The fog is deactivated */
  107566. static readonly FOGMODE_NONE: number;
  107567. /** The fog density is following an exponential function */
  107568. static readonly FOGMODE_EXP: number;
  107569. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  107570. static readonly FOGMODE_EXP2: number;
  107571. /** The fog density is following a linear function. */
  107572. static readonly FOGMODE_LINEAR: number;
  107573. /**
  107574. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  107575. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107576. */
  107577. static MinDeltaTime: number;
  107578. /**
  107579. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  107580. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  107581. */
  107582. static MaxDeltaTime: number;
  107583. /**
  107584. * Factory used to create the default material.
  107585. * @param name The name of the material to create
  107586. * @param scene The scene to create the material for
  107587. * @returns The default material
  107588. */
  107589. static DefaultMaterialFactory(scene: Scene): Material;
  107590. /**
  107591. * Factory used to create the a collision coordinator.
  107592. * @returns The collision coordinator
  107593. */
  107594. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  107595. /** @hidden */
  107596. _inputManager: InputManager;
  107597. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  107598. cameraToUseForPointers: Nullable<Camera>;
  107599. /** @hidden */
  107600. readonly _isScene: boolean;
  107601. /**
  107602. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  107603. */
  107604. autoClear: boolean;
  107605. /**
  107606. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  107607. */
  107608. autoClearDepthAndStencil: boolean;
  107609. /**
  107610. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  107611. */
  107612. clearColor: Color4;
  107613. /**
  107614. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  107615. */
  107616. ambientColor: Color3;
  107617. /**
  107618. * This is use to store the default BRDF lookup for PBR materials in your scene.
  107619. * It should only be one of the following (if not the default embedded one):
  107620. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  107621. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  107622. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  107623. * The material properties need to be setup according to the type of texture in use.
  107624. */
  107625. environmentBRDFTexture: BaseTexture;
  107626. /** @hidden */
  107627. protected _environmentTexture: Nullable<BaseTexture>;
  107628. /**
  107629. * Texture used in all pbr material as the reflection texture.
  107630. * As in the majority of the scene they are the same (exception for multi room and so on),
  107631. * this is easier to reference from here than from all the materials.
  107632. */
  107633. get environmentTexture(): Nullable<BaseTexture>;
  107634. /**
  107635. * Texture used in all pbr material as the reflection texture.
  107636. * As in the majority of the scene they are the same (exception for multi room and so on),
  107637. * this is easier to set here than in all the materials.
  107638. */
  107639. set environmentTexture(value: Nullable<BaseTexture>);
  107640. /** @hidden */
  107641. protected _environmentIntensity: number;
  107642. /**
  107643. * Intensity of the environment in all pbr material.
  107644. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  107645. * As in the majority of the scene they are the same (exception for multi room and so on),
  107646. * this is easier to reference from here than from all the materials.
  107647. */
  107648. get environmentIntensity(): number;
  107649. /**
  107650. * Intensity of the environment in all pbr material.
  107651. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  107652. * As in the majority of the scene they are the same (exception for multi room and so on),
  107653. * this is easier to set here than in all the materials.
  107654. */
  107655. set environmentIntensity(value: number);
  107656. /** @hidden */
  107657. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  107658. /**
  107659. * Default image processing configuration used either in the rendering
  107660. * Forward main pass or through the imageProcessingPostProcess if present.
  107661. * As in the majority of the scene they are the same (exception for multi camera),
  107662. * this is easier to reference from here than from all the materials and post process.
  107663. *
  107664. * No setter as we it is a shared configuration, you can set the values instead.
  107665. */
  107666. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  107667. private _forceWireframe;
  107668. /**
  107669. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  107670. */
  107671. set forceWireframe(value: boolean);
  107672. get forceWireframe(): boolean;
  107673. private _skipFrustumClipping;
  107674. /**
  107675. * Gets or sets a boolean indicating if we should skip the frustum clipping part of the active meshes selection
  107676. */
  107677. set skipFrustumClipping(value: boolean);
  107678. get skipFrustumClipping(): boolean;
  107679. private _forcePointsCloud;
  107680. /**
  107681. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  107682. */
  107683. set forcePointsCloud(value: boolean);
  107684. get forcePointsCloud(): boolean;
  107685. /**
  107686. * Gets or sets the active clipplane 1
  107687. */
  107688. clipPlane: Nullable<Plane>;
  107689. /**
  107690. * Gets or sets the active clipplane 2
  107691. */
  107692. clipPlane2: Nullable<Plane>;
  107693. /**
  107694. * Gets or sets the active clipplane 3
  107695. */
  107696. clipPlane3: Nullable<Plane>;
  107697. /**
  107698. * Gets or sets the active clipplane 4
  107699. */
  107700. clipPlane4: Nullable<Plane>;
  107701. /**
  107702. * Gets or sets the active clipplane 5
  107703. */
  107704. clipPlane5: Nullable<Plane>;
  107705. /**
  107706. * Gets or sets the active clipplane 6
  107707. */
  107708. clipPlane6: Nullable<Plane>;
  107709. /**
  107710. * Gets or sets a boolean indicating if animations are enabled
  107711. */
  107712. animationsEnabled: boolean;
  107713. private _animationPropertiesOverride;
  107714. /**
  107715. * Gets or sets the animation properties override
  107716. */
  107717. get animationPropertiesOverride(): Nullable<AnimationPropertiesOverride>;
  107718. set animationPropertiesOverride(value: Nullable<AnimationPropertiesOverride>);
  107719. /**
  107720. * Gets or sets a boolean indicating if a constant deltatime has to be used
  107721. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  107722. */
  107723. useConstantAnimationDeltaTime: boolean;
  107724. /**
  107725. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  107726. * Please note that it requires to run a ray cast through the scene on every frame
  107727. */
  107728. constantlyUpdateMeshUnderPointer: boolean;
  107729. /**
  107730. * Defines the HTML cursor to use when hovering over interactive elements
  107731. */
  107732. hoverCursor: string;
  107733. /**
  107734. * Defines the HTML default cursor to use (empty by default)
  107735. */
  107736. defaultCursor: string;
  107737. /**
  107738. * Defines wether cursors are handled by the scene.
  107739. */
  107740. doNotHandleCursors: boolean;
  107741. /**
  107742. * This is used to call preventDefault() on pointer down
  107743. * in order to block unwanted artifacts like system double clicks
  107744. */
  107745. preventDefaultOnPointerDown: boolean;
  107746. /**
  107747. * This is used to call preventDefault() on pointer up
  107748. * in order to block unwanted artifacts like system double clicks
  107749. */
  107750. preventDefaultOnPointerUp: boolean;
  107751. /**
  107752. * Gets or sets user defined metadata
  107753. */
  107754. metadata: any;
  107755. /**
  107756. * For internal use only. Please do not use.
  107757. */
  107758. reservedDataStore: any;
  107759. /**
  107760. * Gets the name of the plugin used to load this scene (null by default)
  107761. */
  107762. loadingPluginName: string;
  107763. /**
  107764. * Use this array to add regular expressions used to disable offline support for specific urls
  107765. */
  107766. disableOfflineSupportExceptionRules: RegExp[];
  107767. /**
  107768. * An event triggered when the scene is disposed.
  107769. */
  107770. onDisposeObservable: Observable<Scene>;
  107771. private _onDisposeObserver;
  107772. /** Sets a function to be executed when this scene is disposed. */
  107773. set onDispose(callback: () => void);
  107774. /**
  107775. * An event triggered before rendering the scene (right after animations and physics)
  107776. */
  107777. onBeforeRenderObservable: Observable<Scene>;
  107778. private _onBeforeRenderObserver;
  107779. /** Sets a function to be executed before rendering this scene */
  107780. set beforeRender(callback: Nullable<() => void>);
  107781. /**
  107782. * An event triggered after rendering the scene
  107783. */
  107784. onAfterRenderObservable: Observable<Scene>;
  107785. /**
  107786. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  107787. */
  107788. onAfterRenderCameraObservable: Observable<Camera>;
  107789. private _onAfterRenderObserver;
  107790. /** Sets a function to be executed after rendering this scene */
  107791. set afterRender(callback: Nullable<() => void>);
  107792. /**
  107793. * An event triggered before animating the scene
  107794. */
  107795. onBeforeAnimationsObservable: Observable<Scene>;
  107796. /**
  107797. * An event triggered after animations processing
  107798. */
  107799. onAfterAnimationsObservable: Observable<Scene>;
  107800. /**
  107801. * An event triggered before draw calls are ready to be sent
  107802. */
  107803. onBeforeDrawPhaseObservable: Observable<Scene>;
  107804. /**
  107805. * An event triggered after draw calls have been sent
  107806. */
  107807. onAfterDrawPhaseObservable: Observable<Scene>;
  107808. /**
  107809. * An event triggered when the scene is ready
  107810. */
  107811. onReadyObservable: Observable<Scene>;
  107812. /**
  107813. * An event triggered before rendering a camera
  107814. */
  107815. onBeforeCameraRenderObservable: Observable<Camera>;
  107816. private _onBeforeCameraRenderObserver;
  107817. /** Sets a function to be executed before rendering a camera*/
  107818. set beforeCameraRender(callback: () => void);
  107819. /**
  107820. * An event triggered after rendering a camera
  107821. */
  107822. onAfterCameraRenderObservable: Observable<Camera>;
  107823. private _onAfterCameraRenderObserver;
  107824. /** Sets a function to be executed after rendering a camera*/
  107825. set afterCameraRender(callback: () => void);
  107826. /**
  107827. * An event triggered when active meshes evaluation is about to start
  107828. */
  107829. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  107830. /**
  107831. * An event triggered when active meshes evaluation is done
  107832. */
  107833. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  107834. /**
  107835. * An event triggered when particles rendering is about to start
  107836. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  107837. */
  107838. onBeforeParticlesRenderingObservable: Observable<Scene>;
  107839. /**
  107840. * An event triggered when particles rendering is done
  107841. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  107842. */
  107843. onAfterParticlesRenderingObservable: Observable<Scene>;
  107844. /**
  107845. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  107846. */
  107847. onDataLoadedObservable: Observable<Scene>;
  107848. /**
  107849. * An event triggered when a camera is created
  107850. */
  107851. onNewCameraAddedObservable: Observable<Camera>;
  107852. /**
  107853. * An event triggered when a camera is removed
  107854. */
  107855. onCameraRemovedObservable: Observable<Camera>;
  107856. /**
  107857. * An event triggered when a light is created
  107858. */
  107859. onNewLightAddedObservable: Observable<Light>;
  107860. /**
  107861. * An event triggered when a light is removed
  107862. */
  107863. onLightRemovedObservable: Observable<Light>;
  107864. /**
  107865. * An event triggered when a geometry is created
  107866. */
  107867. onNewGeometryAddedObservable: Observable<Geometry>;
  107868. /**
  107869. * An event triggered when a geometry is removed
  107870. */
  107871. onGeometryRemovedObservable: Observable<Geometry>;
  107872. /**
  107873. * An event triggered when a transform node is created
  107874. */
  107875. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  107876. /**
  107877. * An event triggered when a transform node is removed
  107878. */
  107879. onTransformNodeRemovedObservable: Observable<TransformNode>;
  107880. /**
  107881. * An event triggered when a mesh is created
  107882. */
  107883. onNewMeshAddedObservable: Observable<AbstractMesh>;
  107884. /**
  107885. * An event triggered when a mesh is removed
  107886. */
  107887. onMeshRemovedObservable: Observable<AbstractMesh>;
  107888. /**
  107889. * An event triggered when a skeleton is created
  107890. */
  107891. onNewSkeletonAddedObservable: Observable<Skeleton>;
  107892. /**
  107893. * An event triggered when a skeleton is removed
  107894. */
  107895. onSkeletonRemovedObservable: Observable<Skeleton>;
  107896. /**
  107897. * An event triggered when a material is created
  107898. */
  107899. onNewMaterialAddedObservable: Observable<Material>;
  107900. /**
  107901. * An event triggered when a material is removed
  107902. */
  107903. onMaterialRemovedObservable: Observable<Material>;
  107904. /**
  107905. * An event triggered when a texture is created
  107906. */
  107907. onNewTextureAddedObservable: Observable<BaseTexture>;
  107908. /**
  107909. * An event triggered when a texture is removed
  107910. */
  107911. onTextureRemovedObservable: Observable<BaseTexture>;
  107912. /**
  107913. * An event triggered when render targets are about to be rendered
  107914. * Can happen multiple times per frame.
  107915. */
  107916. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  107917. /**
  107918. * An event triggered when render targets were rendered.
  107919. * Can happen multiple times per frame.
  107920. */
  107921. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  107922. /**
  107923. * An event triggered before calculating deterministic simulation step
  107924. */
  107925. onBeforeStepObservable: Observable<Scene>;
  107926. /**
  107927. * An event triggered after calculating deterministic simulation step
  107928. */
  107929. onAfterStepObservable: Observable<Scene>;
  107930. /**
  107931. * An event triggered when the activeCamera property is updated
  107932. */
  107933. onActiveCameraChanged: Observable<Scene>;
  107934. /**
  107935. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  107936. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  107937. * 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)
  107938. */
  107939. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  107940. /**
  107941. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  107942. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  107943. * 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)
  107944. */
  107945. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  107946. /**
  107947. * This Observable will when a mesh has been imported into the scene.
  107948. */
  107949. onMeshImportedObservable: Observable<AbstractMesh>;
  107950. /**
  107951. * This Observable will when an animation file has been imported into the scene.
  107952. */
  107953. onAnimationFileImportedObservable: Observable<Scene>;
  107954. /**
  107955. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  107956. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  107957. */
  107958. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  107959. /** @hidden */
  107960. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  107961. /**
  107962. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  107963. */
  107964. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  107965. /**
  107966. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  107967. */
  107968. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  107969. /**
  107970. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  107971. */
  107972. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  107973. /** Callback called when a pointer move is detected */
  107974. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  107975. /** Callback called when a pointer down is detected */
  107976. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  107977. /** Callback called when a pointer up is detected */
  107978. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  107979. /** Callback called when a pointer pick is detected */
  107980. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  107981. /**
  107982. * 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).
  107983. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  107984. */
  107985. onPrePointerObservable: Observable<PointerInfoPre>;
  107986. /**
  107987. * Observable event triggered each time an input event is received from the rendering canvas
  107988. */
  107989. onPointerObservable: Observable<PointerInfo>;
  107990. /**
  107991. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  107992. */
  107993. get unTranslatedPointer(): Vector2;
  107994. /**
  107995. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  107996. */
  107997. static get DragMovementThreshold(): number;
  107998. static set DragMovementThreshold(value: number);
  107999. /**
  108000. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  108001. */
  108002. static get LongPressDelay(): number;
  108003. static set LongPressDelay(value: number);
  108004. /**
  108005. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  108006. */
  108007. static get DoubleClickDelay(): number;
  108008. static set DoubleClickDelay(value: number);
  108009. /** If you need to check double click without raising a single click at first click, enable this flag */
  108010. static get ExclusiveDoubleClickMode(): boolean;
  108011. static set ExclusiveDoubleClickMode(value: boolean);
  108012. /** @hidden */
  108013. _mirroredCameraPosition: Nullable<Vector3>;
  108014. /**
  108015. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  108016. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  108017. */
  108018. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  108019. /**
  108020. * Observable event triggered each time an keyboard event is received from the hosting window
  108021. */
  108022. onKeyboardObservable: Observable<KeyboardInfo>;
  108023. private _useRightHandedSystem;
  108024. /**
  108025. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  108026. */
  108027. set useRightHandedSystem(value: boolean);
  108028. get useRightHandedSystem(): boolean;
  108029. private _timeAccumulator;
  108030. private _currentStepId;
  108031. private _currentInternalStep;
  108032. /**
  108033. * Sets the step Id used by deterministic lock step
  108034. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108035. * @param newStepId defines the step Id
  108036. */
  108037. setStepId(newStepId: number): void;
  108038. /**
  108039. * Gets the step Id used by deterministic lock step
  108040. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108041. * @returns the step Id
  108042. */
  108043. getStepId(): number;
  108044. /**
  108045. * Gets the internal step used by deterministic lock step
  108046. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  108047. * @returns the internal step
  108048. */
  108049. getInternalStep(): number;
  108050. private _fogEnabled;
  108051. /**
  108052. * Gets or sets a boolean indicating if fog is enabled on this scene
  108053. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108054. * (Default is true)
  108055. */
  108056. set fogEnabled(value: boolean);
  108057. get fogEnabled(): boolean;
  108058. private _fogMode;
  108059. /**
  108060. * Gets or sets the fog mode to use
  108061. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108062. * | mode | value |
  108063. * | --- | --- |
  108064. * | FOGMODE_NONE | 0 |
  108065. * | FOGMODE_EXP | 1 |
  108066. * | FOGMODE_EXP2 | 2 |
  108067. * | FOGMODE_LINEAR | 3 |
  108068. */
  108069. set fogMode(value: number);
  108070. get fogMode(): number;
  108071. /**
  108072. * Gets or sets the fog color to use
  108073. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108074. * (Default is Color3(0.2, 0.2, 0.3))
  108075. */
  108076. fogColor: Color3;
  108077. /**
  108078. * Gets or sets the fog density to use
  108079. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108080. * (Default is 0.1)
  108081. */
  108082. fogDensity: number;
  108083. /**
  108084. * Gets or sets the fog start distance to use
  108085. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108086. * (Default is 0)
  108087. */
  108088. fogStart: number;
  108089. /**
  108090. * Gets or sets the fog end distance to use
  108091. * @see http://doc.babylonjs.com/babylon101/environment#fog
  108092. * (Default is 1000)
  108093. */
  108094. fogEnd: number;
  108095. private _shadowsEnabled;
  108096. /**
  108097. * Gets or sets a boolean indicating if shadows are enabled on this scene
  108098. */
  108099. set shadowsEnabled(value: boolean);
  108100. get shadowsEnabled(): boolean;
  108101. private _lightsEnabled;
  108102. /**
  108103. * Gets or sets a boolean indicating if lights are enabled on this scene
  108104. */
  108105. set lightsEnabled(value: boolean);
  108106. get lightsEnabled(): boolean;
  108107. /** All of the active cameras added to this scene. */
  108108. activeCameras: Camera[];
  108109. /** @hidden */
  108110. _activeCamera: Nullable<Camera>;
  108111. /** Gets or sets the current active camera */
  108112. get activeCamera(): Nullable<Camera>;
  108113. set activeCamera(value: Nullable<Camera>);
  108114. private _defaultMaterial;
  108115. /** The default material used on meshes when no material is affected */
  108116. get defaultMaterial(): Material;
  108117. /** The default material used on meshes when no material is affected */
  108118. set defaultMaterial(value: Material);
  108119. private _texturesEnabled;
  108120. /**
  108121. * Gets or sets a boolean indicating if textures are enabled on this scene
  108122. */
  108123. set texturesEnabled(value: boolean);
  108124. get texturesEnabled(): boolean;
  108125. /**
  108126. * Gets or sets a boolean indicating if particles are enabled on this scene
  108127. */
  108128. particlesEnabled: boolean;
  108129. /**
  108130. * Gets or sets a boolean indicating if sprites are enabled on this scene
  108131. */
  108132. spritesEnabled: boolean;
  108133. private _skeletonsEnabled;
  108134. /**
  108135. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  108136. */
  108137. set skeletonsEnabled(value: boolean);
  108138. get skeletonsEnabled(): boolean;
  108139. /**
  108140. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  108141. */
  108142. lensFlaresEnabled: boolean;
  108143. /**
  108144. * Gets or sets a boolean indicating if collisions are enabled on this scene
  108145. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  108146. */
  108147. collisionsEnabled: boolean;
  108148. private _collisionCoordinator;
  108149. /** @hidden */
  108150. get collisionCoordinator(): ICollisionCoordinator;
  108151. /**
  108152. * Defines the gravity applied to this scene (used only for collisions)
  108153. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  108154. */
  108155. gravity: Vector3;
  108156. /**
  108157. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  108158. */
  108159. postProcessesEnabled: boolean;
  108160. /**
  108161. * The list of postprocesses added to the scene
  108162. */
  108163. postProcesses: PostProcess[];
  108164. /**
  108165. * Gets the current postprocess manager
  108166. */
  108167. postProcessManager: PostProcessManager;
  108168. /**
  108169. * Gets or sets a boolean indicating if render targets are enabled on this scene
  108170. */
  108171. renderTargetsEnabled: boolean;
  108172. /**
  108173. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  108174. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  108175. */
  108176. dumpNextRenderTargets: boolean;
  108177. /**
  108178. * The list of user defined render targets added to the scene
  108179. */
  108180. customRenderTargets: RenderTargetTexture[];
  108181. /**
  108182. * Defines if texture loading must be delayed
  108183. * If true, textures will only be loaded when they need to be rendered
  108184. */
  108185. useDelayedTextureLoading: boolean;
  108186. /**
  108187. * Gets the list of meshes imported to the scene through SceneLoader
  108188. */
  108189. importedMeshesFiles: String[];
  108190. /**
  108191. * Gets or sets a boolean indicating if probes are enabled on this scene
  108192. */
  108193. probesEnabled: boolean;
  108194. /**
  108195. * Gets or sets the current offline provider to use to store scene data
  108196. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  108197. */
  108198. offlineProvider: IOfflineProvider;
  108199. /**
  108200. * Gets or sets the action manager associated with the scene
  108201. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  108202. */
  108203. actionManager: AbstractActionManager;
  108204. private _meshesForIntersections;
  108205. /**
  108206. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  108207. */
  108208. proceduralTexturesEnabled: boolean;
  108209. private _engine;
  108210. private _totalVertices;
  108211. /** @hidden */
  108212. _activeIndices: PerfCounter;
  108213. /** @hidden */
  108214. _activeParticles: PerfCounter;
  108215. /** @hidden */
  108216. _activeBones: PerfCounter;
  108217. private _animationRatio;
  108218. /** @hidden */
  108219. _animationTimeLast: number;
  108220. /** @hidden */
  108221. _animationTime: number;
  108222. /**
  108223. * Gets or sets a general scale for animation speed
  108224. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  108225. */
  108226. animationTimeScale: number;
  108227. /** @hidden */
  108228. _cachedMaterial: Nullable<Material>;
  108229. /** @hidden */
  108230. _cachedEffect: Nullable<Effect>;
  108231. /** @hidden */
  108232. _cachedVisibility: Nullable<number>;
  108233. private _renderId;
  108234. private _frameId;
  108235. private _executeWhenReadyTimeoutId;
  108236. private _intermediateRendering;
  108237. private _viewUpdateFlag;
  108238. private _projectionUpdateFlag;
  108239. /** @hidden */
  108240. _toBeDisposed: Nullable<IDisposable>[];
  108241. private _activeRequests;
  108242. /** @hidden */
  108243. _pendingData: any[];
  108244. private _isDisposed;
  108245. /**
  108246. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  108247. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  108248. */
  108249. dispatchAllSubMeshesOfActiveMeshes: boolean;
  108250. private _activeMeshes;
  108251. private _processedMaterials;
  108252. private _renderTargets;
  108253. /** @hidden */
  108254. _activeParticleSystems: SmartArray<IParticleSystem>;
  108255. private _activeSkeletons;
  108256. private _softwareSkinnedMeshes;
  108257. private _renderingManager;
  108258. /** @hidden */
  108259. _activeAnimatables: Animatable[];
  108260. private _transformMatrix;
  108261. private _sceneUbo;
  108262. /** @hidden */
  108263. _viewMatrix: Matrix;
  108264. private _projectionMatrix;
  108265. /** @hidden */
  108266. _forcedViewPosition: Nullable<Vector3>;
  108267. /** @hidden */
  108268. _frustumPlanes: Plane[];
  108269. /**
  108270. * Gets the list of frustum planes (built from the active camera)
  108271. */
  108272. get frustumPlanes(): Plane[];
  108273. /**
  108274. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  108275. * This is useful if there are more lights that the maximum simulteanous authorized
  108276. */
  108277. requireLightSorting: boolean;
  108278. /** @hidden */
  108279. readonly useMaterialMeshMap: boolean;
  108280. /** @hidden */
  108281. readonly useClonedMeshMap: boolean;
  108282. private _externalData;
  108283. private _uid;
  108284. /**
  108285. * @hidden
  108286. * Backing store of defined scene components.
  108287. */
  108288. _components: ISceneComponent[];
  108289. /**
  108290. * @hidden
  108291. * Backing store of defined scene components.
  108292. */
  108293. _serializableComponents: ISceneSerializableComponent[];
  108294. /**
  108295. * List of components to register on the next registration step.
  108296. */
  108297. private _transientComponents;
  108298. /**
  108299. * Registers the transient components if needed.
  108300. */
  108301. private _registerTransientComponents;
  108302. /**
  108303. * @hidden
  108304. * Add a component to the scene.
  108305. * Note that the ccomponent could be registered on th next frame if this is called after
  108306. * the register component stage.
  108307. * @param component Defines the component to add to the scene
  108308. */
  108309. _addComponent(component: ISceneComponent): void;
  108310. /**
  108311. * @hidden
  108312. * Gets a component from the scene.
  108313. * @param name defines the name of the component to retrieve
  108314. * @returns the component or null if not present
  108315. */
  108316. _getComponent(name: string): Nullable<ISceneComponent>;
  108317. /**
  108318. * @hidden
  108319. * Defines the actions happening before camera updates.
  108320. */
  108321. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  108322. /**
  108323. * @hidden
  108324. * Defines the actions happening before clear the canvas.
  108325. */
  108326. _beforeClearStage: Stage<SimpleStageAction>;
  108327. /**
  108328. * @hidden
  108329. * Defines the actions when collecting render targets for the frame.
  108330. */
  108331. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  108332. /**
  108333. * @hidden
  108334. * Defines the actions happening for one camera in the frame.
  108335. */
  108336. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  108337. /**
  108338. * @hidden
  108339. * Defines the actions happening during the per mesh ready checks.
  108340. */
  108341. _isReadyForMeshStage: Stage<MeshStageAction>;
  108342. /**
  108343. * @hidden
  108344. * Defines the actions happening before evaluate active mesh checks.
  108345. */
  108346. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  108347. /**
  108348. * @hidden
  108349. * Defines the actions happening during the evaluate sub mesh checks.
  108350. */
  108351. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  108352. /**
  108353. * @hidden
  108354. * Defines the actions happening during the active mesh stage.
  108355. */
  108356. _activeMeshStage: Stage<ActiveMeshStageAction>;
  108357. /**
  108358. * @hidden
  108359. * Defines the actions happening during the per camera render target step.
  108360. */
  108361. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  108362. /**
  108363. * @hidden
  108364. * Defines the actions happening just before the active camera is drawing.
  108365. */
  108366. _beforeCameraDrawStage: Stage<CameraStageAction>;
  108367. /**
  108368. * @hidden
  108369. * Defines the actions happening just before a render target is drawing.
  108370. */
  108371. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  108372. /**
  108373. * @hidden
  108374. * Defines the actions happening just before a rendering group is drawing.
  108375. */
  108376. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  108377. /**
  108378. * @hidden
  108379. * Defines the actions happening just before a mesh is drawing.
  108380. */
  108381. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  108382. /**
  108383. * @hidden
  108384. * Defines the actions happening just after a mesh has been drawn.
  108385. */
  108386. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  108387. /**
  108388. * @hidden
  108389. * Defines the actions happening just after a rendering group has been drawn.
  108390. */
  108391. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  108392. /**
  108393. * @hidden
  108394. * Defines the actions happening just after the active camera has been drawn.
  108395. */
  108396. _afterCameraDrawStage: Stage<CameraStageAction>;
  108397. /**
  108398. * @hidden
  108399. * Defines the actions happening just after a render target has been drawn.
  108400. */
  108401. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  108402. /**
  108403. * @hidden
  108404. * Defines the actions happening just after rendering all cameras and computing intersections.
  108405. */
  108406. _afterRenderStage: Stage<SimpleStageAction>;
  108407. /**
  108408. * @hidden
  108409. * Defines the actions happening when a pointer move event happens.
  108410. */
  108411. _pointerMoveStage: Stage<PointerMoveStageAction>;
  108412. /**
  108413. * @hidden
  108414. * Defines the actions happening when a pointer down event happens.
  108415. */
  108416. _pointerDownStage: Stage<PointerUpDownStageAction>;
  108417. /**
  108418. * @hidden
  108419. * Defines the actions happening when a pointer up event happens.
  108420. */
  108421. _pointerUpStage: Stage<PointerUpDownStageAction>;
  108422. /**
  108423. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  108424. */
  108425. private geometriesByUniqueId;
  108426. /**
  108427. * Creates a new Scene
  108428. * @param engine defines the engine to use to render this scene
  108429. * @param options defines the scene options
  108430. */
  108431. constructor(engine: Engine, options?: SceneOptions);
  108432. /**
  108433. * Gets a string idenfifying the name of the class
  108434. * @returns "Scene" string
  108435. */
  108436. getClassName(): string;
  108437. private _defaultMeshCandidates;
  108438. /**
  108439. * @hidden
  108440. */
  108441. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  108442. private _defaultSubMeshCandidates;
  108443. /**
  108444. * @hidden
  108445. */
  108446. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  108447. /**
  108448. * Sets the default candidate providers for the scene.
  108449. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  108450. * and getCollidingSubMeshCandidates to their default function
  108451. */
  108452. setDefaultCandidateProviders(): void;
  108453. /**
  108454. * Gets the mesh that is currently under the pointer
  108455. */
  108456. get meshUnderPointer(): Nullable<AbstractMesh>;
  108457. /**
  108458. * Gets or sets the current on-screen X position of the pointer
  108459. */
  108460. get pointerX(): number;
  108461. set pointerX(value: number);
  108462. /**
  108463. * Gets or sets the current on-screen Y position of the pointer
  108464. */
  108465. get pointerY(): number;
  108466. set pointerY(value: number);
  108467. /**
  108468. * Gets the cached material (ie. the latest rendered one)
  108469. * @returns the cached material
  108470. */
  108471. getCachedMaterial(): Nullable<Material>;
  108472. /**
  108473. * Gets the cached effect (ie. the latest rendered one)
  108474. * @returns the cached effect
  108475. */
  108476. getCachedEffect(): Nullable<Effect>;
  108477. /**
  108478. * Gets the cached visibility state (ie. the latest rendered one)
  108479. * @returns the cached visibility state
  108480. */
  108481. getCachedVisibility(): Nullable<number>;
  108482. /**
  108483. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  108484. * @param material defines the current material
  108485. * @param effect defines the current effect
  108486. * @param visibility defines the current visibility state
  108487. * @returns true if one parameter is not cached
  108488. */
  108489. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  108490. /**
  108491. * Gets the engine associated with the scene
  108492. * @returns an Engine
  108493. */
  108494. getEngine(): Engine;
  108495. /**
  108496. * Gets the total number of vertices rendered per frame
  108497. * @returns the total number of vertices rendered per frame
  108498. */
  108499. getTotalVertices(): number;
  108500. /**
  108501. * Gets the performance counter for total vertices
  108502. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  108503. */
  108504. get totalVerticesPerfCounter(): PerfCounter;
  108505. /**
  108506. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  108507. * @returns the total number of active indices rendered per frame
  108508. */
  108509. getActiveIndices(): number;
  108510. /**
  108511. * Gets the performance counter for active indices
  108512. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  108513. */
  108514. get totalActiveIndicesPerfCounter(): PerfCounter;
  108515. /**
  108516. * Gets the total number of active particles rendered per frame
  108517. * @returns the total number of active particles rendered per frame
  108518. */
  108519. getActiveParticles(): number;
  108520. /**
  108521. * Gets the performance counter for active particles
  108522. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  108523. */
  108524. get activeParticlesPerfCounter(): PerfCounter;
  108525. /**
  108526. * Gets the total number of active bones rendered per frame
  108527. * @returns the total number of active bones rendered per frame
  108528. */
  108529. getActiveBones(): number;
  108530. /**
  108531. * Gets the performance counter for active bones
  108532. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  108533. */
  108534. get activeBonesPerfCounter(): PerfCounter;
  108535. /**
  108536. * Gets the array of active meshes
  108537. * @returns an array of AbstractMesh
  108538. */
  108539. getActiveMeshes(): SmartArray<AbstractMesh>;
  108540. /**
  108541. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  108542. * @returns a number
  108543. */
  108544. getAnimationRatio(): number;
  108545. /**
  108546. * Gets an unique Id for the current render phase
  108547. * @returns a number
  108548. */
  108549. getRenderId(): number;
  108550. /**
  108551. * Gets an unique Id for the current frame
  108552. * @returns a number
  108553. */
  108554. getFrameId(): number;
  108555. /** Call this function if you want to manually increment the render Id*/
  108556. incrementRenderId(): void;
  108557. private _createUbo;
  108558. /**
  108559. * Use this method to simulate a pointer move on a mesh
  108560. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  108561. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  108562. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  108563. * @returns the current scene
  108564. */
  108565. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  108566. /**
  108567. * Use this method to simulate a pointer down on a mesh
  108568. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  108569. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  108570. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  108571. * @returns the current scene
  108572. */
  108573. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  108574. /**
  108575. * Use this method to simulate a pointer up on a mesh
  108576. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  108577. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  108578. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  108579. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  108580. * @returns the current scene
  108581. */
  108582. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  108583. /**
  108584. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  108585. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  108586. * @returns true if the pointer was captured
  108587. */
  108588. isPointerCaptured(pointerId?: number): boolean;
  108589. /**
  108590. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  108591. * @param attachUp defines if you want to attach events to pointerup
  108592. * @param attachDown defines if you want to attach events to pointerdown
  108593. * @param attachMove defines if you want to attach events to pointermove
  108594. */
  108595. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  108596. /** Detaches all event handlers*/
  108597. detachControl(): void;
  108598. /**
  108599. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  108600. * Delay loaded resources are not taking in account
  108601. * @return true if all required resources are ready
  108602. */
  108603. isReady(): boolean;
  108604. /** Resets all cached information relative to material (including effect and visibility) */
  108605. resetCachedMaterial(): void;
  108606. /**
  108607. * Registers a function to be called before every frame render
  108608. * @param func defines the function to register
  108609. */
  108610. registerBeforeRender(func: () => void): void;
  108611. /**
  108612. * Unregisters a function called before every frame render
  108613. * @param func defines the function to unregister
  108614. */
  108615. unregisterBeforeRender(func: () => void): void;
  108616. /**
  108617. * Registers a function to be called after every frame render
  108618. * @param func defines the function to register
  108619. */
  108620. registerAfterRender(func: () => void): void;
  108621. /**
  108622. * Unregisters a function called after every frame render
  108623. * @param func defines the function to unregister
  108624. */
  108625. unregisterAfterRender(func: () => void): void;
  108626. private _executeOnceBeforeRender;
  108627. /**
  108628. * The provided function will run before render once and will be disposed afterwards.
  108629. * A timeout delay can be provided so that the function will be executed in N ms.
  108630. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  108631. * @param func The function to be executed.
  108632. * @param timeout optional delay in ms
  108633. */
  108634. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  108635. /** @hidden */
  108636. _addPendingData(data: any): void;
  108637. /** @hidden */
  108638. _removePendingData(data: any): void;
  108639. /**
  108640. * Returns the number of items waiting to be loaded
  108641. * @returns the number of items waiting to be loaded
  108642. */
  108643. getWaitingItemsCount(): number;
  108644. /**
  108645. * Returns a boolean indicating if the scene is still loading data
  108646. */
  108647. get isLoading(): boolean;
  108648. /**
  108649. * Registers a function to be executed when the scene is ready
  108650. * @param {Function} func - the function to be executed
  108651. */
  108652. executeWhenReady(func: () => void): void;
  108653. /**
  108654. * Returns a promise that resolves when the scene is ready
  108655. * @returns A promise that resolves when the scene is ready
  108656. */
  108657. whenReadyAsync(): Promise<void>;
  108658. /** @hidden */
  108659. _checkIsReady(): void;
  108660. /**
  108661. * Gets all animatable attached to the scene
  108662. */
  108663. get animatables(): Animatable[];
  108664. /**
  108665. * Resets the last animation time frame.
  108666. * Useful to override when animations start running when loading a scene for the first time.
  108667. */
  108668. resetLastAnimationTimeFrame(): void;
  108669. /**
  108670. * Gets the current view matrix
  108671. * @returns a Matrix
  108672. */
  108673. getViewMatrix(): Matrix;
  108674. /**
  108675. * Gets the current projection matrix
  108676. * @returns a Matrix
  108677. */
  108678. getProjectionMatrix(): Matrix;
  108679. /**
  108680. * Gets the current transform matrix
  108681. * @returns a Matrix made of View * Projection
  108682. */
  108683. getTransformMatrix(): Matrix;
  108684. /**
  108685. * Sets the current transform matrix
  108686. * @param viewL defines the View matrix to use
  108687. * @param projectionL defines the Projection matrix to use
  108688. * @param viewR defines the right View matrix to use (if provided)
  108689. * @param projectionR defines the right Projection matrix to use (if provided)
  108690. */
  108691. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  108692. /**
  108693. * Gets the uniform buffer used to store scene data
  108694. * @returns a UniformBuffer
  108695. */
  108696. getSceneUniformBuffer(): UniformBuffer;
  108697. /**
  108698. * Gets an unique (relatively to the current scene) Id
  108699. * @returns an unique number for the scene
  108700. */
  108701. getUniqueId(): number;
  108702. /**
  108703. * Add a mesh to the list of scene's meshes
  108704. * @param newMesh defines the mesh to add
  108705. * @param recursive if all child meshes should also be added to the scene
  108706. */
  108707. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  108708. /**
  108709. * Remove a mesh for the list of scene's meshes
  108710. * @param toRemove defines the mesh to remove
  108711. * @param recursive if all child meshes should also be removed from the scene
  108712. * @returns the index where the mesh was in the mesh list
  108713. */
  108714. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  108715. /**
  108716. * Add a transform node to the list of scene's transform nodes
  108717. * @param newTransformNode defines the transform node to add
  108718. */
  108719. addTransformNode(newTransformNode: TransformNode): void;
  108720. /**
  108721. * Remove a transform node for the list of scene's transform nodes
  108722. * @param toRemove defines the transform node to remove
  108723. * @returns the index where the transform node was in the transform node list
  108724. */
  108725. removeTransformNode(toRemove: TransformNode): number;
  108726. /**
  108727. * Remove a skeleton for the list of scene's skeletons
  108728. * @param toRemove defines the skeleton to remove
  108729. * @returns the index where the skeleton was in the skeleton list
  108730. */
  108731. removeSkeleton(toRemove: Skeleton): number;
  108732. /**
  108733. * Remove a morph target for the list of scene's morph targets
  108734. * @param toRemove defines the morph target to remove
  108735. * @returns the index where the morph target was in the morph target list
  108736. */
  108737. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  108738. /**
  108739. * Remove a light for the list of scene's lights
  108740. * @param toRemove defines the light to remove
  108741. * @returns the index where the light was in the light list
  108742. */
  108743. removeLight(toRemove: Light): number;
  108744. /**
  108745. * Remove a camera for the list of scene's cameras
  108746. * @param toRemove defines the camera to remove
  108747. * @returns the index where the camera was in the camera list
  108748. */
  108749. removeCamera(toRemove: Camera): number;
  108750. /**
  108751. * Remove a particle system for the list of scene's particle systems
  108752. * @param toRemove defines the particle system to remove
  108753. * @returns the index where the particle system was in the particle system list
  108754. */
  108755. removeParticleSystem(toRemove: IParticleSystem): number;
  108756. /**
  108757. * Remove a animation for the list of scene's animations
  108758. * @param toRemove defines the animation to remove
  108759. * @returns the index where the animation was in the animation list
  108760. */
  108761. removeAnimation(toRemove: Animation): number;
  108762. /**
  108763. * Will stop the animation of the given target
  108764. * @param target - the target
  108765. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  108766. * @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)
  108767. */
  108768. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  108769. /**
  108770. * Removes the given animation group from this scene.
  108771. * @param toRemove The animation group to remove
  108772. * @returns The index of the removed animation group
  108773. */
  108774. removeAnimationGroup(toRemove: AnimationGroup): number;
  108775. /**
  108776. * Removes the given multi-material from this scene.
  108777. * @param toRemove The multi-material to remove
  108778. * @returns The index of the removed multi-material
  108779. */
  108780. removeMultiMaterial(toRemove: MultiMaterial): number;
  108781. /**
  108782. * Removes the given material from this scene.
  108783. * @param toRemove The material to remove
  108784. * @returns The index of the removed material
  108785. */
  108786. removeMaterial(toRemove: Material): number;
  108787. /**
  108788. * Removes the given action manager from this scene.
  108789. * @param toRemove The action manager to remove
  108790. * @returns The index of the removed action manager
  108791. */
  108792. removeActionManager(toRemove: AbstractActionManager): number;
  108793. /**
  108794. * Removes the given texture from this scene.
  108795. * @param toRemove The texture to remove
  108796. * @returns The index of the removed texture
  108797. */
  108798. removeTexture(toRemove: BaseTexture): number;
  108799. /**
  108800. * Adds the given light to this scene
  108801. * @param newLight The light to add
  108802. */
  108803. addLight(newLight: Light): void;
  108804. /**
  108805. * Sorts the list list based on light priorities
  108806. */
  108807. sortLightsByPriority(): void;
  108808. /**
  108809. * Adds the given camera to this scene
  108810. * @param newCamera The camera to add
  108811. */
  108812. addCamera(newCamera: Camera): void;
  108813. /**
  108814. * Adds the given skeleton to this scene
  108815. * @param newSkeleton The skeleton to add
  108816. */
  108817. addSkeleton(newSkeleton: Skeleton): void;
  108818. /**
  108819. * Adds the given particle system to this scene
  108820. * @param newParticleSystem The particle system to add
  108821. */
  108822. addParticleSystem(newParticleSystem: IParticleSystem): void;
  108823. /**
  108824. * Adds the given animation to this scene
  108825. * @param newAnimation The animation to add
  108826. */
  108827. addAnimation(newAnimation: Animation): void;
  108828. /**
  108829. * Adds the given animation group to this scene.
  108830. * @param newAnimationGroup The animation group to add
  108831. */
  108832. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  108833. /**
  108834. * Adds the given multi-material to this scene
  108835. * @param newMultiMaterial The multi-material to add
  108836. */
  108837. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  108838. /**
  108839. * Adds the given material to this scene
  108840. * @param newMaterial The material to add
  108841. */
  108842. addMaterial(newMaterial: Material): void;
  108843. /**
  108844. * Adds the given morph target to this scene
  108845. * @param newMorphTargetManager The morph target to add
  108846. */
  108847. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  108848. /**
  108849. * Adds the given geometry to this scene
  108850. * @param newGeometry The geometry to add
  108851. */
  108852. addGeometry(newGeometry: Geometry): void;
  108853. /**
  108854. * Adds the given action manager to this scene
  108855. * @param newActionManager The action manager to add
  108856. */
  108857. addActionManager(newActionManager: AbstractActionManager): void;
  108858. /**
  108859. * Adds the given texture to this scene.
  108860. * @param newTexture The texture to add
  108861. */
  108862. addTexture(newTexture: BaseTexture): void;
  108863. /**
  108864. * Switch active camera
  108865. * @param newCamera defines the new active camera
  108866. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  108867. */
  108868. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  108869. /**
  108870. * sets the active camera of the scene using its ID
  108871. * @param id defines the camera's ID
  108872. * @return the new active camera or null if none found.
  108873. */
  108874. setActiveCameraByID(id: string): Nullable<Camera>;
  108875. /**
  108876. * sets the active camera of the scene using its name
  108877. * @param name defines the camera's name
  108878. * @returns the new active camera or null if none found.
  108879. */
  108880. setActiveCameraByName(name: string): Nullable<Camera>;
  108881. /**
  108882. * get an animation group using its name
  108883. * @param name defines the material's name
  108884. * @return the animation group or null if none found.
  108885. */
  108886. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  108887. /**
  108888. * Get a material using its unique id
  108889. * @param uniqueId defines the material's unique id
  108890. * @return the material or null if none found.
  108891. */
  108892. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  108893. /**
  108894. * get a material using its id
  108895. * @param id defines the material's ID
  108896. * @return the material or null if none found.
  108897. */
  108898. getMaterialByID(id: string): Nullable<Material>;
  108899. /**
  108900. * Gets a the last added material using a given id
  108901. * @param id defines the material's ID
  108902. * @return the last material with the given id or null if none found.
  108903. */
  108904. getLastMaterialByID(id: string): Nullable<Material>;
  108905. /**
  108906. * Gets a material using its name
  108907. * @param name defines the material's name
  108908. * @return the material or null if none found.
  108909. */
  108910. getMaterialByName(name: string): Nullable<Material>;
  108911. /**
  108912. * Get a texture using its unique id
  108913. * @param uniqueId defines the texture's unique id
  108914. * @return the texture or null if none found.
  108915. */
  108916. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  108917. /**
  108918. * Gets a camera using its id
  108919. * @param id defines the id to look for
  108920. * @returns the camera or null if not found
  108921. */
  108922. getCameraByID(id: string): Nullable<Camera>;
  108923. /**
  108924. * Gets a camera using its unique id
  108925. * @param uniqueId defines the unique id to look for
  108926. * @returns the camera or null if not found
  108927. */
  108928. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  108929. /**
  108930. * Gets a camera using its name
  108931. * @param name defines the camera's name
  108932. * @return the camera or null if none found.
  108933. */
  108934. getCameraByName(name: string): Nullable<Camera>;
  108935. /**
  108936. * Gets a bone using its id
  108937. * @param id defines the bone's id
  108938. * @return the bone or null if not found
  108939. */
  108940. getBoneByID(id: string): Nullable<Bone>;
  108941. /**
  108942. * Gets a bone using its id
  108943. * @param name defines the bone's name
  108944. * @return the bone or null if not found
  108945. */
  108946. getBoneByName(name: string): Nullable<Bone>;
  108947. /**
  108948. * Gets a light node using its name
  108949. * @param name defines the the light's name
  108950. * @return the light or null if none found.
  108951. */
  108952. getLightByName(name: string): Nullable<Light>;
  108953. /**
  108954. * Gets a light node using its id
  108955. * @param id defines the light's id
  108956. * @return the light or null if none found.
  108957. */
  108958. getLightByID(id: string): Nullable<Light>;
  108959. /**
  108960. * Gets a light node using its scene-generated unique ID
  108961. * @param uniqueId defines the light's unique id
  108962. * @return the light or null if none found.
  108963. */
  108964. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  108965. /**
  108966. * Gets a particle system by id
  108967. * @param id defines the particle system id
  108968. * @return the corresponding system or null if none found
  108969. */
  108970. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  108971. /**
  108972. * Gets a geometry using its ID
  108973. * @param id defines the geometry's id
  108974. * @return the geometry or null if none found.
  108975. */
  108976. getGeometryByID(id: string): Nullable<Geometry>;
  108977. private _getGeometryByUniqueID;
  108978. /**
  108979. * Add a new geometry to this scene
  108980. * @param geometry defines the geometry to be added to the scene.
  108981. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  108982. * @return a boolean defining if the geometry was added or not
  108983. */
  108984. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  108985. /**
  108986. * Removes an existing geometry
  108987. * @param geometry defines the geometry to be removed from the scene
  108988. * @return a boolean defining if the geometry was removed or not
  108989. */
  108990. removeGeometry(geometry: Geometry): boolean;
  108991. /**
  108992. * Gets the list of geometries attached to the scene
  108993. * @returns an array of Geometry
  108994. */
  108995. getGeometries(): Geometry[];
  108996. /**
  108997. * Gets the first added mesh found of a given ID
  108998. * @param id defines the id to search for
  108999. * @return the mesh found or null if not found at all
  109000. */
  109001. getMeshByID(id: string): Nullable<AbstractMesh>;
  109002. /**
  109003. * Gets a list of meshes using their id
  109004. * @param id defines the id to search for
  109005. * @returns a list of meshes
  109006. */
  109007. getMeshesByID(id: string): Array<AbstractMesh>;
  109008. /**
  109009. * Gets the first added transform node found of a given ID
  109010. * @param id defines the id to search for
  109011. * @return the found transform node or null if not found at all.
  109012. */
  109013. getTransformNodeByID(id: string): Nullable<TransformNode>;
  109014. /**
  109015. * Gets a transform node with its auto-generated unique id
  109016. * @param uniqueId efines the unique id to search for
  109017. * @return the found transform node or null if not found at all.
  109018. */
  109019. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  109020. /**
  109021. * Gets a list of transform nodes using their id
  109022. * @param id defines the id to search for
  109023. * @returns a list of transform nodes
  109024. */
  109025. getTransformNodesByID(id: string): Array<TransformNode>;
  109026. /**
  109027. * Gets a mesh with its auto-generated unique id
  109028. * @param uniqueId defines the unique id to search for
  109029. * @return the found mesh or null if not found at all.
  109030. */
  109031. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  109032. /**
  109033. * Gets a the last added mesh using a given id
  109034. * @param id defines the id to search for
  109035. * @return the found mesh or null if not found at all.
  109036. */
  109037. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  109038. /**
  109039. * Gets a the last added node (Mesh, Camera, Light) using a given id
  109040. * @param id defines the id to search for
  109041. * @return the found node or null if not found at all
  109042. */
  109043. getLastEntryByID(id: string): Nullable<Node>;
  109044. /**
  109045. * Gets a node (Mesh, Camera, Light) using a given id
  109046. * @param id defines the id to search for
  109047. * @return the found node or null if not found at all
  109048. */
  109049. getNodeByID(id: string): Nullable<Node>;
  109050. /**
  109051. * Gets a node (Mesh, Camera, Light) using a given name
  109052. * @param name defines the name to search for
  109053. * @return the found node or null if not found at all.
  109054. */
  109055. getNodeByName(name: string): Nullable<Node>;
  109056. /**
  109057. * Gets a mesh using a given name
  109058. * @param name defines the name to search for
  109059. * @return the found mesh or null if not found at all.
  109060. */
  109061. getMeshByName(name: string): Nullable<AbstractMesh>;
  109062. /**
  109063. * Gets a transform node using a given name
  109064. * @param name defines the name to search for
  109065. * @return the found transform node or null if not found at all.
  109066. */
  109067. getTransformNodeByName(name: string): Nullable<TransformNode>;
  109068. /**
  109069. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  109070. * @param id defines the id to search for
  109071. * @return the found skeleton or null if not found at all.
  109072. */
  109073. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  109074. /**
  109075. * Gets a skeleton using a given auto generated unique id
  109076. * @param uniqueId defines the unique id to search for
  109077. * @return the found skeleton or null if not found at all.
  109078. */
  109079. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  109080. /**
  109081. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  109082. * @param id defines the id to search for
  109083. * @return the found skeleton or null if not found at all.
  109084. */
  109085. getSkeletonById(id: string): Nullable<Skeleton>;
  109086. /**
  109087. * Gets a skeleton using a given name
  109088. * @param name defines the name to search for
  109089. * @return the found skeleton or null if not found at all.
  109090. */
  109091. getSkeletonByName(name: string): Nullable<Skeleton>;
  109092. /**
  109093. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  109094. * @param id defines the id to search for
  109095. * @return the found morph target manager or null if not found at all.
  109096. */
  109097. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  109098. /**
  109099. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  109100. * @param id defines the id to search for
  109101. * @return the found morph target or null if not found at all.
  109102. */
  109103. getMorphTargetById(id: string): Nullable<MorphTarget>;
  109104. /**
  109105. * Gets a boolean indicating if the given mesh is active
  109106. * @param mesh defines the mesh to look for
  109107. * @returns true if the mesh is in the active list
  109108. */
  109109. isActiveMesh(mesh: AbstractMesh): boolean;
  109110. /**
  109111. * Return a unique id as a string which can serve as an identifier for the scene
  109112. */
  109113. get uid(): string;
  109114. /**
  109115. * Add an externaly attached data from its key.
  109116. * This method call will fail and return false, if such key already exists.
  109117. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  109118. * @param key the unique key that identifies the data
  109119. * @param data the data object to associate to the key for this Engine instance
  109120. * @return true if no such key were already present and the data was added successfully, false otherwise
  109121. */
  109122. addExternalData<T>(key: string, data: T): boolean;
  109123. /**
  109124. * Get an externaly attached data from its key
  109125. * @param key the unique key that identifies the data
  109126. * @return the associated data, if present (can be null), or undefined if not present
  109127. */
  109128. getExternalData<T>(key: string): Nullable<T>;
  109129. /**
  109130. * Get an externaly attached data from its key, create it using a factory if it's not already present
  109131. * @param key the unique key that identifies the data
  109132. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  109133. * @return the associated data, can be null if the factory returned null.
  109134. */
  109135. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  109136. /**
  109137. * Remove an externaly attached data from the Engine instance
  109138. * @param key the unique key that identifies the data
  109139. * @return true if the data was successfully removed, false if it doesn't exist
  109140. */
  109141. removeExternalData(key: string): boolean;
  109142. private _evaluateSubMesh;
  109143. /**
  109144. * Clear the processed materials smart array preventing retention point in material dispose.
  109145. */
  109146. freeProcessedMaterials(): void;
  109147. private _preventFreeActiveMeshesAndRenderingGroups;
  109148. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  109149. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  109150. * when disposing several meshes in a row or a hierarchy of meshes.
  109151. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  109152. */
  109153. get blockfreeActiveMeshesAndRenderingGroups(): boolean;
  109154. set blockfreeActiveMeshesAndRenderingGroups(value: boolean);
  109155. /**
  109156. * Clear the active meshes smart array preventing retention point in mesh dispose.
  109157. */
  109158. freeActiveMeshes(): void;
  109159. /**
  109160. * Clear the info related to rendering groups preventing retention points during dispose.
  109161. */
  109162. freeRenderingGroups(): void;
  109163. /** @hidden */
  109164. _isInIntermediateRendering(): boolean;
  109165. /**
  109166. * Lambda returning the list of potentially active meshes.
  109167. */
  109168. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  109169. /**
  109170. * Lambda returning the list of potentially active sub meshes.
  109171. */
  109172. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  109173. /**
  109174. * Lambda returning the list of potentially intersecting sub meshes.
  109175. */
  109176. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  109177. /**
  109178. * Lambda returning the list of potentially colliding sub meshes.
  109179. */
  109180. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  109181. private _activeMeshesFrozen;
  109182. private _skipEvaluateActiveMeshesCompletely;
  109183. /**
  109184. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  109185. * @param skipEvaluateActiveMeshes defines an optional boolean indicating that the evaluate active meshes step must be completely skipped
  109186. * @returns the current scene
  109187. */
  109188. freezeActiveMeshes(skipEvaluateActiveMeshes?: boolean): Scene;
  109189. /**
  109190. * Use this function to restart evaluating active meshes on every frame
  109191. * @returns the current scene
  109192. */
  109193. unfreezeActiveMeshes(): Scene;
  109194. private _evaluateActiveMeshes;
  109195. private _activeMesh;
  109196. /**
  109197. * Update the transform matrix to update from the current active camera
  109198. * @param force defines a boolean used to force the update even if cache is up to date
  109199. */
  109200. updateTransformMatrix(force?: boolean): void;
  109201. private _bindFrameBuffer;
  109202. /** @hidden */
  109203. _allowPostProcessClearColor: boolean;
  109204. /** @hidden */
  109205. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  109206. private _processSubCameras;
  109207. private _checkIntersections;
  109208. /** @hidden */
  109209. _advancePhysicsEngineStep(step: number): void;
  109210. /**
  109211. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  109212. */
  109213. getDeterministicFrameTime: () => number;
  109214. /** @hidden */
  109215. _animate(): void;
  109216. /** Execute all animations (for a frame) */
  109217. animate(): void;
  109218. /**
  109219. * Render the scene
  109220. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  109221. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  109222. */
  109223. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  109224. /**
  109225. * Freeze all materials
  109226. * A frozen material will not be updatable but should be faster to render
  109227. */
  109228. freezeMaterials(): void;
  109229. /**
  109230. * Unfreeze all materials
  109231. * A frozen material will not be updatable but should be faster to render
  109232. */
  109233. unfreezeMaterials(): void;
  109234. /**
  109235. * Releases all held ressources
  109236. */
  109237. dispose(): void;
  109238. /**
  109239. * Gets if the scene is already disposed
  109240. */
  109241. get isDisposed(): boolean;
  109242. /**
  109243. * Call this function to reduce memory footprint of the scene.
  109244. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  109245. */
  109246. clearCachedVertexData(): void;
  109247. /**
  109248. * This function will remove the local cached buffer data from texture.
  109249. * It will save memory but will prevent the texture from being rebuilt
  109250. */
  109251. cleanCachedTextureBuffer(): void;
  109252. /**
  109253. * Get the world extend vectors with an optional filter
  109254. *
  109255. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  109256. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  109257. */
  109258. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  109259. min: Vector3;
  109260. max: Vector3;
  109261. };
  109262. /**
  109263. * Creates a ray that can be used to pick in the scene
  109264. * @param x defines the x coordinate of the origin (on-screen)
  109265. * @param y defines the y coordinate of the origin (on-screen)
  109266. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  109267. * @param camera defines the camera to use for the picking
  109268. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  109269. * @returns a Ray
  109270. */
  109271. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  109272. /**
  109273. * Creates a ray that can be used to pick in the scene
  109274. * @param x defines the x coordinate of the origin (on-screen)
  109275. * @param y defines the y coordinate of the origin (on-screen)
  109276. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  109277. * @param result defines the ray where to store the picking ray
  109278. * @param camera defines the camera to use for the picking
  109279. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  109280. * @returns the current scene
  109281. */
  109282. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  109283. /**
  109284. * Creates a ray that can be used to pick in the scene
  109285. * @param x defines the x coordinate of the origin (on-screen)
  109286. * @param y defines the y coordinate of the origin (on-screen)
  109287. * @param camera defines the camera to use for the picking
  109288. * @returns a Ray
  109289. */
  109290. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  109291. /**
  109292. * Creates a ray that can be used to pick in the scene
  109293. * @param x defines the x coordinate of the origin (on-screen)
  109294. * @param y defines the y coordinate of the origin (on-screen)
  109295. * @param result defines the ray where to store the picking ray
  109296. * @param camera defines the camera to use for the picking
  109297. * @returns the current scene
  109298. */
  109299. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  109300. /** Launch a ray to try to pick a mesh in the scene
  109301. * @param x position on screen
  109302. * @param y position on screen
  109303. * @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
  109304. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  109305. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  109306. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  109307. * @returns a PickingInfo
  109308. */
  109309. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  109310. /** Use the given ray to pick a mesh in the scene
  109311. * @param ray The ray to use to pick meshes
  109312. * @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
  109313. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  109314. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  109315. * @returns a PickingInfo
  109316. */
  109317. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  109318. /**
  109319. * Launch a ray to try to pick a mesh in the scene
  109320. * @param x X position on screen
  109321. * @param y Y position on screen
  109322. * @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
  109323. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  109324. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  109325. * @returns an array of PickingInfo
  109326. */
  109327. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  109328. /**
  109329. * Launch a ray to try to pick a mesh in the scene
  109330. * @param ray Ray to use
  109331. * @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
  109332. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  109333. * @returns an array of PickingInfo
  109334. */
  109335. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  109336. /**
  109337. * Force the value of meshUnderPointer
  109338. * @param mesh defines the mesh to use
  109339. */
  109340. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  109341. /**
  109342. * Gets the mesh under the pointer
  109343. * @returns a Mesh or null if no mesh is under the pointer
  109344. */
  109345. getPointerOverMesh(): Nullable<AbstractMesh>;
  109346. /** @hidden */
  109347. _rebuildGeometries(): void;
  109348. /** @hidden */
  109349. _rebuildTextures(): void;
  109350. private _getByTags;
  109351. /**
  109352. * Get a list of meshes by tags
  109353. * @param tagsQuery defines the tags query to use
  109354. * @param forEach defines a predicate used to filter results
  109355. * @returns an array of Mesh
  109356. */
  109357. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  109358. /**
  109359. * Get a list of cameras by tags
  109360. * @param tagsQuery defines the tags query to use
  109361. * @param forEach defines a predicate used to filter results
  109362. * @returns an array of Camera
  109363. */
  109364. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  109365. /**
  109366. * Get a list of lights by tags
  109367. * @param tagsQuery defines the tags query to use
  109368. * @param forEach defines a predicate used to filter results
  109369. * @returns an array of Light
  109370. */
  109371. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  109372. /**
  109373. * Get a list of materials by tags
  109374. * @param tagsQuery defines the tags query to use
  109375. * @param forEach defines a predicate used to filter results
  109376. * @returns an array of Material
  109377. */
  109378. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  109379. /**
  109380. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  109381. * This allowed control for front to back rendering or reversly depending of the special needs.
  109382. *
  109383. * @param renderingGroupId The rendering group id corresponding to its index
  109384. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  109385. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  109386. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  109387. */
  109388. 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;
  109389. /**
  109390. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  109391. *
  109392. * @param renderingGroupId The rendering group id corresponding to its index
  109393. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  109394. * @param depth Automatically clears depth between groups if true and autoClear is true.
  109395. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  109396. */
  109397. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  109398. /**
  109399. * Gets the current auto clear configuration for one rendering group of the rendering
  109400. * manager.
  109401. * @param index the rendering group index to get the information for
  109402. * @returns The auto clear setup for the requested rendering group
  109403. */
  109404. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  109405. private _blockMaterialDirtyMechanism;
  109406. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  109407. get blockMaterialDirtyMechanism(): boolean;
  109408. set blockMaterialDirtyMechanism(value: boolean);
  109409. /**
  109410. * Will flag all materials as dirty to trigger new shader compilation
  109411. * @param flag defines the flag used to specify which material part must be marked as dirty
  109412. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  109413. */
  109414. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  109415. /** @hidden */
  109416. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  109417. /** @hidden */
  109418. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  109419. /** @hidden */
  109420. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  109421. /** @hidden */
  109422. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  109423. /** @hidden */
  109424. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  109425. /** @hidden */
  109426. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  109427. }
  109428. }
  109429. declare module BABYLON {
  109430. /**
  109431. * Set of assets to keep when moving a scene into an asset container.
  109432. */
  109433. export class KeepAssets extends AbstractScene {
  109434. }
  109435. /**
  109436. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  109437. */
  109438. export class InstantiatedEntries {
  109439. /**
  109440. * List of new root nodes (eg. nodes with no parent)
  109441. */
  109442. rootNodes: TransformNode[];
  109443. /**
  109444. * List of new skeletons
  109445. */
  109446. skeletons: Skeleton[];
  109447. /**
  109448. * List of new animation groups
  109449. */
  109450. animationGroups: AnimationGroup[];
  109451. }
  109452. /**
  109453. * Container with a set of assets that can be added or removed from a scene.
  109454. */
  109455. export class AssetContainer extends AbstractScene {
  109456. /**
  109457. * The scene the AssetContainer belongs to.
  109458. */
  109459. scene: Scene;
  109460. /**
  109461. * Instantiates an AssetContainer.
  109462. * @param scene The scene the AssetContainer belongs to.
  109463. */
  109464. constructor(scene: Scene);
  109465. /**
  109466. * Instantiate or clone all meshes and add the new ones to the scene.
  109467. * Skeletons and animation groups will all be cloned
  109468. * @param nameFunction defines an optional function used to get new names for clones
  109469. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  109470. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  109471. */
  109472. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  109473. /**
  109474. * Adds all the assets from the container to the scene.
  109475. */
  109476. addAllToScene(): void;
  109477. /**
  109478. * Removes all the assets in the container from the scene
  109479. */
  109480. removeAllFromScene(): void;
  109481. /**
  109482. * Disposes all the assets in the container
  109483. */
  109484. dispose(): void;
  109485. private _moveAssets;
  109486. /**
  109487. * Removes all the assets contained in the scene and adds them to the container.
  109488. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  109489. */
  109490. moveAllFromScene(keepAssets?: KeepAssets): void;
  109491. /**
  109492. * 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.
  109493. * @returns the root mesh
  109494. */
  109495. createRootMesh(): Mesh;
  109496. /**
  109497. * Merge animations from this asset container into a scene
  109498. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  109499. * @param animatables set of animatables to retarget to a node from the scene
  109500. * @param targetConverter defines a function used to convert animation targets from the asset container to the scene (default: search node by name)
  109501. */
  109502. mergeAnimationsTo(scene: Scene | null | undefined, animatables: Animatable[], targetConverter?: Nullable<(target: any) => Nullable<Node>>): void;
  109503. }
  109504. }
  109505. declare module BABYLON {
  109506. /**
  109507. * Defines how the parser contract is defined.
  109508. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  109509. */
  109510. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  109511. /**
  109512. * Defines how the individual parser contract is defined.
  109513. * These parser can parse an individual asset
  109514. */
  109515. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  109516. /**
  109517. * Base class of the scene acting as a container for the different elements composing a scene.
  109518. * This class is dynamically extended by the different components of the scene increasing
  109519. * flexibility and reducing coupling
  109520. */
  109521. export abstract class AbstractScene {
  109522. /**
  109523. * Stores the list of available parsers in the application.
  109524. */
  109525. private static _BabylonFileParsers;
  109526. /**
  109527. * Stores the list of available individual parsers in the application.
  109528. */
  109529. private static _IndividualBabylonFileParsers;
  109530. /**
  109531. * Adds a parser in the list of available ones
  109532. * @param name Defines the name of the parser
  109533. * @param parser Defines the parser to add
  109534. */
  109535. static AddParser(name: string, parser: BabylonFileParser): void;
  109536. /**
  109537. * Gets a general parser from the list of avaialble ones
  109538. * @param name Defines the name of the parser
  109539. * @returns the requested parser or null
  109540. */
  109541. static GetParser(name: string): Nullable<BabylonFileParser>;
  109542. /**
  109543. * Adds n individual parser in the list of available ones
  109544. * @param name Defines the name of the parser
  109545. * @param parser Defines the parser to add
  109546. */
  109547. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  109548. /**
  109549. * Gets an individual parser from the list of avaialble ones
  109550. * @param name Defines the name of the parser
  109551. * @returns the requested parser or null
  109552. */
  109553. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  109554. /**
  109555. * Parser json data and populate both a scene and its associated container object
  109556. * @param jsonData Defines the data to parse
  109557. * @param scene Defines the scene to parse the data for
  109558. * @param container Defines the container attached to the parsing sequence
  109559. * @param rootUrl Defines the root url of the data
  109560. */
  109561. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  109562. /**
  109563. * Gets the list of root nodes (ie. nodes with no parent)
  109564. */
  109565. rootNodes: Node[];
  109566. /** All of the cameras added to this scene
  109567. * @see http://doc.babylonjs.com/babylon101/cameras
  109568. */
  109569. cameras: Camera[];
  109570. /**
  109571. * All of the lights added to this scene
  109572. * @see http://doc.babylonjs.com/babylon101/lights
  109573. */
  109574. lights: Light[];
  109575. /**
  109576. * All of the (abstract) meshes added to this scene
  109577. */
  109578. meshes: AbstractMesh[];
  109579. /**
  109580. * The list of skeletons added to the scene
  109581. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  109582. */
  109583. skeletons: Skeleton[];
  109584. /**
  109585. * All of the particle systems added to this scene
  109586. * @see http://doc.babylonjs.com/babylon101/particles
  109587. */
  109588. particleSystems: IParticleSystem[];
  109589. /**
  109590. * Gets a list of Animations associated with the scene
  109591. */
  109592. animations: Animation[];
  109593. /**
  109594. * All of the animation groups added to this scene
  109595. * @see http://doc.babylonjs.com/how_to/group
  109596. */
  109597. animationGroups: AnimationGroup[];
  109598. /**
  109599. * All of the multi-materials added to this scene
  109600. * @see http://doc.babylonjs.com/how_to/multi_materials
  109601. */
  109602. multiMaterials: MultiMaterial[];
  109603. /**
  109604. * All of the materials added to this scene
  109605. * In the context of a Scene, it is not supposed to be modified manually.
  109606. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  109607. * Note also that the order of the Material within the array is not significant and might change.
  109608. * @see http://doc.babylonjs.com/babylon101/materials
  109609. */
  109610. materials: Material[];
  109611. /**
  109612. * The list of morph target managers added to the scene
  109613. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  109614. */
  109615. morphTargetManagers: MorphTargetManager[];
  109616. /**
  109617. * The list of geometries used in the scene.
  109618. */
  109619. geometries: Geometry[];
  109620. /**
  109621. * All of the tranform nodes added to this scene
  109622. * In the context of a Scene, it is not supposed to be modified manually.
  109623. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  109624. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  109625. * @see http://doc.babylonjs.com/how_to/transformnode
  109626. */
  109627. transformNodes: TransformNode[];
  109628. /**
  109629. * ActionManagers available on the scene.
  109630. */
  109631. actionManagers: AbstractActionManager[];
  109632. /**
  109633. * Textures to keep.
  109634. */
  109635. textures: BaseTexture[];
  109636. /**
  109637. * Environment texture for the scene
  109638. */
  109639. environmentTexture: Nullable<BaseTexture>;
  109640. /**
  109641. * @returns all meshes, lights, cameras, transformNodes and bones
  109642. */
  109643. getNodes(): Array<Node>;
  109644. }
  109645. }
  109646. declare module BABYLON {
  109647. /**
  109648. * Interface used to define options for Sound class
  109649. */
  109650. export interface ISoundOptions {
  109651. /**
  109652. * Does the sound autoplay once loaded.
  109653. */
  109654. autoplay?: boolean;
  109655. /**
  109656. * Does the sound loop after it finishes playing once.
  109657. */
  109658. loop?: boolean;
  109659. /**
  109660. * Sound's volume
  109661. */
  109662. volume?: number;
  109663. /**
  109664. * Is it a spatial sound?
  109665. */
  109666. spatialSound?: boolean;
  109667. /**
  109668. * Maximum distance to hear that sound
  109669. */
  109670. maxDistance?: number;
  109671. /**
  109672. * Uses user defined attenuation function
  109673. */
  109674. useCustomAttenuation?: boolean;
  109675. /**
  109676. * Define the roll off factor of spatial sounds.
  109677. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109678. */
  109679. rolloffFactor?: number;
  109680. /**
  109681. * Define the reference distance the sound should be heard perfectly.
  109682. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109683. */
  109684. refDistance?: number;
  109685. /**
  109686. * Define the distance attenuation model the sound will follow.
  109687. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109688. */
  109689. distanceModel?: string;
  109690. /**
  109691. * Defines the playback speed (1 by default)
  109692. */
  109693. playbackRate?: number;
  109694. /**
  109695. * Defines if the sound is from a streaming source
  109696. */
  109697. streaming?: boolean;
  109698. /**
  109699. * Defines an optional length (in seconds) inside the sound file
  109700. */
  109701. length?: number;
  109702. /**
  109703. * Defines an optional offset (in seconds) inside the sound file
  109704. */
  109705. offset?: number;
  109706. /**
  109707. * If true, URLs will not be required to state the audio file codec to use.
  109708. */
  109709. skipCodecCheck?: boolean;
  109710. }
  109711. /**
  109712. * Defines a sound that can be played in the application.
  109713. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  109714. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  109715. */
  109716. export class Sound {
  109717. /**
  109718. * The name of the sound in the scene.
  109719. */
  109720. name: string;
  109721. /**
  109722. * Does the sound autoplay once loaded.
  109723. */
  109724. autoplay: boolean;
  109725. /**
  109726. * Does the sound loop after it finishes playing once.
  109727. */
  109728. loop: boolean;
  109729. /**
  109730. * Does the sound use a custom attenuation curve to simulate the falloff
  109731. * happening when the source gets further away from the camera.
  109732. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  109733. */
  109734. useCustomAttenuation: boolean;
  109735. /**
  109736. * The sound track id this sound belongs to.
  109737. */
  109738. soundTrackId: number;
  109739. /**
  109740. * Is this sound currently played.
  109741. */
  109742. isPlaying: boolean;
  109743. /**
  109744. * Is this sound currently paused.
  109745. */
  109746. isPaused: boolean;
  109747. /**
  109748. * Does this sound enables spatial sound.
  109749. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109750. */
  109751. spatialSound: boolean;
  109752. /**
  109753. * Define the reference distance the sound should be heard perfectly.
  109754. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109755. */
  109756. refDistance: number;
  109757. /**
  109758. * Define the roll off factor of spatial sounds.
  109759. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109760. */
  109761. rolloffFactor: number;
  109762. /**
  109763. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  109764. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109765. */
  109766. maxDistance: number;
  109767. /**
  109768. * Define the distance attenuation model the sound will follow.
  109769. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109770. */
  109771. distanceModel: string;
  109772. /**
  109773. * @hidden
  109774. * Back Compat
  109775. **/
  109776. onended: () => any;
  109777. /**
  109778. * Observable event when the current playing sound finishes.
  109779. */
  109780. onEndedObservable: Observable<Sound>;
  109781. private _panningModel;
  109782. private _playbackRate;
  109783. private _streaming;
  109784. private _startTime;
  109785. private _startOffset;
  109786. private _position;
  109787. /** @hidden */
  109788. _positionInEmitterSpace: boolean;
  109789. private _localDirection;
  109790. private _volume;
  109791. private _isReadyToPlay;
  109792. private _isDirectional;
  109793. private _readyToPlayCallback;
  109794. private _audioBuffer;
  109795. private _soundSource;
  109796. private _streamingSource;
  109797. private _soundPanner;
  109798. private _soundGain;
  109799. private _inputAudioNode;
  109800. private _outputAudioNode;
  109801. private _coneInnerAngle;
  109802. private _coneOuterAngle;
  109803. private _coneOuterGain;
  109804. private _scene;
  109805. private _connectedTransformNode;
  109806. private _customAttenuationFunction;
  109807. private _registerFunc;
  109808. private _isOutputConnected;
  109809. private _htmlAudioElement;
  109810. private _urlType;
  109811. private _length?;
  109812. private _offset?;
  109813. /** @hidden */
  109814. static _SceneComponentInitialization: (scene: Scene) => void;
  109815. /**
  109816. * Create a sound and attach it to a scene
  109817. * @param name Name of your sound
  109818. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  109819. * @param scene defines the scene the sound belongs to
  109820. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  109821. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  109822. */
  109823. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  109824. /**
  109825. * Release the sound and its associated resources
  109826. */
  109827. dispose(): void;
  109828. /**
  109829. * Gets if the sounds is ready to be played or not.
  109830. * @returns true if ready, otherwise false
  109831. */
  109832. isReady(): boolean;
  109833. private _soundLoaded;
  109834. /**
  109835. * Sets the data of the sound from an audiobuffer
  109836. * @param audioBuffer The audioBuffer containing the data
  109837. */
  109838. setAudioBuffer(audioBuffer: AudioBuffer): void;
  109839. /**
  109840. * Updates the current sounds options such as maxdistance, loop...
  109841. * @param options A JSON object containing values named as the object properties
  109842. */
  109843. updateOptions(options: ISoundOptions): void;
  109844. private _createSpatialParameters;
  109845. private _updateSpatialParameters;
  109846. /**
  109847. * Switch the panning model to HRTF:
  109848. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  109849. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109850. */
  109851. switchPanningModelToHRTF(): void;
  109852. /**
  109853. * Switch the panning model to Equal Power:
  109854. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  109855. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  109856. */
  109857. switchPanningModelToEqualPower(): void;
  109858. private _switchPanningModel;
  109859. /**
  109860. * Connect this sound to a sound track audio node like gain...
  109861. * @param soundTrackAudioNode the sound track audio node to connect to
  109862. */
  109863. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  109864. /**
  109865. * Transform this sound into a directional source
  109866. * @param coneInnerAngle Size of the inner cone in degree
  109867. * @param coneOuterAngle Size of the outer cone in degree
  109868. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  109869. */
  109870. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  109871. /**
  109872. * Gets or sets the inner angle for the directional cone.
  109873. */
  109874. get directionalConeInnerAngle(): number;
  109875. /**
  109876. * Gets or sets the inner angle for the directional cone.
  109877. */
  109878. set directionalConeInnerAngle(value: number);
  109879. /**
  109880. * Gets or sets the outer angle for the directional cone.
  109881. */
  109882. get directionalConeOuterAngle(): number;
  109883. /**
  109884. * Gets or sets the outer angle for the directional cone.
  109885. */
  109886. set directionalConeOuterAngle(value: number);
  109887. /**
  109888. * Sets the position of the emitter if spatial sound is enabled
  109889. * @param newPosition Defines the new posisiton
  109890. */
  109891. setPosition(newPosition: Vector3): void;
  109892. /**
  109893. * Sets the local direction of the emitter if spatial sound is enabled
  109894. * @param newLocalDirection Defines the new local direction
  109895. */
  109896. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  109897. private _updateDirection;
  109898. /** @hidden */
  109899. updateDistanceFromListener(): void;
  109900. /**
  109901. * Sets a new custom attenuation function for the sound.
  109902. * @param callback Defines the function used for the attenuation
  109903. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  109904. */
  109905. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  109906. /**
  109907. * Play the sound
  109908. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  109909. * @param offset (optional) Start the sound at a specific time in seconds
  109910. * @param length (optional) Sound duration (in seconds)
  109911. */
  109912. play(time?: number, offset?: number, length?: number): void;
  109913. private _onended;
  109914. /**
  109915. * Stop the sound
  109916. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  109917. */
  109918. stop(time?: number): void;
  109919. /**
  109920. * Put the sound in pause
  109921. */
  109922. pause(): void;
  109923. /**
  109924. * Sets a dedicated volume for this sounds
  109925. * @param newVolume Define the new volume of the sound
  109926. * @param time Define time for gradual change to new volume
  109927. */
  109928. setVolume(newVolume: number, time?: number): void;
  109929. /**
  109930. * Set the sound play back rate
  109931. * @param newPlaybackRate Define the playback rate the sound should be played at
  109932. */
  109933. setPlaybackRate(newPlaybackRate: number): void;
  109934. /**
  109935. * Gets the volume of the sound.
  109936. * @returns the volume of the sound
  109937. */
  109938. getVolume(): number;
  109939. /**
  109940. * Attach the sound to a dedicated mesh
  109941. * @param transformNode The transform node to connect the sound with
  109942. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  109943. */
  109944. attachToMesh(transformNode: TransformNode): void;
  109945. /**
  109946. * Detach the sound from the previously attached mesh
  109947. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  109948. */
  109949. detachFromMesh(): void;
  109950. private _onRegisterAfterWorldMatrixUpdate;
  109951. /**
  109952. * Clone the current sound in the scene.
  109953. * @returns the new sound clone
  109954. */
  109955. clone(): Nullable<Sound>;
  109956. /**
  109957. * Gets the current underlying audio buffer containing the data
  109958. * @returns the audio buffer
  109959. */
  109960. getAudioBuffer(): Nullable<AudioBuffer>;
  109961. /**
  109962. * Serializes the Sound in a JSON representation
  109963. * @returns the JSON representation of the sound
  109964. */
  109965. serialize(): any;
  109966. /**
  109967. * Parse a JSON representation of a sound to innstantiate in a given scene
  109968. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  109969. * @param scene Define the scene the new parsed sound should be created in
  109970. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  109971. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  109972. * @returns the newly parsed sound
  109973. */
  109974. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  109975. }
  109976. }
  109977. declare module BABYLON {
  109978. /**
  109979. * This defines an action helpful to play a defined sound on a triggered action.
  109980. */
  109981. export class PlaySoundAction extends Action {
  109982. private _sound;
  109983. /**
  109984. * Instantiate the action
  109985. * @param triggerOptions defines the trigger options
  109986. * @param sound defines the sound to play
  109987. * @param condition defines the trigger related conditions
  109988. */
  109989. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  109990. /** @hidden */
  109991. _prepare(): void;
  109992. /**
  109993. * Execute the action and play the sound.
  109994. */
  109995. execute(): void;
  109996. /**
  109997. * Serializes the actions and its related information.
  109998. * @param parent defines the object to serialize in
  109999. * @returns the serialized object
  110000. */
  110001. serialize(parent: any): any;
  110002. }
  110003. /**
  110004. * This defines an action helpful to stop a defined sound on a triggered action.
  110005. */
  110006. export class StopSoundAction extends Action {
  110007. private _sound;
  110008. /**
  110009. * Instantiate the action
  110010. * @param triggerOptions defines the trigger options
  110011. * @param sound defines the sound to stop
  110012. * @param condition defines the trigger related conditions
  110013. */
  110014. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  110015. /** @hidden */
  110016. _prepare(): void;
  110017. /**
  110018. * Execute the action and stop the sound.
  110019. */
  110020. execute(): void;
  110021. /**
  110022. * Serializes the actions and its related information.
  110023. * @param parent defines the object to serialize in
  110024. * @returns the serialized object
  110025. */
  110026. serialize(parent: any): any;
  110027. }
  110028. }
  110029. declare module BABYLON {
  110030. /**
  110031. * This defines an action responsible to change the value of a property
  110032. * by interpolating between its current value and the newly set one once triggered.
  110033. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  110034. */
  110035. export class InterpolateValueAction extends Action {
  110036. /**
  110037. * Defines the path of the property where the value should be interpolated
  110038. */
  110039. propertyPath: string;
  110040. /**
  110041. * Defines the target value at the end of the interpolation.
  110042. */
  110043. value: any;
  110044. /**
  110045. * Defines the time it will take for the property to interpolate to the value.
  110046. */
  110047. duration: number;
  110048. /**
  110049. * Defines if the other scene animations should be stopped when the action has been triggered
  110050. */
  110051. stopOtherAnimations?: boolean;
  110052. /**
  110053. * Defines a callback raised once the interpolation animation has been done.
  110054. */
  110055. onInterpolationDone?: () => void;
  110056. /**
  110057. * Observable triggered once the interpolation animation has been done.
  110058. */
  110059. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  110060. private _target;
  110061. private _effectiveTarget;
  110062. private _property;
  110063. /**
  110064. * Instantiate the action
  110065. * @param triggerOptions defines the trigger options
  110066. * @param target defines the object containing the value to interpolate
  110067. * @param propertyPath defines the path to the property in the target object
  110068. * @param value defines the target value at the end of the interpolation
  110069. * @param duration deines the time it will take for the property to interpolate to the value.
  110070. * @param condition defines the trigger related conditions
  110071. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  110072. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  110073. */
  110074. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  110075. /** @hidden */
  110076. _prepare(): void;
  110077. /**
  110078. * Execute the action starts the value interpolation.
  110079. */
  110080. execute(): void;
  110081. /**
  110082. * Serializes the actions and its related information.
  110083. * @param parent defines the object to serialize in
  110084. * @returns the serialized object
  110085. */
  110086. serialize(parent: any): any;
  110087. }
  110088. }
  110089. declare module BABYLON {
  110090. /**
  110091. * Options allowed during the creation of a sound track.
  110092. */
  110093. export interface ISoundTrackOptions {
  110094. /**
  110095. * The volume the sound track should take during creation
  110096. */
  110097. volume?: number;
  110098. /**
  110099. * Define if the sound track is the main sound track of the scene
  110100. */
  110101. mainTrack?: boolean;
  110102. }
  110103. /**
  110104. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  110105. * It will be also used in a future release to apply effects on a specific track.
  110106. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  110107. */
  110108. export class SoundTrack {
  110109. /**
  110110. * The unique identifier of the sound track in the scene.
  110111. */
  110112. id: number;
  110113. /**
  110114. * The list of sounds included in the sound track.
  110115. */
  110116. soundCollection: Array<Sound>;
  110117. private _outputAudioNode;
  110118. private _scene;
  110119. private _connectedAnalyser;
  110120. private _options;
  110121. private _isInitialized;
  110122. /**
  110123. * Creates a new sound track.
  110124. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  110125. * @param scene Define the scene the sound track belongs to
  110126. * @param options
  110127. */
  110128. constructor(scene: Scene, options?: ISoundTrackOptions);
  110129. private _initializeSoundTrackAudioGraph;
  110130. /**
  110131. * Release the sound track and its associated resources
  110132. */
  110133. dispose(): void;
  110134. /**
  110135. * Adds a sound to this sound track
  110136. * @param sound define the cound to add
  110137. * @ignoreNaming
  110138. */
  110139. AddSound(sound: Sound): void;
  110140. /**
  110141. * Removes a sound to this sound track
  110142. * @param sound define the cound to remove
  110143. * @ignoreNaming
  110144. */
  110145. RemoveSound(sound: Sound): void;
  110146. /**
  110147. * Set a global volume for the full sound track.
  110148. * @param newVolume Define the new volume of the sound track
  110149. */
  110150. setVolume(newVolume: number): void;
  110151. /**
  110152. * Switch the panning model to HRTF:
  110153. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  110154. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  110155. */
  110156. switchPanningModelToHRTF(): void;
  110157. /**
  110158. * Switch the panning model to Equal Power:
  110159. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  110160. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  110161. */
  110162. switchPanningModelToEqualPower(): void;
  110163. /**
  110164. * Connect the sound track to an audio analyser allowing some amazing
  110165. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  110166. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  110167. * @param analyser The analyser to connect to the engine
  110168. */
  110169. connectToAnalyser(analyser: Analyser): void;
  110170. }
  110171. }
  110172. declare module BABYLON {
  110173. interface AbstractScene {
  110174. /**
  110175. * The list of sounds used in the scene.
  110176. */
  110177. sounds: Nullable<Array<Sound>>;
  110178. }
  110179. interface Scene {
  110180. /**
  110181. * @hidden
  110182. * Backing field
  110183. */
  110184. _mainSoundTrack: SoundTrack;
  110185. /**
  110186. * The main sound track played by the scene.
  110187. * It cotains your primary collection of sounds.
  110188. */
  110189. mainSoundTrack: SoundTrack;
  110190. /**
  110191. * The list of sound tracks added to the scene
  110192. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  110193. */
  110194. soundTracks: Nullable<Array<SoundTrack>>;
  110195. /**
  110196. * Gets a sound using a given name
  110197. * @param name defines the name to search for
  110198. * @return the found sound or null if not found at all.
  110199. */
  110200. getSoundByName(name: string): Nullable<Sound>;
  110201. /**
  110202. * Gets or sets if audio support is enabled
  110203. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  110204. */
  110205. audioEnabled: boolean;
  110206. /**
  110207. * Gets or sets if audio will be output to headphones
  110208. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  110209. */
  110210. headphone: boolean;
  110211. /**
  110212. * Gets or sets custom audio listener position provider
  110213. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  110214. */
  110215. audioListenerPositionProvider: Nullable<() => Vector3>;
  110216. /**
  110217. * Gets or sets a refresh rate when using 3D audio positioning
  110218. */
  110219. audioPositioningRefreshRate: number;
  110220. }
  110221. /**
  110222. * Defines the sound scene component responsible to manage any sounds
  110223. * in a given scene.
  110224. */
  110225. export class AudioSceneComponent implements ISceneSerializableComponent {
  110226. /**
  110227. * The component name helpfull to identify the component in the list of scene components.
  110228. */
  110229. readonly name: string;
  110230. /**
  110231. * The scene the component belongs to.
  110232. */
  110233. scene: Scene;
  110234. private _audioEnabled;
  110235. /**
  110236. * Gets whether audio is enabled or not.
  110237. * Please use related enable/disable method to switch state.
  110238. */
  110239. get audioEnabled(): boolean;
  110240. private _headphone;
  110241. /**
  110242. * Gets whether audio is outputing to headphone or not.
  110243. * Please use the according Switch methods to change output.
  110244. */
  110245. get headphone(): boolean;
  110246. /**
  110247. * Gets or sets a refresh rate when using 3D audio positioning
  110248. */
  110249. audioPositioningRefreshRate: number;
  110250. private _audioListenerPositionProvider;
  110251. /**
  110252. * Gets the current audio listener position provider
  110253. */
  110254. get audioListenerPositionProvider(): Nullable<() => Vector3>;
  110255. /**
  110256. * Sets a custom listener position for all sounds in the scene
  110257. * By default, this is the position of the first active camera
  110258. */
  110259. set audioListenerPositionProvider(value: Nullable<() => Vector3>);
  110260. /**
  110261. * Creates a new instance of the component for the given scene
  110262. * @param scene Defines the scene to register the component in
  110263. */
  110264. constructor(scene: Scene);
  110265. /**
  110266. * Registers the component in a given scene
  110267. */
  110268. register(): void;
  110269. /**
  110270. * Rebuilds the elements related to this component in case of
  110271. * context lost for instance.
  110272. */
  110273. rebuild(): void;
  110274. /**
  110275. * Serializes the component data to the specified json object
  110276. * @param serializationObject The object to serialize to
  110277. */
  110278. serialize(serializationObject: any): void;
  110279. /**
  110280. * Adds all the elements from the container to the scene
  110281. * @param container the container holding the elements
  110282. */
  110283. addFromContainer(container: AbstractScene): void;
  110284. /**
  110285. * Removes all the elements in the container from the scene
  110286. * @param container contains the elements to remove
  110287. * @param dispose if the removed element should be disposed (default: false)
  110288. */
  110289. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  110290. /**
  110291. * Disposes the component and the associated ressources.
  110292. */
  110293. dispose(): void;
  110294. /**
  110295. * Disables audio in the associated scene.
  110296. */
  110297. disableAudio(): void;
  110298. /**
  110299. * Enables audio in the associated scene.
  110300. */
  110301. enableAudio(): void;
  110302. /**
  110303. * Switch audio to headphone output.
  110304. */
  110305. switchAudioModeForHeadphones(): void;
  110306. /**
  110307. * Switch audio to normal speakers.
  110308. */
  110309. switchAudioModeForNormalSpeakers(): void;
  110310. private _cachedCameraDirection;
  110311. private _cachedCameraPosition;
  110312. private _lastCheck;
  110313. private _afterRender;
  110314. }
  110315. }
  110316. declare module BABYLON {
  110317. /**
  110318. * Wraps one or more Sound objects and selects one with random weight for playback.
  110319. */
  110320. export class WeightedSound {
  110321. /** When true a Sound will be selected and played when the current playing Sound completes. */
  110322. loop: boolean;
  110323. private _coneInnerAngle;
  110324. private _coneOuterAngle;
  110325. private _volume;
  110326. /** A Sound is currently playing. */
  110327. isPlaying: boolean;
  110328. /** A Sound is currently paused. */
  110329. isPaused: boolean;
  110330. private _sounds;
  110331. private _weights;
  110332. private _currentIndex?;
  110333. /**
  110334. * Creates a new WeightedSound from the list of sounds given.
  110335. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  110336. * @param sounds Array of Sounds that will be selected from.
  110337. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  110338. */
  110339. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  110340. /**
  110341. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  110342. */
  110343. get directionalConeInnerAngle(): number;
  110344. /**
  110345. * The size of cone in degress for a directional sound in which there will be no attenuation.
  110346. */
  110347. set directionalConeInnerAngle(value: number);
  110348. /**
  110349. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  110350. * Listener angles between innerAngle and outerAngle will falloff linearly.
  110351. */
  110352. get directionalConeOuterAngle(): number;
  110353. /**
  110354. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  110355. * Listener angles between innerAngle and outerAngle will falloff linearly.
  110356. */
  110357. set directionalConeOuterAngle(value: number);
  110358. /**
  110359. * Playback volume.
  110360. */
  110361. get volume(): number;
  110362. /**
  110363. * Playback volume.
  110364. */
  110365. set volume(value: number);
  110366. private _onended;
  110367. /**
  110368. * Suspend playback
  110369. */
  110370. pause(): void;
  110371. /**
  110372. * Stop playback
  110373. */
  110374. stop(): void;
  110375. /**
  110376. * Start playback.
  110377. * @param startOffset Position the clip head at a specific time in seconds.
  110378. */
  110379. play(startOffset?: number): void;
  110380. }
  110381. }
  110382. declare module BABYLON {
  110383. /**
  110384. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  110385. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  110386. */
  110387. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  110388. /**
  110389. * Gets the name of the behavior.
  110390. */
  110391. get name(): string;
  110392. /**
  110393. * The easing function used by animations
  110394. */
  110395. static EasingFunction: BackEase;
  110396. /**
  110397. * The easing mode used by animations
  110398. */
  110399. static EasingMode: number;
  110400. /**
  110401. * The duration of the animation, in milliseconds
  110402. */
  110403. transitionDuration: number;
  110404. /**
  110405. * Length of the distance animated by the transition when lower radius is reached
  110406. */
  110407. lowerRadiusTransitionRange: number;
  110408. /**
  110409. * Length of the distance animated by the transition when upper radius is reached
  110410. */
  110411. upperRadiusTransitionRange: number;
  110412. private _autoTransitionRange;
  110413. /**
  110414. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  110415. */
  110416. get autoTransitionRange(): boolean;
  110417. /**
  110418. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  110419. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  110420. */
  110421. set autoTransitionRange(value: boolean);
  110422. private _attachedCamera;
  110423. private _onAfterCheckInputsObserver;
  110424. private _onMeshTargetChangedObserver;
  110425. /**
  110426. * Initializes the behavior.
  110427. */
  110428. init(): void;
  110429. /**
  110430. * Attaches the behavior to its arc rotate camera.
  110431. * @param camera Defines the camera to attach the behavior to
  110432. */
  110433. attach(camera: ArcRotateCamera): void;
  110434. /**
  110435. * Detaches the behavior from its current arc rotate camera.
  110436. */
  110437. detach(): void;
  110438. private _radiusIsAnimating;
  110439. private _radiusBounceTransition;
  110440. private _animatables;
  110441. private _cachedWheelPrecision;
  110442. /**
  110443. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  110444. * @param radiusLimit The limit to check against.
  110445. * @return Bool to indicate if at limit.
  110446. */
  110447. private _isRadiusAtLimit;
  110448. /**
  110449. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  110450. * @param radiusDelta The delta by which to animate to. Can be negative.
  110451. */
  110452. private _applyBoundRadiusAnimation;
  110453. /**
  110454. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  110455. */
  110456. protected _clearAnimationLocks(): void;
  110457. /**
  110458. * Stops and removes all animations that have been applied to the camera
  110459. */
  110460. stopAllAnimations(): void;
  110461. }
  110462. }
  110463. declare module BABYLON {
  110464. /**
  110465. * 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.
  110466. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  110467. */
  110468. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  110469. /**
  110470. * Gets the name of the behavior.
  110471. */
  110472. get name(): string;
  110473. private _mode;
  110474. private _radiusScale;
  110475. private _positionScale;
  110476. private _defaultElevation;
  110477. private _elevationReturnTime;
  110478. private _elevationReturnWaitTime;
  110479. private _zoomStopsAnimation;
  110480. private _framingTime;
  110481. /**
  110482. * The easing function used by animations
  110483. */
  110484. static EasingFunction: ExponentialEase;
  110485. /**
  110486. * The easing mode used by animations
  110487. */
  110488. static EasingMode: number;
  110489. /**
  110490. * Sets the current mode used by the behavior
  110491. */
  110492. set mode(mode: number);
  110493. /**
  110494. * Gets current mode used by the behavior.
  110495. */
  110496. get mode(): number;
  110497. /**
  110498. * Sets the scale applied to the radius (1 by default)
  110499. */
  110500. set radiusScale(radius: number);
  110501. /**
  110502. * Gets the scale applied to the radius
  110503. */
  110504. get radiusScale(): number;
  110505. /**
  110506. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  110507. */
  110508. set positionScale(scale: number);
  110509. /**
  110510. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  110511. */
  110512. get positionScale(): number;
  110513. /**
  110514. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  110515. * behaviour is triggered, in radians.
  110516. */
  110517. set defaultElevation(elevation: number);
  110518. /**
  110519. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  110520. * behaviour is triggered, in radians.
  110521. */
  110522. get defaultElevation(): number;
  110523. /**
  110524. * Sets the time (in milliseconds) taken to return to the default beta position.
  110525. * Negative value indicates camera should not return to default.
  110526. */
  110527. set elevationReturnTime(speed: number);
  110528. /**
  110529. * Gets the time (in milliseconds) taken to return to the default beta position.
  110530. * Negative value indicates camera should not return to default.
  110531. */
  110532. get elevationReturnTime(): number;
  110533. /**
  110534. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  110535. */
  110536. set elevationReturnWaitTime(time: number);
  110537. /**
  110538. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  110539. */
  110540. get elevationReturnWaitTime(): number;
  110541. /**
  110542. * Sets the flag that indicates if user zooming should stop animation.
  110543. */
  110544. set zoomStopsAnimation(flag: boolean);
  110545. /**
  110546. * Gets the flag that indicates if user zooming should stop animation.
  110547. */
  110548. get zoomStopsAnimation(): boolean;
  110549. /**
  110550. * Sets the transition time when framing the mesh, in milliseconds
  110551. */
  110552. set framingTime(time: number);
  110553. /**
  110554. * Gets the transition time when framing the mesh, in milliseconds
  110555. */
  110556. get framingTime(): number;
  110557. /**
  110558. * Define if the behavior should automatically change the configured
  110559. * camera limits and sensibilities.
  110560. */
  110561. autoCorrectCameraLimitsAndSensibility: boolean;
  110562. private _onPrePointerObservableObserver;
  110563. private _onAfterCheckInputsObserver;
  110564. private _onMeshTargetChangedObserver;
  110565. private _attachedCamera;
  110566. private _isPointerDown;
  110567. private _lastInteractionTime;
  110568. /**
  110569. * Initializes the behavior.
  110570. */
  110571. init(): void;
  110572. /**
  110573. * Attaches the behavior to its arc rotate camera.
  110574. * @param camera Defines the camera to attach the behavior to
  110575. */
  110576. attach(camera: ArcRotateCamera): void;
  110577. /**
  110578. * Detaches the behavior from its current arc rotate camera.
  110579. */
  110580. detach(): void;
  110581. private _animatables;
  110582. private _betaIsAnimating;
  110583. private _betaTransition;
  110584. private _radiusTransition;
  110585. private _vectorTransition;
  110586. /**
  110587. * Targets the given mesh and updates zoom level accordingly.
  110588. * @param mesh The mesh to target.
  110589. * @param radius Optional. If a cached radius position already exists, overrides default.
  110590. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  110591. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  110592. * @param onAnimationEnd Callback triggered at the end of the framing animation
  110593. */
  110594. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  110595. /**
  110596. * Targets the given mesh with its children and updates zoom level accordingly.
  110597. * @param mesh The mesh to target.
  110598. * @param radius Optional. If a cached radius position already exists, overrides default.
  110599. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  110600. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  110601. * @param onAnimationEnd Callback triggered at the end of the framing animation
  110602. */
  110603. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  110604. /**
  110605. * Targets the given meshes with their children and updates zoom level accordingly.
  110606. * @param meshes The mesh to target.
  110607. * @param radius Optional. If a cached radius position already exists, overrides default.
  110608. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  110609. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  110610. * @param onAnimationEnd Callback triggered at the end of the framing animation
  110611. */
  110612. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  110613. /**
  110614. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  110615. * @param minimumWorld Determines the smaller position of the bounding box extend
  110616. * @param maximumWorld Determines the bigger position of the bounding box extend
  110617. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  110618. * @param onAnimationEnd Callback triggered at the end of the framing animation
  110619. */
  110620. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  110621. /**
  110622. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  110623. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  110624. * frustum width.
  110625. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  110626. * to fully enclose the mesh in the viewing frustum.
  110627. */
  110628. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  110629. /**
  110630. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  110631. * is automatically returned to its default position (expected to be above ground plane).
  110632. */
  110633. private _maintainCameraAboveGround;
  110634. /**
  110635. * Returns the frustum slope based on the canvas ratio and camera FOV
  110636. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  110637. */
  110638. private _getFrustumSlope;
  110639. /**
  110640. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  110641. */
  110642. private _clearAnimationLocks;
  110643. /**
  110644. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  110645. */
  110646. private _applyUserInteraction;
  110647. /**
  110648. * Stops and removes all animations that have been applied to the camera
  110649. */
  110650. stopAllAnimations(): void;
  110651. /**
  110652. * Gets a value indicating if the user is moving the camera
  110653. */
  110654. get isUserIsMoving(): boolean;
  110655. /**
  110656. * The camera can move all the way towards the mesh.
  110657. */
  110658. static IgnoreBoundsSizeMode: number;
  110659. /**
  110660. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  110661. */
  110662. static FitFrustumSidesMode: number;
  110663. }
  110664. }
  110665. declare module BABYLON {
  110666. /**
  110667. * Base class for Camera Pointer Inputs.
  110668. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  110669. * for example usage.
  110670. */
  110671. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  110672. /**
  110673. * Defines the camera the input is attached to.
  110674. */
  110675. abstract camera: Camera;
  110676. /**
  110677. * Whether keyboard modifier keys are pressed at time of last mouse event.
  110678. */
  110679. protected _altKey: boolean;
  110680. protected _ctrlKey: boolean;
  110681. protected _metaKey: boolean;
  110682. protected _shiftKey: boolean;
  110683. /**
  110684. * Which mouse buttons were pressed at time of last mouse event.
  110685. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  110686. */
  110687. protected _buttonsPressed: number;
  110688. /**
  110689. * Defines the buttons associated with the input to handle camera move.
  110690. */
  110691. buttons: number[];
  110692. /**
  110693. * Attach the input controls to a specific dom element to get the input from.
  110694. * @param element Defines the element the controls should be listened from
  110695. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110696. */
  110697. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  110698. /**
  110699. * Detach the current controls from the specified dom element.
  110700. * @param element Defines the element to stop listening the inputs from
  110701. */
  110702. detachControl(element: Nullable<HTMLElement>): void;
  110703. /**
  110704. * Gets the class name of the current input.
  110705. * @returns the class name
  110706. */
  110707. getClassName(): string;
  110708. /**
  110709. * Get the friendly name associated with the input class.
  110710. * @returns the input friendly name
  110711. */
  110712. getSimpleName(): string;
  110713. /**
  110714. * Called on pointer POINTERDOUBLETAP event.
  110715. * Override this method to provide functionality on POINTERDOUBLETAP event.
  110716. */
  110717. protected onDoubleTap(type: string): void;
  110718. /**
  110719. * Called on pointer POINTERMOVE event if only a single touch is active.
  110720. * Override this method to provide functionality.
  110721. */
  110722. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  110723. /**
  110724. * Called on pointer POINTERMOVE event if multiple touches are active.
  110725. * Override this method to provide functionality.
  110726. */
  110727. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  110728. /**
  110729. * Called on JS contextmenu event.
  110730. * Override this method to provide functionality.
  110731. */
  110732. protected onContextMenu(evt: PointerEvent): void;
  110733. /**
  110734. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  110735. * press.
  110736. * Override this method to provide functionality.
  110737. */
  110738. protected onButtonDown(evt: PointerEvent): void;
  110739. /**
  110740. * Called each time a new POINTERUP event occurs. Ie, for each button
  110741. * release.
  110742. * Override this method to provide functionality.
  110743. */
  110744. protected onButtonUp(evt: PointerEvent): void;
  110745. /**
  110746. * Called when window becomes inactive.
  110747. * Override this method to provide functionality.
  110748. */
  110749. protected onLostFocus(): void;
  110750. private _pointerInput;
  110751. private _observer;
  110752. private _onLostFocus;
  110753. private pointA;
  110754. private pointB;
  110755. }
  110756. }
  110757. declare module BABYLON {
  110758. /**
  110759. * Manage the pointers inputs to control an arc rotate camera.
  110760. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110761. */
  110762. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  110763. /**
  110764. * Defines the camera the input is attached to.
  110765. */
  110766. camera: ArcRotateCamera;
  110767. /**
  110768. * Gets the class name of the current input.
  110769. * @returns the class name
  110770. */
  110771. getClassName(): string;
  110772. /**
  110773. * Defines the buttons associated with the input to handle camera move.
  110774. */
  110775. buttons: number[];
  110776. /**
  110777. * Defines the pointer angular sensibility along the X axis or how fast is
  110778. * the camera rotating.
  110779. */
  110780. angularSensibilityX: number;
  110781. /**
  110782. * Defines the pointer angular sensibility along the Y axis or how fast is
  110783. * the camera rotating.
  110784. */
  110785. angularSensibilityY: number;
  110786. /**
  110787. * Defines the pointer pinch precision or how fast is the camera zooming.
  110788. */
  110789. pinchPrecision: number;
  110790. /**
  110791. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  110792. * from 0.
  110793. * It defines the percentage of current camera.radius to use as delta when
  110794. * pinch zoom is used.
  110795. */
  110796. pinchDeltaPercentage: number;
  110797. /**
  110798. * Defines the pointer panning sensibility or how fast is the camera moving.
  110799. */
  110800. panningSensibility: number;
  110801. /**
  110802. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  110803. */
  110804. multiTouchPanning: boolean;
  110805. /**
  110806. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  110807. * zoom (pinch) through multitouch.
  110808. */
  110809. multiTouchPanAndZoom: boolean;
  110810. /**
  110811. * Revers pinch action direction.
  110812. */
  110813. pinchInwards: boolean;
  110814. private _isPanClick;
  110815. private _twoFingerActivityCount;
  110816. private _isPinching;
  110817. /**
  110818. * Called on pointer POINTERMOVE event if only a single touch is active.
  110819. */
  110820. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  110821. /**
  110822. * Called on pointer POINTERDOUBLETAP event.
  110823. */
  110824. protected onDoubleTap(type: string): void;
  110825. /**
  110826. * Called on pointer POINTERMOVE event if multiple touches are active.
  110827. */
  110828. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  110829. /**
  110830. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  110831. * press.
  110832. */
  110833. protected onButtonDown(evt: PointerEvent): void;
  110834. /**
  110835. * Called each time a new POINTERUP event occurs. Ie, for each button
  110836. * release.
  110837. */
  110838. protected onButtonUp(evt: PointerEvent): void;
  110839. /**
  110840. * Called when window becomes inactive.
  110841. */
  110842. protected onLostFocus(): void;
  110843. }
  110844. }
  110845. declare module BABYLON {
  110846. /**
  110847. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  110848. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110849. */
  110850. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  110851. /**
  110852. * Defines the camera the input is attached to.
  110853. */
  110854. camera: ArcRotateCamera;
  110855. /**
  110856. * Defines the list of key codes associated with the up action (increase alpha)
  110857. */
  110858. keysUp: number[];
  110859. /**
  110860. * Defines the list of key codes associated with the down action (decrease alpha)
  110861. */
  110862. keysDown: number[];
  110863. /**
  110864. * Defines the list of key codes associated with the left action (increase beta)
  110865. */
  110866. keysLeft: number[];
  110867. /**
  110868. * Defines the list of key codes associated with the right action (decrease beta)
  110869. */
  110870. keysRight: number[];
  110871. /**
  110872. * Defines the list of key codes associated with the reset action.
  110873. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  110874. */
  110875. keysReset: number[];
  110876. /**
  110877. * Defines the panning sensibility of the inputs.
  110878. * (How fast is the camera paning)
  110879. */
  110880. panningSensibility: number;
  110881. /**
  110882. * Defines the zooming sensibility of the inputs.
  110883. * (How fast is the camera zooming)
  110884. */
  110885. zoomingSensibility: number;
  110886. /**
  110887. * Defines wether maintaining the alt key down switch the movement mode from
  110888. * orientation to zoom.
  110889. */
  110890. useAltToZoom: boolean;
  110891. /**
  110892. * Rotation speed of the camera
  110893. */
  110894. angularSpeed: number;
  110895. private _keys;
  110896. private _ctrlPressed;
  110897. private _altPressed;
  110898. private _onCanvasBlurObserver;
  110899. private _onKeyboardObserver;
  110900. private _engine;
  110901. private _scene;
  110902. /**
  110903. * Attach the input controls to a specific dom element to get the input from.
  110904. * @param element Defines the element the controls should be listened from
  110905. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110906. */
  110907. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  110908. /**
  110909. * Detach the current controls from the specified dom element.
  110910. * @param element Defines the element to stop listening the inputs from
  110911. */
  110912. detachControl(element: Nullable<HTMLElement>): void;
  110913. /**
  110914. * Update the current camera state depending on the inputs that have been used this frame.
  110915. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110916. */
  110917. checkInputs(): void;
  110918. /**
  110919. * Gets the class name of the current intput.
  110920. * @returns the class name
  110921. */
  110922. getClassName(): string;
  110923. /**
  110924. * Get the friendly name associated with the input class.
  110925. * @returns the input friendly name
  110926. */
  110927. getSimpleName(): string;
  110928. }
  110929. }
  110930. declare module BABYLON {
  110931. /**
  110932. * Manage the mouse wheel inputs to control an arc rotate camera.
  110933. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110934. */
  110935. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  110936. /**
  110937. * Defines the camera the input is attached to.
  110938. */
  110939. camera: ArcRotateCamera;
  110940. /**
  110941. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  110942. */
  110943. wheelPrecision: number;
  110944. /**
  110945. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  110946. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  110947. */
  110948. wheelDeltaPercentage: number;
  110949. private _wheel;
  110950. private _observer;
  110951. private computeDeltaFromMouseWheelLegacyEvent;
  110952. /**
  110953. * Attach the input controls to a specific dom element to get the input from.
  110954. * @param element Defines the element the controls should be listened from
  110955. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110956. */
  110957. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  110958. /**
  110959. * Detach the current controls from the specified dom element.
  110960. * @param element Defines the element to stop listening the inputs from
  110961. */
  110962. detachControl(element: Nullable<HTMLElement>): void;
  110963. /**
  110964. * Gets the class name of the current intput.
  110965. * @returns the class name
  110966. */
  110967. getClassName(): string;
  110968. /**
  110969. * Get the friendly name associated with the input class.
  110970. * @returns the input friendly name
  110971. */
  110972. getSimpleName(): string;
  110973. }
  110974. }
  110975. declare module BABYLON {
  110976. /**
  110977. * Default Inputs manager for the ArcRotateCamera.
  110978. * It groups all the default supported inputs for ease of use.
  110979. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110980. */
  110981. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  110982. /**
  110983. * Instantiates a new ArcRotateCameraInputsManager.
  110984. * @param camera Defines the camera the inputs belong to
  110985. */
  110986. constructor(camera: ArcRotateCamera);
  110987. /**
  110988. * Add mouse wheel input support to the input manager.
  110989. * @returns the current input manager
  110990. */
  110991. addMouseWheel(): ArcRotateCameraInputsManager;
  110992. /**
  110993. * Add pointers input support to the input manager.
  110994. * @returns the current input manager
  110995. */
  110996. addPointers(): ArcRotateCameraInputsManager;
  110997. /**
  110998. * Add keyboard input support to the input manager.
  110999. * @returns the current input manager
  111000. */
  111001. addKeyboard(): ArcRotateCameraInputsManager;
  111002. }
  111003. }
  111004. declare module BABYLON {
  111005. /**
  111006. * This represents an orbital type of camera.
  111007. *
  111008. * 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.
  111009. * 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.
  111010. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  111011. */
  111012. export class ArcRotateCamera extends TargetCamera {
  111013. /**
  111014. * Defines the rotation angle of the camera along the longitudinal axis.
  111015. */
  111016. alpha: number;
  111017. /**
  111018. * Defines the rotation angle of the camera along the latitudinal axis.
  111019. */
  111020. beta: number;
  111021. /**
  111022. * Defines the radius of the camera from it s target point.
  111023. */
  111024. radius: number;
  111025. protected _target: Vector3;
  111026. protected _targetHost: Nullable<AbstractMesh>;
  111027. /**
  111028. * Defines the target point of the camera.
  111029. * The camera looks towards it form the radius distance.
  111030. */
  111031. get target(): Vector3;
  111032. set target(value: Vector3);
  111033. /**
  111034. * Define the current local position of the camera in the scene
  111035. */
  111036. get position(): Vector3;
  111037. set position(newPosition: Vector3);
  111038. protected _upVector: Vector3;
  111039. protected _upToYMatrix: Matrix;
  111040. protected _YToUpMatrix: Matrix;
  111041. /**
  111042. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  111043. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  111044. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  111045. */
  111046. set upVector(vec: Vector3);
  111047. get upVector(): Vector3;
  111048. /**
  111049. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  111050. */
  111051. setMatUp(): void;
  111052. /**
  111053. * Current inertia value on the longitudinal axis.
  111054. * The bigger this number the longer it will take for the camera to stop.
  111055. */
  111056. inertialAlphaOffset: number;
  111057. /**
  111058. * Current inertia value on the latitudinal axis.
  111059. * The bigger this number the longer it will take for the camera to stop.
  111060. */
  111061. inertialBetaOffset: number;
  111062. /**
  111063. * Current inertia value on the radius axis.
  111064. * The bigger this number the longer it will take for the camera to stop.
  111065. */
  111066. inertialRadiusOffset: number;
  111067. /**
  111068. * Minimum allowed angle on the longitudinal axis.
  111069. * This can help limiting how the Camera is able to move in the scene.
  111070. */
  111071. lowerAlphaLimit: Nullable<number>;
  111072. /**
  111073. * Maximum allowed angle on the longitudinal axis.
  111074. * This can help limiting how the Camera is able to move in the scene.
  111075. */
  111076. upperAlphaLimit: Nullable<number>;
  111077. /**
  111078. * Minimum allowed angle on the latitudinal axis.
  111079. * This can help limiting how the Camera is able to move in the scene.
  111080. */
  111081. lowerBetaLimit: number;
  111082. /**
  111083. * Maximum allowed angle on the latitudinal axis.
  111084. * This can help limiting how the Camera is able to move in the scene.
  111085. */
  111086. upperBetaLimit: number;
  111087. /**
  111088. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  111089. * This can help limiting how the Camera is able to move in the scene.
  111090. */
  111091. lowerRadiusLimit: Nullable<number>;
  111092. /**
  111093. * Maximum allowed distance of the camera to the target (The camera can not get further).
  111094. * This can help limiting how the Camera is able to move in the scene.
  111095. */
  111096. upperRadiusLimit: Nullable<number>;
  111097. /**
  111098. * Defines the current inertia value used during panning of the camera along the X axis.
  111099. */
  111100. inertialPanningX: number;
  111101. /**
  111102. * Defines the current inertia value used during panning of the camera along the Y axis.
  111103. */
  111104. inertialPanningY: number;
  111105. /**
  111106. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  111107. * Basically if your fingers moves away from more than this distance you will be considered
  111108. * in pinch mode.
  111109. */
  111110. pinchToPanMaxDistance: number;
  111111. /**
  111112. * Defines the maximum distance the camera can pan.
  111113. * This could help keeping the cammera always in your scene.
  111114. */
  111115. panningDistanceLimit: Nullable<number>;
  111116. /**
  111117. * Defines the target of the camera before paning.
  111118. */
  111119. panningOriginTarget: Vector3;
  111120. /**
  111121. * Defines the value of the inertia used during panning.
  111122. * 0 would mean stop inertia and one would mean no decelleration at all.
  111123. */
  111124. panningInertia: number;
  111125. /**
  111126. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  111127. */
  111128. get angularSensibilityX(): number;
  111129. set angularSensibilityX(value: number);
  111130. /**
  111131. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  111132. */
  111133. get angularSensibilityY(): number;
  111134. set angularSensibilityY(value: number);
  111135. /**
  111136. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  111137. */
  111138. get pinchPrecision(): number;
  111139. set pinchPrecision(value: number);
  111140. /**
  111141. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  111142. * It will be used instead of pinchDeltaPrecision if different from 0.
  111143. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  111144. */
  111145. get pinchDeltaPercentage(): number;
  111146. set pinchDeltaPercentage(value: number);
  111147. /**
  111148. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  111149. */
  111150. get panningSensibility(): number;
  111151. set panningSensibility(value: number);
  111152. /**
  111153. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  111154. */
  111155. get keysUp(): number[];
  111156. set keysUp(value: number[]);
  111157. /**
  111158. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  111159. */
  111160. get keysDown(): number[];
  111161. set keysDown(value: number[]);
  111162. /**
  111163. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  111164. */
  111165. get keysLeft(): number[];
  111166. set keysLeft(value: number[]);
  111167. /**
  111168. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  111169. */
  111170. get keysRight(): number[];
  111171. set keysRight(value: number[]);
  111172. /**
  111173. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  111174. */
  111175. get wheelPrecision(): number;
  111176. set wheelPrecision(value: number);
  111177. /**
  111178. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  111179. * It will be used instead of pinchDeltaPrecision if different from 0.
  111180. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  111181. */
  111182. get wheelDeltaPercentage(): number;
  111183. set wheelDeltaPercentage(value: number);
  111184. /**
  111185. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  111186. */
  111187. zoomOnFactor: number;
  111188. /**
  111189. * Defines a screen offset for the camera position.
  111190. */
  111191. targetScreenOffset: Vector2;
  111192. /**
  111193. * Allows the camera to be completely reversed.
  111194. * If false the camera can not arrive upside down.
  111195. */
  111196. allowUpsideDown: boolean;
  111197. /**
  111198. * Define if double tap/click is used to restore the previously saved state of the camera.
  111199. */
  111200. useInputToRestoreState: boolean;
  111201. /** @hidden */
  111202. _viewMatrix: Matrix;
  111203. /** @hidden */
  111204. _useCtrlForPanning: boolean;
  111205. /** @hidden */
  111206. _panningMouseButton: number;
  111207. /**
  111208. * Defines the input associated to the camera.
  111209. */
  111210. inputs: ArcRotateCameraInputsManager;
  111211. /** @hidden */
  111212. _reset: () => void;
  111213. /**
  111214. * Defines the allowed panning axis.
  111215. */
  111216. panningAxis: Vector3;
  111217. protected _localDirection: Vector3;
  111218. protected _transformedDirection: Vector3;
  111219. private _bouncingBehavior;
  111220. /**
  111221. * Gets the bouncing behavior of the camera if it has been enabled.
  111222. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  111223. */
  111224. get bouncingBehavior(): Nullable<BouncingBehavior>;
  111225. /**
  111226. * Defines if the bouncing behavior of the camera is enabled on the camera.
  111227. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  111228. */
  111229. get useBouncingBehavior(): boolean;
  111230. set useBouncingBehavior(value: boolean);
  111231. private _framingBehavior;
  111232. /**
  111233. * Gets the framing behavior of the camera if it has been enabled.
  111234. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  111235. */
  111236. get framingBehavior(): Nullable<FramingBehavior>;
  111237. /**
  111238. * Defines if the framing behavior of the camera is enabled on the camera.
  111239. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  111240. */
  111241. get useFramingBehavior(): boolean;
  111242. set useFramingBehavior(value: boolean);
  111243. private _autoRotationBehavior;
  111244. /**
  111245. * Gets the auto rotation behavior of the camera if it has been enabled.
  111246. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  111247. */
  111248. get autoRotationBehavior(): Nullable<AutoRotationBehavior>;
  111249. /**
  111250. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  111251. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  111252. */
  111253. get useAutoRotationBehavior(): boolean;
  111254. set useAutoRotationBehavior(value: boolean);
  111255. /**
  111256. * Observable triggered when the mesh target has been changed on the camera.
  111257. */
  111258. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  111259. /**
  111260. * Event raised when the camera is colliding with a mesh.
  111261. */
  111262. onCollide: (collidedMesh: AbstractMesh) => void;
  111263. /**
  111264. * Defines whether the camera should check collision with the objects oh the scene.
  111265. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  111266. */
  111267. checkCollisions: boolean;
  111268. /**
  111269. * Defines the collision radius of the camera.
  111270. * This simulates a sphere around the camera.
  111271. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  111272. */
  111273. collisionRadius: Vector3;
  111274. protected _collider: Collider;
  111275. protected _previousPosition: Vector3;
  111276. protected _collisionVelocity: Vector3;
  111277. protected _newPosition: Vector3;
  111278. protected _previousAlpha: number;
  111279. protected _previousBeta: number;
  111280. protected _previousRadius: number;
  111281. protected _collisionTriggered: boolean;
  111282. protected _targetBoundingCenter: Nullable<Vector3>;
  111283. private _computationVector;
  111284. /**
  111285. * Instantiates a new ArcRotateCamera in a given scene
  111286. * @param name Defines the name of the camera
  111287. * @param alpha Defines the camera rotation along the logitudinal axis
  111288. * @param beta Defines the camera rotation along the latitudinal axis
  111289. * @param radius Defines the camera distance from its target
  111290. * @param target Defines the camera target
  111291. * @param scene Defines the scene the camera belongs to
  111292. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  111293. */
  111294. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  111295. /** @hidden */
  111296. _initCache(): void;
  111297. /** @hidden */
  111298. _updateCache(ignoreParentClass?: boolean): void;
  111299. protected _getTargetPosition(): Vector3;
  111300. private _storedAlpha;
  111301. private _storedBeta;
  111302. private _storedRadius;
  111303. private _storedTarget;
  111304. private _storedTargetScreenOffset;
  111305. /**
  111306. * Stores the current state of the camera (alpha, beta, radius and target)
  111307. * @returns the camera itself
  111308. */
  111309. storeState(): Camera;
  111310. /**
  111311. * @hidden
  111312. * Restored camera state. You must call storeState() first
  111313. */
  111314. _restoreStateValues(): boolean;
  111315. /** @hidden */
  111316. _isSynchronizedViewMatrix(): boolean;
  111317. /**
  111318. * Attached controls to the current camera.
  111319. * @param element Defines the element the controls should be listened from
  111320. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  111321. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  111322. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  111323. */
  111324. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  111325. /**
  111326. * Detach the current controls from the camera.
  111327. * The camera will stop reacting to inputs.
  111328. * @param element Defines the element to stop listening the inputs from
  111329. */
  111330. detachControl(element: HTMLElement): void;
  111331. /** @hidden */
  111332. _checkInputs(): void;
  111333. protected _checkLimits(): void;
  111334. /**
  111335. * Rebuilds angles (alpha, beta) and radius from the give position and target
  111336. */
  111337. rebuildAnglesAndRadius(): void;
  111338. /**
  111339. * Use a position to define the current camera related information like alpha, beta and radius
  111340. * @param position Defines the position to set the camera at
  111341. */
  111342. setPosition(position: Vector3): void;
  111343. /**
  111344. * Defines the target the camera should look at.
  111345. * This will automatically adapt alpha beta and radius to fit within the new target.
  111346. * @param target Defines the new target as a Vector or a mesh
  111347. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  111348. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  111349. */
  111350. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  111351. /** @hidden */
  111352. _getViewMatrix(): Matrix;
  111353. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  111354. /**
  111355. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  111356. * @param meshes Defines the mesh to zoom on
  111357. * @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)
  111358. */
  111359. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  111360. /**
  111361. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  111362. * The target will be changed but the radius
  111363. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  111364. * @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)
  111365. */
  111366. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  111367. min: Vector3;
  111368. max: Vector3;
  111369. distance: number;
  111370. }, doNotUpdateMaxZ?: boolean): void;
  111371. /**
  111372. * @override
  111373. * Override Camera.createRigCamera
  111374. */
  111375. createRigCamera(name: string, cameraIndex: number): Camera;
  111376. /**
  111377. * @hidden
  111378. * @override
  111379. * Override Camera._updateRigCameras
  111380. */
  111381. _updateRigCameras(): void;
  111382. /**
  111383. * Destroy the camera and release the current resources hold by it.
  111384. */
  111385. dispose(): void;
  111386. /**
  111387. * Gets the current object class name.
  111388. * @return the class name
  111389. */
  111390. getClassName(): string;
  111391. }
  111392. }
  111393. declare module BABYLON {
  111394. /**
  111395. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  111396. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  111397. */
  111398. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  111399. /**
  111400. * Gets the name of the behavior.
  111401. */
  111402. get name(): string;
  111403. private _zoomStopsAnimation;
  111404. private _idleRotationSpeed;
  111405. private _idleRotationWaitTime;
  111406. private _idleRotationSpinupTime;
  111407. /**
  111408. * Sets the flag that indicates if user zooming should stop animation.
  111409. */
  111410. set zoomStopsAnimation(flag: boolean);
  111411. /**
  111412. * Gets the flag that indicates if user zooming should stop animation.
  111413. */
  111414. get zoomStopsAnimation(): boolean;
  111415. /**
  111416. * Sets the default speed at which the camera rotates around the model.
  111417. */
  111418. set idleRotationSpeed(speed: number);
  111419. /**
  111420. * Gets the default speed at which the camera rotates around the model.
  111421. */
  111422. get idleRotationSpeed(): number;
  111423. /**
  111424. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  111425. */
  111426. set idleRotationWaitTime(time: number);
  111427. /**
  111428. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  111429. */
  111430. get idleRotationWaitTime(): number;
  111431. /**
  111432. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  111433. */
  111434. set idleRotationSpinupTime(time: number);
  111435. /**
  111436. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  111437. */
  111438. get idleRotationSpinupTime(): number;
  111439. /**
  111440. * Gets a value indicating if the camera is currently rotating because of this behavior
  111441. */
  111442. get rotationInProgress(): boolean;
  111443. private _onPrePointerObservableObserver;
  111444. private _onAfterCheckInputsObserver;
  111445. private _attachedCamera;
  111446. private _isPointerDown;
  111447. private _lastFrameTime;
  111448. private _lastInteractionTime;
  111449. private _cameraRotationSpeed;
  111450. /**
  111451. * Initializes the behavior.
  111452. */
  111453. init(): void;
  111454. /**
  111455. * Attaches the behavior to its arc rotate camera.
  111456. * @param camera Defines the camera to attach the behavior to
  111457. */
  111458. attach(camera: ArcRotateCamera): void;
  111459. /**
  111460. * Detaches the behavior from its current arc rotate camera.
  111461. */
  111462. detach(): void;
  111463. /**
  111464. * Returns true if user is scrolling.
  111465. * @return true if user is scrolling.
  111466. */
  111467. private _userIsZooming;
  111468. private _lastFrameRadius;
  111469. private _shouldAnimationStopForInteraction;
  111470. /**
  111471. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  111472. */
  111473. private _applyUserInteraction;
  111474. private _userIsMoving;
  111475. }
  111476. }
  111477. declare module BABYLON {
  111478. /**
  111479. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  111480. */
  111481. export class AttachToBoxBehavior implements Behavior<Mesh> {
  111482. private ui;
  111483. /**
  111484. * The name of the behavior
  111485. */
  111486. name: string;
  111487. /**
  111488. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  111489. */
  111490. distanceAwayFromFace: number;
  111491. /**
  111492. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  111493. */
  111494. distanceAwayFromBottomOfFace: number;
  111495. private _faceVectors;
  111496. private _target;
  111497. private _scene;
  111498. private _onRenderObserver;
  111499. private _tmpMatrix;
  111500. private _tmpVector;
  111501. /**
  111502. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  111503. * @param ui The transform node that should be attched to the mesh
  111504. */
  111505. constructor(ui: TransformNode);
  111506. /**
  111507. * Initializes the behavior
  111508. */
  111509. init(): void;
  111510. private _closestFace;
  111511. private _zeroVector;
  111512. private _lookAtTmpMatrix;
  111513. private _lookAtToRef;
  111514. /**
  111515. * Attaches the AttachToBoxBehavior to the passed in mesh
  111516. * @param target The mesh that the specified node will be attached to
  111517. */
  111518. attach(target: Mesh): void;
  111519. /**
  111520. * Detaches the behavior from the mesh
  111521. */
  111522. detach(): void;
  111523. }
  111524. }
  111525. declare module BABYLON {
  111526. /**
  111527. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  111528. */
  111529. export class FadeInOutBehavior implements Behavior<Mesh> {
  111530. /**
  111531. * Time in milliseconds to delay before fading in (Default: 0)
  111532. */
  111533. delay: number;
  111534. /**
  111535. * Time in milliseconds for the mesh to fade in (Default: 300)
  111536. */
  111537. fadeInTime: number;
  111538. private _millisecondsPerFrame;
  111539. private _hovered;
  111540. private _hoverValue;
  111541. private _ownerNode;
  111542. /**
  111543. * Instatiates the FadeInOutBehavior
  111544. */
  111545. constructor();
  111546. /**
  111547. * The name of the behavior
  111548. */
  111549. get name(): string;
  111550. /**
  111551. * Initializes the behavior
  111552. */
  111553. init(): void;
  111554. /**
  111555. * Attaches the fade behavior on the passed in mesh
  111556. * @param ownerNode The mesh that will be faded in/out once attached
  111557. */
  111558. attach(ownerNode: Mesh): void;
  111559. /**
  111560. * Detaches the behavior from the mesh
  111561. */
  111562. detach(): void;
  111563. /**
  111564. * Triggers the mesh to begin fading in or out
  111565. * @param value if the object should fade in or out (true to fade in)
  111566. */
  111567. fadeIn(value: boolean): void;
  111568. private _update;
  111569. private _setAllVisibility;
  111570. }
  111571. }
  111572. declare module BABYLON {
  111573. /**
  111574. * Class containing a set of static utilities functions for managing Pivots
  111575. * @hidden
  111576. */
  111577. export class PivotTools {
  111578. private static _PivotCached;
  111579. private static _OldPivotPoint;
  111580. private static _PivotTranslation;
  111581. private static _PivotTmpVector;
  111582. /** @hidden */
  111583. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  111584. /** @hidden */
  111585. static _RestorePivotPoint(mesh: AbstractMesh): void;
  111586. }
  111587. }
  111588. declare module BABYLON {
  111589. /**
  111590. * Class containing static functions to help procedurally build meshes
  111591. */
  111592. export class PlaneBuilder {
  111593. /**
  111594. * Creates a plane mesh
  111595. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  111596. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  111597. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  111598. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111599. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  111600. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111601. * @param name defines the name of the mesh
  111602. * @param options defines the options used to create the mesh
  111603. * @param scene defines the hosting scene
  111604. * @returns the plane mesh
  111605. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  111606. */
  111607. static CreatePlane(name: string, options: {
  111608. size?: number;
  111609. width?: number;
  111610. height?: number;
  111611. sideOrientation?: number;
  111612. frontUVs?: Vector4;
  111613. backUVs?: Vector4;
  111614. updatable?: boolean;
  111615. sourcePlane?: Plane;
  111616. }, scene?: Nullable<Scene>): Mesh;
  111617. }
  111618. }
  111619. declare module BABYLON {
  111620. /**
  111621. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  111622. */
  111623. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  111624. private static _AnyMouseID;
  111625. /**
  111626. * Abstract mesh the behavior is set on
  111627. */
  111628. attachedNode: AbstractMesh;
  111629. private _dragPlane;
  111630. private _scene;
  111631. private _pointerObserver;
  111632. private _beforeRenderObserver;
  111633. private static _planeScene;
  111634. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  111635. /**
  111636. * 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)
  111637. */
  111638. maxDragAngle: number;
  111639. /**
  111640. * @hidden
  111641. */
  111642. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  111643. /**
  111644. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  111645. */
  111646. currentDraggingPointerID: number;
  111647. /**
  111648. * The last position where the pointer hit the drag plane in world space
  111649. */
  111650. lastDragPosition: Vector3;
  111651. /**
  111652. * If the behavior is currently in a dragging state
  111653. */
  111654. dragging: boolean;
  111655. /**
  111656. * 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)
  111657. */
  111658. dragDeltaRatio: number;
  111659. /**
  111660. * If the drag plane orientation should be updated during the dragging (Default: true)
  111661. */
  111662. updateDragPlane: boolean;
  111663. private _debugMode;
  111664. private _moving;
  111665. /**
  111666. * Fires each time the attached mesh is dragged with the pointer
  111667. * * delta between last drag position and current drag position in world space
  111668. * * dragDistance along the drag axis
  111669. * * dragPlaneNormal normal of the current drag plane used during the drag
  111670. * * dragPlanePoint in world space where the drag intersects the drag plane
  111671. */
  111672. onDragObservable: Observable<{
  111673. delta: Vector3;
  111674. dragPlanePoint: Vector3;
  111675. dragPlaneNormal: Vector3;
  111676. dragDistance: number;
  111677. pointerId: number;
  111678. }>;
  111679. /**
  111680. * Fires each time a drag begins (eg. mouse down on mesh)
  111681. */
  111682. onDragStartObservable: Observable<{
  111683. dragPlanePoint: Vector3;
  111684. pointerId: number;
  111685. }>;
  111686. /**
  111687. * Fires each time a drag ends (eg. mouse release after drag)
  111688. */
  111689. onDragEndObservable: Observable<{
  111690. dragPlanePoint: Vector3;
  111691. pointerId: number;
  111692. }>;
  111693. /**
  111694. * If the attached mesh should be moved when dragged
  111695. */
  111696. moveAttached: boolean;
  111697. /**
  111698. * If the drag behavior will react to drag events (Default: true)
  111699. */
  111700. enabled: boolean;
  111701. /**
  111702. * If pointer events should start and release the drag (Default: true)
  111703. */
  111704. startAndReleaseDragOnPointerEvents: boolean;
  111705. /**
  111706. * If camera controls should be detached during the drag
  111707. */
  111708. detachCameraControls: boolean;
  111709. /**
  111710. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  111711. */
  111712. useObjectOrientationForDragging: boolean;
  111713. private _options;
  111714. /**
  111715. * Gets the options used by the behavior
  111716. */
  111717. get options(): {
  111718. dragAxis?: Vector3;
  111719. dragPlaneNormal?: Vector3;
  111720. };
  111721. /**
  111722. * Sets the options used by the behavior
  111723. */
  111724. set options(options: {
  111725. dragAxis?: Vector3;
  111726. dragPlaneNormal?: Vector3;
  111727. });
  111728. /**
  111729. * Creates a pointer drag behavior that can be attached to a mesh
  111730. * @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)
  111731. */
  111732. constructor(options?: {
  111733. dragAxis?: Vector3;
  111734. dragPlaneNormal?: Vector3;
  111735. });
  111736. /**
  111737. * Predicate to determine if it is valid to move the object to a new position when it is moved
  111738. */
  111739. validateDrag: (targetPosition: Vector3) => boolean;
  111740. /**
  111741. * The name of the behavior
  111742. */
  111743. get name(): string;
  111744. /**
  111745. * Initializes the behavior
  111746. */
  111747. init(): void;
  111748. private _tmpVector;
  111749. private _alternatePickedPoint;
  111750. private _worldDragAxis;
  111751. private _targetPosition;
  111752. private _attachedElement;
  111753. /**
  111754. * Attaches the drag behavior the passed in mesh
  111755. * @param ownerNode The mesh that will be dragged around once attached
  111756. * @param predicate Predicate to use for pick filtering
  111757. */
  111758. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  111759. /**
  111760. * Force relase the drag action by code.
  111761. */
  111762. releaseDrag(): void;
  111763. private _startDragRay;
  111764. private _lastPointerRay;
  111765. /**
  111766. * Simulates the start of a pointer drag event on the behavior
  111767. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  111768. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  111769. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  111770. */
  111771. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  111772. private _startDrag;
  111773. private _dragDelta;
  111774. private _moveDrag;
  111775. private _pickWithRayOnDragPlane;
  111776. private _pointA;
  111777. private _pointB;
  111778. private _pointC;
  111779. private _lineA;
  111780. private _lineB;
  111781. private _localAxis;
  111782. private _lookAt;
  111783. private _updateDragPlanePosition;
  111784. /**
  111785. * Detaches the behavior from the mesh
  111786. */
  111787. detach(): void;
  111788. }
  111789. }
  111790. declare module BABYLON {
  111791. /**
  111792. * A behavior that when attached to a mesh will allow the mesh to be scaled
  111793. */
  111794. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  111795. private _dragBehaviorA;
  111796. private _dragBehaviorB;
  111797. private _startDistance;
  111798. private _initialScale;
  111799. private _targetScale;
  111800. private _ownerNode;
  111801. private _sceneRenderObserver;
  111802. /**
  111803. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  111804. */
  111805. constructor();
  111806. /**
  111807. * The name of the behavior
  111808. */
  111809. get name(): string;
  111810. /**
  111811. * Initializes the behavior
  111812. */
  111813. init(): void;
  111814. private _getCurrentDistance;
  111815. /**
  111816. * Attaches the scale behavior the passed in mesh
  111817. * @param ownerNode The mesh that will be scaled around once attached
  111818. */
  111819. attach(ownerNode: Mesh): void;
  111820. /**
  111821. * Detaches the behavior from the mesh
  111822. */
  111823. detach(): void;
  111824. }
  111825. }
  111826. declare module BABYLON {
  111827. /**
  111828. * 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
  111829. */
  111830. export class SixDofDragBehavior implements Behavior<Mesh> {
  111831. private static _virtualScene;
  111832. private _ownerNode;
  111833. private _sceneRenderObserver;
  111834. private _scene;
  111835. private _targetPosition;
  111836. private _virtualOriginMesh;
  111837. private _virtualDragMesh;
  111838. private _pointerObserver;
  111839. private _moving;
  111840. private _startingOrientation;
  111841. /**
  111842. * 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)
  111843. */
  111844. private zDragFactor;
  111845. /**
  111846. * If the object should rotate to face the drag origin
  111847. */
  111848. rotateDraggedObject: boolean;
  111849. /**
  111850. * If the behavior is currently in a dragging state
  111851. */
  111852. dragging: boolean;
  111853. /**
  111854. * 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)
  111855. */
  111856. dragDeltaRatio: number;
  111857. /**
  111858. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  111859. */
  111860. currentDraggingPointerID: number;
  111861. /**
  111862. * If camera controls should be detached during the drag
  111863. */
  111864. detachCameraControls: boolean;
  111865. /**
  111866. * Fires each time a drag starts
  111867. */
  111868. onDragStartObservable: Observable<{}>;
  111869. /**
  111870. * Fires each time a drag ends (eg. mouse release after drag)
  111871. */
  111872. onDragEndObservable: Observable<{}>;
  111873. /**
  111874. * 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
  111875. */
  111876. constructor();
  111877. /**
  111878. * The name of the behavior
  111879. */
  111880. get name(): string;
  111881. /**
  111882. * Initializes the behavior
  111883. */
  111884. init(): void;
  111885. /**
  111886. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  111887. */
  111888. private get _pointerCamera();
  111889. /**
  111890. * Attaches the scale behavior the passed in mesh
  111891. * @param ownerNode The mesh that will be scaled around once attached
  111892. */
  111893. attach(ownerNode: Mesh): void;
  111894. /**
  111895. * Detaches the behavior from the mesh
  111896. */
  111897. detach(): void;
  111898. }
  111899. }
  111900. declare module BABYLON {
  111901. /**
  111902. * Class used to apply inverse kinematics to bones
  111903. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  111904. */
  111905. export class BoneIKController {
  111906. private static _tmpVecs;
  111907. private static _tmpQuat;
  111908. private static _tmpMats;
  111909. /**
  111910. * Gets or sets the target mesh
  111911. */
  111912. targetMesh: AbstractMesh;
  111913. /** Gets or sets the mesh used as pole */
  111914. poleTargetMesh: AbstractMesh;
  111915. /**
  111916. * Gets or sets the bone used as pole
  111917. */
  111918. poleTargetBone: Nullable<Bone>;
  111919. /**
  111920. * Gets or sets the target position
  111921. */
  111922. targetPosition: Vector3;
  111923. /**
  111924. * Gets or sets the pole target position
  111925. */
  111926. poleTargetPosition: Vector3;
  111927. /**
  111928. * Gets or sets the pole target local offset
  111929. */
  111930. poleTargetLocalOffset: Vector3;
  111931. /**
  111932. * Gets or sets the pole angle
  111933. */
  111934. poleAngle: number;
  111935. /**
  111936. * Gets or sets the mesh associated with the controller
  111937. */
  111938. mesh: AbstractMesh;
  111939. /**
  111940. * 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)
  111941. */
  111942. slerpAmount: number;
  111943. private _bone1Quat;
  111944. private _bone1Mat;
  111945. private _bone2Ang;
  111946. private _bone1;
  111947. private _bone2;
  111948. private _bone1Length;
  111949. private _bone2Length;
  111950. private _maxAngle;
  111951. private _maxReach;
  111952. private _rightHandedSystem;
  111953. private _bendAxis;
  111954. private _slerping;
  111955. private _adjustRoll;
  111956. /**
  111957. * Gets or sets maximum allowed angle
  111958. */
  111959. get maxAngle(): number;
  111960. set maxAngle(value: number);
  111961. /**
  111962. * Creates a new BoneIKController
  111963. * @param mesh defines the mesh to control
  111964. * @param bone defines the bone to control
  111965. * @param options defines options to set up the controller
  111966. */
  111967. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  111968. targetMesh?: AbstractMesh;
  111969. poleTargetMesh?: AbstractMesh;
  111970. poleTargetBone?: Bone;
  111971. poleTargetLocalOffset?: Vector3;
  111972. poleAngle?: number;
  111973. bendAxis?: Vector3;
  111974. maxAngle?: number;
  111975. slerpAmount?: number;
  111976. });
  111977. private _setMaxAngle;
  111978. /**
  111979. * Force the controller to update the bones
  111980. */
  111981. update(): void;
  111982. }
  111983. }
  111984. declare module BABYLON {
  111985. /**
  111986. * Class used to make a bone look toward a point in space
  111987. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  111988. */
  111989. export class BoneLookController {
  111990. private static _tmpVecs;
  111991. private static _tmpQuat;
  111992. private static _tmpMats;
  111993. /**
  111994. * The target Vector3 that the bone will look at
  111995. */
  111996. target: Vector3;
  111997. /**
  111998. * The mesh that the bone is attached to
  111999. */
  112000. mesh: AbstractMesh;
  112001. /**
  112002. * The bone that will be looking to the target
  112003. */
  112004. bone: Bone;
  112005. /**
  112006. * The up axis of the coordinate system that is used when the bone is rotated
  112007. */
  112008. upAxis: Vector3;
  112009. /**
  112010. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  112011. */
  112012. upAxisSpace: Space;
  112013. /**
  112014. * Used to make an adjustment to the yaw of the bone
  112015. */
  112016. adjustYaw: number;
  112017. /**
  112018. * Used to make an adjustment to the pitch of the bone
  112019. */
  112020. adjustPitch: number;
  112021. /**
  112022. * Used to make an adjustment to the roll of the bone
  112023. */
  112024. adjustRoll: number;
  112025. /**
  112026. * 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)
  112027. */
  112028. slerpAmount: number;
  112029. private _minYaw;
  112030. private _maxYaw;
  112031. private _minPitch;
  112032. private _maxPitch;
  112033. private _minYawSin;
  112034. private _minYawCos;
  112035. private _maxYawSin;
  112036. private _maxYawCos;
  112037. private _midYawConstraint;
  112038. private _minPitchTan;
  112039. private _maxPitchTan;
  112040. private _boneQuat;
  112041. private _slerping;
  112042. private _transformYawPitch;
  112043. private _transformYawPitchInv;
  112044. private _firstFrameSkipped;
  112045. private _yawRange;
  112046. private _fowardAxis;
  112047. /**
  112048. * Gets or sets the minimum yaw angle that the bone can look to
  112049. */
  112050. get minYaw(): number;
  112051. set minYaw(value: number);
  112052. /**
  112053. * Gets or sets the maximum yaw angle that the bone can look to
  112054. */
  112055. get maxYaw(): number;
  112056. set maxYaw(value: number);
  112057. /**
  112058. * Gets or sets the minimum pitch angle that the bone can look to
  112059. */
  112060. get minPitch(): number;
  112061. set minPitch(value: number);
  112062. /**
  112063. * Gets or sets the maximum pitch angle that the bone can look to
  112064. */
  112065. get maxPitch(): number;
  112066. set maxPitch(value: number);
  112067. /**
  112068. * Create a BoneLookController
  112069. * @param mesh the mesh that the bone belongs to
  112070. * @param bone the bone that will be looking to the target
  112071. * @param target the target Vector3 to look at
  112072. * @param options optional settings:
  112073. * * maxYaw: the maximum angle the bone will yaw to
  112074. * * minYaw: the minimum angle the bone will yaw to
  112075. * * maxPitch: the maximum angle the bone will pitch to
  112076. * * minPitch: the minimum angle the bone will yaw to
  112077. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  112078. * * upAxis: the up axis of the coordinate system
  112079. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  112080. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  112081. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  112082. * * adjustYaw: used to make an adjustment to the yaw of the bone
  112083. * * adjustPitch: used to make an adjustment to the pitch of the bone
  112084. * * adjustRoll: used to make an adjustment to the roll of the bone
  112085. **/
  112086. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  112087. maxYaw?: number;
  112088. minYaw?: number;
  112089. maxPitch?: number;
  112090. minPitch?: number;
  112091. slerpAmount?: number;
  112092. upAxis?: Vector3;
  112093. upAxisSpace?: Space;
  112094. yawAxis?: Vector3;
  112095. pitchAxis?: Vector3;
  112096. adjustYaw?: number;
  112097. adjustPitch?: number;
  112098. adjustRoll?: number;
  112099. });
  112100. /**
  112101. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  112102. */
  112103. update(): void;
  112104. private _getAngleDiff;
  112105. private _getAngleBetween;
  112106. private _isAngleBetween;
  112107. }
  112108. }
  112109. declare module BABYLON {
  112110. /**
  112111. * Manage the gamepad inputs to control an arc rotate camera.
  112112. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112113. */
  112114. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  112115. /**
  112116. * Defines the camera the input is attached to.
  112117. */
  112118. camera: ArcRotateCamera;
  112119. /**
  112120. * Defines the gamepad the input is gathering event from.
  112121. */
  112122. gamepad: Nullable<Gamepad>;
  112123. /**
  112124. * Defines the gamepad rotation sensiblity.
  112125. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  112126. */
  112127. gamepadRotationSensibility: number;
  112128. /**
  112129. * Defines the gamepad move sensiblity.
  112130. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  112131. */
  112132. gamepadMoveSensibility: number;
  112133. private _yAxisScale;
  112134. /**
  112135. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  112136. */
  112137. get invertYAxis(): boolean;
  112138. set invertYAxis(value: boolean);
  112139. private _onGamepadConnectedObserver;
  112140. private _onGamepadDisconnectedObserver;
  112141. /**
  112142. * Attach the input controls to a specific dom element to get the input from.
  112143. * @param element Defines the element the controls should be listened from
  112144. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112145. */
  112146. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112147. /**
  112148. * Detach the current controls from the specified dom element.
  112149. * @param element Defines the element to stop listening the inputs from
  112150. */
  112151. detachControl(element: Nullable<HTMLElement>): void;
  112152. /**
  112153. * Update the current camera state depending on the inputs that have been used this frame.
  112154. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  112155. */
  112156. checkInputs(): void;
  112157. /**
  112158. * Gets the class name of the current intput.
  112159. * @returns the class name
  112160. */
  112161. getClassName(): string;
  112162. /**
  112163. * Get the friendly name associated with the input class.
  112164. * @returns the input friendly name
  112165. */
  112166. getSimpleName(): string;
  112167. }
  112168. }
  112169. declare module BABYLON {
  112170. interface ArcRotateCameraInputsManager {
  112171. /**
  112172. * Add orientation input support to the input manager.
  112173. * @returns the current input manager
  112174. */
  112175. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  112176. }
  112177. /**
  112178. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  112179. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112180. */
  112181. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  112182. /**
  112183. * Defines the camera the input is attached to.
  112184. */
  112185. camera: ArcRotateCamera;
  112186. /**
  112187. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  112188. */
  112189. alphaCorrection: number;
  112190. /**
  112191. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  112192. */
  112193. gammaCorrection: number;
  112194. private _alpha;
  112195. private _gamma;
  112196. private _dirty;
  112197. private _deviceOrientationHandler;
  112198. /**
  112199. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  112200. */
  112201. constructor();
  112202. /**
  112203. * Attach the input controls to a specific dom element to get the input from.
  112204. * @param element Defines the element the controls should be listened from
  112205. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112206. */
  112207. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112208. /** @hidden */
  112209. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  112210. /**
  112211. * Update the current camera state depending on the inputs that have been used this frame.
  112212. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  112213. */
  112214. checkInputs(): void;
  112215. /**
  112216. * Detach the current controls from the specified dom element.
  112217. * @param element Defines the element to stop listening the inputs from
  112218. */
  112219. detachControl(element: Nullable<HTMLElement>): void;
  112220. /**
  112221. * Gets the class name of the current intput.
  112222. * @returns the class name
  112223. */
  112224. getClassName(): string;
  112225. /**
  112226. * Get the friendly name associated with the input class.
  112227. * @returns the input friendly name
  112228. */
  112229. getSimpleName(): string;
  112230. }
  112231. }
  112232. declare module BABYLON {
  112233. /**
  112234. * Listen to mouse events to control the camera.
  112235. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112236. */
  112237. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  112238. /**
  112239. * Defines the camera the input is attached to.
  112240. */
  112241. camera: FlyCamera;
  112242. /**
  112243. * Defines if touch is enabled. (Default is true.)
  112244. */
  112245. touchEnabled: boolean;
  112246. /**
  112247. * Defines the buttons associated with the input to handle camera rotation.
  112248. */
  112249. buttons: number[];
  112250. /**
  112251. * Assign buttons for Yaw control.
  112252. */
  112253. buttonsYaw: number[];
  112254. /**
  112255. * Assign buttons for Pitch control.
  112256. */
  112257. buttonsPitch: number[];
  112258. /**
  112259. * Assign buttons for Roll control.
  112260. */
  112261. buttonsRoll: number[];
  112262. /**
  112263. * Detect if any button is being pressed while mouse is moved.
  112264. * -1 = Mouse locked.
  112265. * 0 = Left button.
  112266. * 1 = Middle Button.
  112267. * 2 = Right Button.
  112268. */
  112269. activeButton: number;
  112270. /**
  112271. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  112272. * Higher values reduce its sensitivity.
  112273. */
  112274. angularSensibility: number;
  112275. private _mousemoveCallback;
  112276. private _observer;
  112277. private _rollObserver;
  112278. private previousPosition;
  112279. private noPreventDefault;
  112280. private element;
  112281. /**
  112282. * Listen to mouse events to control the camera.
  112283. * @param touchEnabled Define if touch is enabled. (Default is true.)
  112284. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112285. */
  112286. constructor(touchEnabled?: boolean);
  112287. /**
  112288. * Attach the mouse control to the HTML DOM element.
  112289. * @param element Defines the element that listens to the input events.
  112290. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  112291. */
  112292. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112293. /**
  112294. * Detach the current controls from the specified dom element.
  112295. * @param element Defines the element to stop listening the inputs from
  112296. */
  112297. detachControl(element: Nullable<HTMLElement>): void;
  112298. /**
  112299. * Gets the class name of the current input.
  112300. * @returns the class name.
  112301. */
  112302. getClassName(): string;
  112303. /**
  112304. * Get the friendly name associated with the input class.
  112305. * @returns the input's friendly name.
  112306. */
  112307. getSimpleName(): string;
  112308. private _pointerInput;
  112309. private _onMouseMove;
  112310. /**
  112311. * Rotate camera by mouse offset.
  112312. */
  112313. private rotateCamera;
  112314. }
  112315. }
  112316. declare module BABYLON {
  112317. /**
  112318. * Default Inputs manager for the FlyCamera.
  112319. * It groups all the default supported inputs for ease of use.
  112320. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112321. */
  112322. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  112323. /**
  112324. * Instantiates a new FlyCameraInputsManager.
  112325. * @param camera Defines the camera the inputs belong to.
  112326. */
  112327. constructor(camera: FlyCamera);
  112328. /**
  112329. * Add keyboard input support to the input manager.
  112330. * @returns the new FlyCameraKeyboardMoveInput().
  112331. */
  112332. addKeyboard(): FlyCameraInputsManager;
  112333. /**
  112334. * Add mouse input support to the input manager.
  112335. * @param touchEnabled Enable touch screen support.
  112336. * @returns the new FlyCameraMouseInput().
  112337. */
  112338. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  112339. }
  112340. }
  112341. declare module BABYLON {
  112342. /**
  112343. * This is a flying camera, designed for 3D movement and rotation in all directions,
  112344. * such as in a 3D Space Shooter or a Flight Simulator.
  112345. */
  112346. export class FlyCamera extends TargetCamera {
  112347. /**
  112348. * Define the collision ellipsoid of the camera.
  112349. * This is helpful for simulating a camera body, like a player's body.
  112350. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  112351. */
  112352. ellipsoid: Vector3;
  112353. /**
  112354. * Define an offset for the position of the ellipsoid around the camera.
  112355. * This can be helpful if the camera is attached away from the player's body center,
  112356. * such as at its head.
  112357. */
  112358. ellipsoidOffset: Vector3;
  112359. /**
  112360. * Enable or disable collisions of the camera with the rest of the scene objects.
  112361. */
  112362. checkCollisions: boolean;
  112363. /**
  112364. * Enable or disable gravity on the camera.
  112365. */
  112366. applyGravity: boolean;
  112367. /**
  112368. * Define the current direction the camera is moving to.
  112369. */
  112370. cameraDirection: Vector3;
  112371. /**
  112372. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  112373. * This overrides and empties cameraRotation.
  112374. */
  112375. rotationQuaternion: Quaternion;
  112376. /**
  112377. * Track Roll to maintain the wanted Rolling when looking around.
  112378. */
  112379. _trackRoll: number;
  112380. /**
  112381. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  112382. */
  112383. rollCorrect: number;
  112384. /**
  112385. * Mimic a banked turn, Rolling the camera when Yawing.
  112386. * It's recommended to use rollCorrect = 10 for faster banking correction.
  112387. */
  112388. bankedTurn: boolean;
  112389. /**
  112390. * Limit in radians for how much Roll banking will add. (Default: 90°)
  112391. */
  112392. bankedTurnLimit: number;
  112393. /**
  112394. * Value of 0 disables the banked Roll.
  112395. * Value of 1 is equal to the Yaw angle in radians.
  112396. */
  112397. bankedTurnMultiplier: number;
  112398. /**
  112399. * The inputs manager loads all the input sources, such as keyboard and mouse.
  112400. */
  112401. inputs: FlyCameraInputsManager;
  112402. /**
  112403. * Gets the input sensibility for mouse input.
  112404. * Higher values reduce sensitivity.
  112405. */
  112406. get angularSensibility(): number;
  112407. /**
  112408. * Sets the input sensibility for a mouse input.
  112409. * Higher values reduce sensitivity.
  112410. */
  112411. set angularSensibility(value: number);
  112412. /**
  112413. * Get the keys for camera movement forward.
  112414. */
  112415. get keysForward(): number[];
  112416. /**
  112417. * Set the keys for camera movement forward.
  112418. */
  112419. set keysForward(value: number[]);
  112420. /**
  112421. * Get the keys for camera movement backward.
  112422. */
  112423. get keysBackward(): number[];
  112424. set keysBackward(value: number[]);
  112425. /**
  112426. * Get the keys for camera movement up.
  112427. */
  112428. get keysUp(): number[];
  112429. /**
  112430. * Set the keys for camera movement up.
  112431. */
  112432. set keysUp(value: number[]);
  112433. /**
  112434. * Get the keys for camera movement down.
  112435. */
  112436. get keysDown(): number[];
  112437. /**
  112438. * Set the keys for camera movement down.
  112439. */
  112440. set keysDown(value: number[]);
  112441. /**
  112442. * Get the keys for camera movement left.
  112443. */
  112444. get keysLeft(): number[];
  112445. /**
  112446. * Set the keys for camera movement left.
  112447. */
  112448. set keysLeft(value: number[]);
  112449. /**
  112450. * Set the keys for camera movement right.
  112451. */
  112452. get keysRight(): number[];
  112453. /**
  112454. * Set the keys for camera movement right.
  112455. */
  112456. set keysRight(value: number[]);
  112457. /**
  112458. * Event raised when the camera collides with a mesh in the scene.
  112459. */
  112460. onCollide: (collidedMesh: AbstractMesh) => void;
  112461. private _collider;
  112462. private _needMoveForGravity;
  112463. private _oldPosition;
  112464. private _diffPosition;
  112465. private _newPosition;
  112466. /** @hidden */
  112467. _localDirection: Vector3;
  112468. /** @hidden */
  112469. _transformedDirection: Vector3;
  112470. /**
  112471. * Instantiates a FlyCamera.
  112472. * This is a flying camera, designed for 3D movement and rotation in all directions,
  112473. * such as in a 3D Space Shooter or a Flight Simulator.
  112474. * @param name Define the name of the camera in the scene.
  112475. * @param position Define the starting position of the camera in the scene.
  112476. * @param scene Define the scene the camera belongs to.
  112477. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  112478. */
  112479. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  112480. /**
  112481. * Attach a control to the HTML DOM element.
  112482. * @param element Defines the element that listens to the input events.
  112483. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  112484. */
  112485. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112486. /**
  112487. * Detach a control from the HTML DOM element.
  112488. * The camera will stop reacting to that input.
  112489. * @param element Defines the element that listens to the input events.
  112490. */
  112491. detachControl(element: HTMLElement): void;
  112492. private _collisionMask;
  112493. /**
  112494. * Get the mask that the camera ignores in collision events.
  112495. */
  112496. get collisionMask(): number;
  112497. /**
  112498. * Set the mask that the camera ignores in collision events.
  112499. */
  112500. set collisionMask(mask: number);
  112501. /** @hidden */
  112502. _collideWithWorld(displacement: Vector3): void;
  112503. /** @hidden */
  112504. private _onCollisionPositionChange;
  112505. /** @hidden */
  112506. _checkInputs(): void;
  112507. /** @hidden */
  112508. _decideIfNeedsToMove(): boolean;
  112509. /** @hidden */
  112510. _updatePosition(): void;
  112511. /**
  112512. * Restore the Roll to its target value at the rate specified.
  112513. * @param rate - Higher means slower restoring.
  112514. * @hidden
  112515. */
  112516. restoreRoll(rate: number): void;
  112517. /**
  112518. * Destroy the camera and release the current resources held by it.
  112519. */
  112520. dispose(): void;
  112521. /**
  112522. * Get the current object class name.
  112523. * @returns the class name.
  112524. */
  112525. getClassName(): string;
  112526. }
  112527. }
  112528. declare module BABYLON {
  112529. /**
  112530. * Listen to keyboard events to control the camera.
  112531. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112532. */
  112533. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  112534. /**
  112535. * Defines the camera the input is attached to.
  112536. */
  112537. camera: FlyCamera;
  112538. /**
  112539. * The list of keyboard keys used to control the forward move of the camera.
  112540. */
  112541. keysForward: number[];
  112542. /**
  112543. * The list of keyboard keys used to control the backward move of the camera.
  112544. */
  112545. keysBackward: number[];
  112546. /**
  112547. * The list of keyboard keys used to control the forward move of the camera.
  112548. */
  112549. keysUp: number[];
  112550. /**
  112551. * The list of keyboard keys used to control the backward move of the camera.
  112552. */
  112553. keysDown: number[];
  112554. /**
  112555. * The list of keyboard keys used to control the right strafe move of the camera.
  112556. */
  112557. keysRight: number[];
  112558. /**
  112559. * The list of keyboard keys used to control the left strafe move of the camera.
  112560. */
  112561. keysLeft: number[];
  112562. private _keys;
  112563. private _onCanvasBlurObserver;
  112564. private _onKeyboardObserver;
  112565. private _engine;
  112566. private _scene;
  112567. /**
  112568. * Attach the input controls to a specific dom element to get the input from.
  112569. * @param element Defines the element the controls should be listened from
  112570. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112571. */
  112572. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112573. /**
  112574. * Detach the current controls from the specified dom element.
  112575. * @param element Defines the element to stop listening the inputs from
  112576. */
  112577. detachControl(element: Nullable<HTMLElement>): void;
  112578. /**
  112579. * Gets the class name of the current intput.
  112580. * @returns the class name
  112581. */
  112582. getClassName(): string;
  112583. /** @hidden */
  112584. _onLostFocus(e: FocusEvent): void;
  112585. /**
  112586. * Get the friendly name associated with the input class.
  112587. * @returns the input friendly name
  112588. */
  112589. getSimpleName(): string;
  112590. /**
  112591. * Update the current camera state depending on the inputs that have been used this frame.
  112592. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  112593. */
  112594. checkInputs(): void;
  112595. }
  112596. }
  112597. declare module BABYLON {
  112598. /**
  112599. * Manage the mouse wheel inputs to control a follow camera.
  112600. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112601. */
  112602. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  112603. /**
  112604. * Defines the camera the input is attached to.
  112605. */
  112606. camera: FollowCamera;
  112607. /**
  112608. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  112609. */
  112610. axisControlRadius: boolean;
  112611. /**
  112612. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  112613. */
  112614. axisControlHeight: boolean;
  112615. /**
  112616. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  112617. */
  112618. axisControlRotation: boolean;
  112619. /**
  112620. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  112621. * relation to mouseWheel events.
  112622. */
  112623. wheelPrecision: number;
  112624. /**
  112625. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  112626. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  112627. */
  112628. wheelDeltaPercentage: number;
  112629. private _wheel;
  112630. private _observer;
  112631. /**
  112632. * Attach the input controls to a specific dom element to get the input from.
  112633. * @param element Defines the element the controls should be listened from
  112634. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112635. */
  112636. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112637. /**
  112638. * Detach the current controls from the specified dom element.
  112639. * @param element Defines the element to stop listening the inputs from
  112640. */
  112641. detachControl(element: Nullable<HTMLElement>): void;
  112642. /**
  112643. * Gets the class name of the current intput.
  112644. * @returns the class name
  112645. */
  112646. getClassName(): string;
  112647. /**
  112648. * Get the friendly name associated with the input class.
  112649. * @returns the input friendly name
  112650. */
  112651. getSimpleName(): string;
  112652. }
  112653. }
  112654. declare module BABYLON {
  112655. /**
  112656. * Manage the pointers inputs to control an follow camera.
  112657. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112658. */
  112659. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  112660. /**
  112661. * Defines the camera the input is attached to.
  112662. */
  112663. camera: FollowCamera;
  112664. /**
  112665. * Gets the class name of the current input.
  112666. * @returns the class name
  112667. */
  112668. getClassName(): string;
  112669. /**
  112670. * Defines the pointer angular sensibility along the X axis or how fast is
  112671. * the camera rotating.
  112672. * A negative number will reverse the axis direction.
  112673. */
  112674. angularSensibilityX: number;
  112675. /**
  112676. * Defines the pointer angular sensibility along the Y axis or how fast is
  112677. * the camera rotating.
  112678. * A negative number will reverse the axis direction.
  112679. */
  112680. angularSensibilityY: number;
  112681. /**
  112682. * Defines the pointer pinch precision or how fast is the camera zooming.
  112683. * A negative number will reverse the axis direction.
  112684. */
  112685. pinchPrecision: number;
  112686. /**
  112687. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  112688. * from 0.
  112689. * It defines the percentage of current camera.radius to use as delta when
  112690. * pinch zoom is used.
  112691. */
  112692. pinchDeltaPercentage: number;
  112693. /**
  112694. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  112695. */
  112696. axisXControlRadius: boolean;
  112697. /**
  112698. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  112699. */
  112700. axisXControlHeight: boolean;
  112701. /**
  112702. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  112703. */
  112704. axisXControlRotation: boolean;
  112705. /**
  112706. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  112707. */
  112708. axisYControlRadius: boolean;
  112709. /**
  112710. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  112711. */
  112712. axisYControlHeight: boolean;
  112713. /**
  112714. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  112715. */
  112716. axisYControlRotation: boolean;
  112717. /**
  112718. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  112719. */
  112720. axisPinchControlRadius: boolean;
  112721. /**
  112722. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  112723. */
  112724. axisPinchControlHeight: boolean;
  112725. /**
  112726. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  112727. */
  112728. axisPinchControlRotation: boolean;
  112729. /**
  112730. * Log error messages if basic misconfiguration has occurred.
  112731. */
  112732. warningEnable: boolean;
  112733. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  112734. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  112735. private _warningCounter;
  112736. private _warning;
  112737. }
  112738. }
  112739. declare module BABYLON {
  112740. /**
  112741. * Default Inputs manager for the FollowCamera.
  112742. * It groups all the default supported inputs for ease of use.
  112743. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112744. */
  112745. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  112746. /**
  112747. * Instantiates a new FollowCameraInputsManager.
  112748. * @param camera Defines the camera the inputs belong to
  112749. */
  112750. constructor(camera: FollowCamera);
  112751. /**
  112752. * Add keyboard input support to the input manager.
  112753. * @returns the current input manager
  112754. */
  112755. addKeyboard(): FollowCameraInputsManager;
  112756. /**
  112757. * Add mouse wheel input support to the input manager.
  112758. * @returns the current input manager
  112759. */
  112760. addMouseWheel(): FollowCameraInputsManager;
  112761. /**
  112762. * Add pointers input support to the input manager.
  112763. * @returns the current input manager
  112764. */
  112765. addPointers(): FollowCameraInputsManager;
  112766. /**
  112767. * Add orientation input support to the input manager.
  112768. * @returns the current input manager
  112769. */
  112770. addVRDeviceOrientation(): FollowCameraInputsManager;
  112771. }
  112772. }
  112773. declare module BABYLON {
  112774. /**
  112775. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  112776. * an arc rotate version arcFollowCamera are available.
  112777. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  112778. */
  112779. export class FollowCamera extends TargetCamera {
  112780. /**
  112781. * Distance the follow camera should follow an object at
  112782. */
  112783. radius: number;
  112784. /**
  112785. * Minimum allowed distance of the camera to the axis of rotation
  112786. * (The camera can not get closer).
  112787. * This can help limiting how the Camera is able to move in the scene.
  112788. */
  112789. lowerRadiusLimit: Nullable<number>;
  112790. /**
  112791. * Maximum allowed distance of the camera to the axis of rotation
  112792. * (The camera can not get further).
  112793. * This can help limiting how the Camera is able to move in the scene.
  112794. */
  112795. upperRadiusLimit: Nullable<number>;
  112796. /**
  112797. * Define a rotation offset between the camera and the object it follows
  112798. */
  112799. rotationOffset: number;
  112800. /**
  112801. * Minimum allowed angle to camera position relative to target object.
  112802. * This can help limiting how the Camera is able to move in the scene.
  112803. */
  112804. lowerRotationOffsetLimit: Nullable<number>;
  112805. /**
  112806. * Maximum allowed angle to camera position relative to target object.
  112807. * This can help limiting how the Camera is able to move in the scene.
  112808. */
  112809. upperRotationOffsetLimit: Nullable<number>;
  112810. /**
  112811. * Define a height offset between the camera and the object it follows.
  112812. * It can help following an object from the top (like a car chaing a plane)
  112813. */
  112814. heightOffset: number;
  112815. /**
  112816. * Minimum allowed height of camera position relative to target object.
  112817. * This can help limiting how the Camera is able to move in the scene.
  112818. */
  112819. lowerHeightOffsetLimit: Nullable<number>;
  112820. /**
  112821. * Maximum allowed height of camera position relative to target object.
  112822. * This can help limiting how the Camera is able to move in the scene.
  112823. */
  112824. upperHeightOffsetLimit: Nullable<number>;
  112825. /**
  112826. * Define how fast the camera can accelerate to follow it s target.
  112827. */
  112828. cameraAcceleration: number;
  112829. /**
  112830. * Define the speed limit of the camera following an object.
  112831. */
  112832. maxCameraSpeed: number;
  112833. /**
  112834. * Define the target of the camera.
  112835. */
  112836. lockedTarget: Nullable<AbstractMesh>;
  112837. /**
  112838. * Defines the input associated with the camera.
  112839. */
  112840. inputs: FollowCameraInputsManager;
  112841. /**
  112842. * Instantiates the follow camera.
  112843. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  112844. * @param name Define the name of the camera in the scene
  112845. * @param position Define the position of the camera
  112846. * @param scene Define the scene the camera belong to
  112847. * @param lockedTarget Define the target of the camera
  112848. */
  112849. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  112850. private _follow;
  112851. /**
  112852. * Attached controls to the current camera.
  112853. * @param element Defines the element the controls should be listened from
  112854. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  112855. */
  112856. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  112857. /**
  112858. * Detach the current controls from the camera.
  112859. * The camera will stop reacting to inputs.
  112860. * @param element Defines the element to stop listening the inputs from
  112861. */
  112862. detachControl(element: HTMLElement): void;
  112863. /** @hidden */
  112864. _checkInputs(): void;
  112865. private _checkLimits;
  112866. /**
  112867. * Gets the camera class name.
  112868. * @returns the class name
  112869. */
  112870. getClassName(): string;
  112871. }
  112872. /**
  112873. * Arc Rotate version of the follow camera.
  112874. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  112875. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  112876. */
  112877. export class ArcFollowCamera extends TargetCamera {
  112878. /** The longitudinal angle of the camera */
  112879. alpha: number;
  112880. /** The latitudinal angle of the camera */
  112881. beta: number;
  112882. /** The radius of the camera from its target */
  112883. radius: number;
  112884. /** Define the camera target (the messh it should follow) */
  112885. target: Nullable<AbstractMesh>;
  112886. private _cartesianCoordinates;
  112887. /**
  112888. * Instantiates a new ArcFollowCamera
  112889. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  112890. * @param name Define the name of the camera
  112891. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  112892. * @param beta Define the rotation angle of the camera around the elevation axis
  112893. * @param radius Define the radius of the camera from its target point
  112894. * @param target Define the target of the camera
  112895. * @param scene Define the scene the camera belongs to
  112896. */
  112897. constructor(name: string,
  112898. /** The longitudinal angle of the camera */
  112899. alpha: number,
  112900. /** The latitudinal angle of the camera */
  112901. beta: number,
  112902. /** The radius of the camera from its target */
  112903. radius: number,
  112904. /** Define the camera target (the messh it should follow) */
  112905. target: Nullable<AbstractMesh>, scene: Scene);
  112906. private _follow;
  112907. /** @hidden */
  112908. _checkInputs(): void;
  112909. /**
  112910. * Returns the class name of the object.
  112911. * It is mostly used internally for serialization purposes.
  112912. */
  112913. getClassName(): string;
  112914. }
  112915. }
  112916. declare module BABYLON {
  112917. /**
  112918. * Manage the keyboard inputs to control the movement of a follow camera.
  112919. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  112920. */
  112921. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  112922. /**
  112923. * Defines the camera the input is attached to.
  112924. */
  112925. camera: FollowCamera;
  112926. /**
  112927. * Defines the list of key codes associated with the up action (increase heightOffset)
  112928. */
  112929. keysHeightOffsetIncr: number[];
  112930. /**
  112931. * Defines the list of key codes associated with the down action (decrease heightOffset)
  112932. */
  112933. keysHeightOffsetDecr: number[];
  112934. /**
  112935. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  112936. */
  112937. keysHeightOffsetModifierAlt: boolean;
  112938. /**
  112939. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  112940. */
  112941. keysHeightOffsetModifierCtrl: boolean;
  112942. /**
  112943. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  112944. */
  112945. keysHeightOffsetModifierShift: boolean;
  112946. /**
  112947. * Defines the list of key codes associated with the left action (increase rotationOffset)
  112948. */
  112949. keysRotationOffsetIncr: number[];
  112950. /**
  112951. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  112952. */
  112953. keysRotationOffsetDecr: number[];
  112954. /**
  112955. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  112956. */
  112957. keysRotationOffsetModifierAlt: boolean;
  112958. /**
  112959. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  112960. */
  112961. keysRotationOffsetModifierCtrl: boolean;
  112962. /**
  112963. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  112964. */
  112965. keysRotationOffsetModifierShift: boolean;
  112966. /**
  112967. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  112968. */
  112969. keysRadiusIncr: number[];
  112970. /**
  112971. * Defines the list of key codes associated with the zoom-out action (increase radius)
  112972. */
  112973. keysRadiusDecr: number[];
  112974. /**
  112975. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  112976. */
  112977. keysRadiusModifierAlt: boolean;
  112978. /**
  112979. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  112980. */
  112981. keysRadiusModifierCtrl: boolean;
  112982. /**
  112983. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  112984. */
  112985. keysRadiusModifierShift: boolean;
  112986. /**
  112987. * Defines the rate of change of heightOffset.
  112988. */
  112989. heightSensibility: number;
  112990. /**
  112991. * Defines the rate of change of rotationOffset.
  112992. */
  112993. rotationSensibility: number;
  112994. /**
  112995. * Defines the rate of change of radius.
  112996. */
  112997. radiusSensibility: number;
  112998. private _keys;
  112999. private _ctrlPressed;
  113000. private _altPressed;
  113001. private _shiftPressed;
  113002. private _onCanvasBlurObserver;
  113003. private _onKeyboardObserver;
  113004. private _engine;
  113005. private _scene;
  113006. /**
  113007. * Attach the input controls to a specific dom element to get the input from.
  113008. * @param element Defines the element the controls should be listened from
  113009. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  113010. */
  113011. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  113012. /**
  113013. * Detach the current controls from the specified dom element.
  113014. * @param element Defines the element to stop listening the inputs from
  113015. */
  113016. detachControl(element: Nullable<HTMLElement>): void;
  113017. /**
  113018. * Update the current camera state depending on the inputs that have been used this frame.
  113019. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  113020. */
  113021. checkInputs(): void;
  113022. /**
  113023. * Gets the class name of the current input.
  113024. * @returns the class name
  113025. */
  113026. getClassName(): string;
  113027. /**
  113028. * Get the friendly name associated with the input class.
  113029. * @returns the input friendly name
  113030. */
  113031. getSimpleName(): string;
  113032. /**
  113033. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  113034. * allow modification of the heightOffset value.
  113035. */
  113036. private _modifierHeightOffset;
  113037. /**
  113038. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  113039. * allow modification of the rotationOffset value.
  113040. */
  113041. private _modifierRotationOffset;
  113042. /**
  113043. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  113044. * allow modification of the radius value.
  113045. */
  113046. private _modifierRadius;
  113047. }
  113048. }
  113049. declare module BABYLON {
  113050. interface FreeCameraInputsManager {
  113051. /**
  113052. * @hidden
  113053. */
  113054. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  113055. /**
  113056. * Add orientation input support to the input manager.
  113057. * @returns the current input manager
  113058. */
  113059. addDeviceOrientation(): FreeCameraInputsManager;
  113060. }
  113061. /**
  113062. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  113063. * Screen rotation is taken into account.
  113064. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  113065. */
  113066. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  113067. private _camera;
  113068. private _screenOrientationAngle;
  113069. private _constantTranform;
  113070. private _screenQuaternion;
  113071. private _alpha;
  113072. private _beta;
  113073. private _gamma;
  113074. /**
  113075. * Can be used to detect if a device orientation sensor is available on a device
  113076. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  113077. * @returns a promise that will resolve on orientation change
  113078. */
  113079. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  113080. /**
  113081. * @hidden
  113082. */
  113083. _onDeviceOrientationChangedObservable: Observable<void>;
  113084. /**
  113085. * Instantiates a new input
  113086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  113087. */
  113088. constructor();
  113089. /**
  113090. * Define the camera controlled by the input.
  113091. */
  113092. get camera(): FreeCamera;
  113093. set camera(camera: FreeCamera);
  113094. /**
  113095. * Attach the input controls to a specific dom element to get the input from.
  113096. * @param element Defines the element the controls should be listened from
  113097. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  113098. */
  113099. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  113100. private _orientationChanged;
  113101. private _deviceOrientation;
  113102. /**
  113103. * Detach the current controls from the specified dom element.
  113104. * @param element Defines the element to stop listening the inputs from
  113105. */
  113106. detachControl(element: Nullable<HTMLElement>): void;
  113107. /**
  113108. * Update the current camera state depending on the inputs that have been used this frame.
  113109. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  113110. */
  113111. checkInputs(): void;
  113112. /**
  113113. * Gets the class name of the current intput.
  113114. * @returns the class name
  113115. */
  113116. getClassName(): string;
  113117. /**
  113118. * Get the friendly name associated with the input class.
  113119. * @returns the input friendly name
  113120. */
  113121. getSimpleName(): string;
  113122. }
  113123. }
  113124. declare module BABYLON {
  113125. /**
  113126. * Manage the gamepad inputs to control a free camera.
  113127. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  113128. */
  113129. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  113130. /**
  113131. * Define the camera the input is attached to.
  113132. */
  113133. camera: FreeCamera;
  113134. /**
  113135. * Define the Gamepad controlling the input
  113136. */
  113137. gamepad: Nullable<Gamepad>;
  113138. /**
  113139. * Defines the gamepad rotation sensiblity.
  113140. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  113141. */
  113142. gamepadAngularSensibility: number;
  113143. /**
  113144. * Defines the gamepad move sensiblity.
  113145. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  113146. */
  113147. gamepadMoveSensibility: number;
  113148. private _yAxisScale;
  113149. /**
  113150. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  113151. */
  113152. get invertYAxis(): boolean;
  113153. set invertYAxis(value: boolean);
  113154. private _onGamepadConnectedObserver;
  113155. private _onGamepadDisconnectedObserver;
  113156. private _cameraTransform;
  113157. private _deltaTransform;
  113158. private _vector3;
  113159. private _vector2;
  113160. /**
  113161. * Attach the input controls to a specific dom element to get the input from.
  113162. * @param element Defines the element the controls should be listened from
  113163. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  113164. */
  113165. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  113166. /**
  113167. * Detach the current controls from the specified dom element.
  113168. * @param element Defines the element to stop listening the inputs from
  113169. */
  113170. detachControl(element: Nullable<HTMLElement>): void;
  113171. /**
  113172. * Update the current camera state depending on the inputs that have been used this frame.
  113173. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  113174. */
  113175. checkInputs(): void;
  113176. /**
  113177. * Gets the class name of the current intput.
  113178. * @returns the class name
  113179. */
  113180. getClassName(): string;
  113181. /**
  113182. * Get the friendly name associated with the input class.
  113183. * @returns the input friendly name
  113184. */
  113185. getSimpleName(): string;
  113186. }
  113187. }
  113188. declare module BABYLON {
  113189. /**
  113190. * Defines the potential axis of a Joystick
  113191. */
  113192. export enum JoystickAxis {
  113193. /** X axis */
  113194. X = 0,
  113195. /** Y axis */
  113196. Y = 1,
  113197. /** Z axis */
  113198. Z = 2
  113199. }
  113200. /**
  113201. * Class used to define virtual joystick (used in touch mode)
  113202. */
  113203. export class VirtualJoystick {
  113204. /**
  113205. * Gets or sets a boolean indicating that left and right values must be inverted
  113206. */
  113207. reverseLeftRight: boolean;
  113208. /**
  113209. * Gets or sets a boolean indicating that up and down values must be inverted
  113210. */
  113211. reverseUpDown: boolean;
  113212. /**
  113213. * Gets the offset value for the position (ie. the change of the position value)
  113214. */
  113215. deltaPosition: Vector3;
  113216. /**
  113217. * Gets a boolean indicating if the virtual joystick was pressed
  113218. */
  113219. pressed: boolean;
  113220. /**
  113221. * Canvas the virtual joystick will render onto, default z-index of this is 5
  113222. */
  113223. static Canvas: Nullable<HTMLCanvasElement>;
  113224. private static _globalJoystickIndex;
  113225. private static vjCanvasContext;
  113226. private static vjCanvasWidth;
  113227. private static vjCanvasHeight;
  113228. private static halfWidth;
  113229. private _action;
  113230. private _axisTargetedByLeftAndRight;
  113231. private _axisTargetedByUpAndDown;
  113232. private _joystickSensibility;
  113233. private _inversedSensibility;
  113234. private _joystickPointerID;
  113235. private _joystickColor;
  113236. private _joystickPointerPos;
  113237. private _joystickPreviousPointerPos;
  113238. private _joystickPointerStartPos;
  113239. private _deltaJoystickVector;
  113240. private _leftJoystick;
  113241. private _touches;
  113242. private _onPointerDownHandlerRef;
  113243. private _onPointerMoveHandlerRef;
  113244. private _onPointerUpHandlerRef;
  113245. private _onResize;
  113246. /**
  113247. * Creates a new virtual joystick
  113248. * @param leftJoystick defines that the joystick is for left hand (false by default)
  113249. */
  113250. constructor(leftJoystick?: boolean);
  113251. /**
  113252. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  113253. * @param newJoystickSensibility defines the new sensibility
  113254. */
  113255. setJoystickSensibility(newJoystickSensibility: number): void;
  113256. private _onPointerDown;
  113257. private _onPointerMove;
  113258. private _onPointerUp;
  113259. /**
  113260. * Change the color of the virtual joystick
  113261. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  113262. */
  113263. setJoystickColor(newColor: string): void;
  113264. /**
  113265. * Defines a callback to call when the joystick is touched
  113266. * @param action defines the callback
  113267. */
  113268. setActionOnTouch(action: () => any): void;
  113269. /**
  113270. * Defines which axis you'd like to control for left & right
  113271. * @param axis defines the axis to use
  113272. */
  113273. setAxisForLeftRight(axis: JoystickAxis): void;
  113274. /**
  113275. * Defines which axis you'd like to control for up & down
  113276. * @param axis defines the axis to use
  113277. */
  113278. setAxisForUpDown(axis: JoystickAxis): void;
  113279. private _drawVirtualJoystick;
  113280. /**
  113281. * Release internal HTML canvas
  113282. */
  113283. releaseCanvas(): void;
  113284. }
  113285. }
  113286. declare module BABYLON {
  113287. interface FreeCameraInputsManager {
  113288. /**
  113289. * Add virtual joystick input support to the input manager.
  113290. * @returns the current input manager
  113291. */
  113292. addVirtualJoystick(): FreeCameraInputsManager;
  113293. }
  113294. /**
  113295. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  113296. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  113297. */
  113298. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  113299. /**
  113300. * Defines the camera the input is attached to.
  113301. */
  113302. camera: FreeCamera;
  113303. private _leftjoystick;
  113304. private _rightjoystick;
  113305. /**
  113306. * Gets the left stick of the virtual joystick.
  113307. * @returns The virtual Joystick
  113308. */
  113309. getLeftJoystick(): VirtualJoystick;
  113310. /**
  113311. * Gets the right stick of the virtual joystick.
  113312. * @returns The virtual Joystick
  113313. */
  113314. getRightJoystick(): VirtualJoystick;
  113315. /**
  113316. * Update the current camera state depending on the inputs that have been used this frame.
  113317. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  113318. */
  113319. checkInputs(): void;
  113320. /**
  113321. * Attach the input controls to a specific dom element to get the input from.
  113322. * @param element Defines the element the controls should be listened from
  113323. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  113324. */
  113325. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  113326. /**
  113327. * Detach the current controls from the specified dom element.
  113328. * @param element Defines the element to stop listening the inputs from
  113329. */
  113330. detachControl(element: Nullable<HTMLElement>): void;
  113331. /**
  113332. * Gets the class name of the current intput.
  113333. * @returns the class name
  113334. */
  113335. getClassName(): string;
  113336. /**
  113337. * Get the friendly name associated with the input class.
  113338. * @returns the input friendly name
  113339. */
  113340. getSimpleName(): string;
  113341. }
  113342. }
  113343. declare module BABYLON {
  113344. /**
  113345. * This represents a FPS type of camera controlled by touch.
  113346. * This is like a universal camera minus the Gamepad controls.
  113347. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  113348. */
  113349. export class TouchCamera extends FreeCamera {
  113350. /**
  113351. * Defines the touch sensibility for rotation.
  113352. * The higher the faster.
  113353. */
  113354. get touchAngularSensibility(): number;
  113355. set touchAngularSensibility(value: number);
  113356. /**
  113357. * Defines the touch sensibility for move.
  113358. * The higher the faster.
  113359. */
  113360. get touchMoveSensibility(): number;
  113361. set touchMoveSensibility(value: number);
  113362. /**
  113363. * Instantiates a new touch camera.
  113364. * This represents a FPS type of camera controlled by touch.
  113365. * This is like a universal camera minus the Gamepad controls.
  113366. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  113367. * @param name Define the name of the camera in the scene
  113368. * @param position Define the start position of the camera in the scene
  113369. * @param scene Define the scene the camera belongs to
  113370. */
  113371. constructor(name: string, position: Vector3, scene: Scene);
  113372. /**
  113373. * Gets the current object class name.
  113374. * @return the class name
  113375. */
  113376. getClassName(): string;
  113377. /** @hidden */
  113378. _setupInputs(): void;
  113379. }
  113380. }
  113381. declare module BABYLON {
  113382. /**
  113383. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  113384. * being tilted forward or back and left or right.
  113385. */
  113386. export class DeviceOrientationCamera extends FreeCamera {
  113387. private _initialQuaternion;
  113388. private _quaternionCache;
  113389. private _tmpDragQuaternion;
  113390. private _disablePointerInputWhenUsingDeviceOrientation;
  113391. /**
  113392. * Creates a new device orientation camera
  113393. * @param name The name of the camera
  113394. * @param position The start position camera
  113395. * @param scene The scene the camera belongs to
  113396. */
  113397. constructor(name: string, position: Vector3, scene: Scene);
  113398. /**
  113399. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  113400. */
  113401. get disablePointerInputWhenUsingDeviceOrientation(): boolean;
  113402. set disablePointerInputWhenUsingDeviceOrientation(value: boolean);
  113403. private _dragFactor;
  113404. /**
  113405. * Enabled turning on the y axis when the orientation sensor is active
  113406. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  113407. */
  113408. enableHorizontalDragging(dragFactor?: number): void;
  113409. /**
  113410. * Gets the current instance class name ("DeviceOrientationCamera").
  113411. * This helps avoiding instanceof at run time.
  113412. * @returns the class name
  113413. */
  113414. getClassName(): string;
  113415. /**
  113416. * @hidden
  113417. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  113418. */
  113419. _checkInputs(): void;
  113420. /**
  113421. * Reset the camera to its default orientation on the specified axis only.
  113422. * @param axis The axis to reset
  113423. */
  113424. resetToCurrentRotation(axis?: Axis): void;
  113425. }
  113426. }
  113427. declare module BABYLON {
  113428. /**
  113429. * Defines supported buttons for XBox360 compatible gamepads
  113430. */
  113431. export enum Xbox360Button {
  113432. /** A */
  113433. A = 0,
  113434. /** B */
  113435. B = 1,
  113436. /** X */
  113437. X = 2,
  113438. /** Y */
  113439. Y = 3,
  113440. /** Start */
  113441. Start = 4,
  113442. /** Back */
  113443. Back = 5,
  113444. /** Left button */
  113445. LB = 6,
  113446. /** Right button */
  113447. RB = 7,
  113448. /** Left stick */
  113449. LeftStick = 8,
  113450. /** Right stick */
  113451. RightStick = 9
  113452. }
  113453. /** Defines values for XBox360 DPad */
  113454. export enum Xbox360Dpad {
  113455. /** Up */
  113456. Up = 0,
  113457. /** Down */
  113458. Down = 1,
  113459. /** Left */
  113460. Left = 2,
  113461. /** Right */
  113462. Right = 3
  113463. }
  113464. /**
  113465. * Defines a XBox360 gamepad
  113466. */
  113467. export class Xbox360Pad extends Gamepad {
  113468. private _leftTrigger;
  113469. private _rightTrigger;
  113470. private _onlefttriggerchanged;
  113471. private _onrighttriggerchanged;
  113472. private _onbuttondown;
  113473. private _onbuttonup;
  113474. private _ondpaddown;
  113475. private _ondpadup;
  113476. /** Observable raised when a button is pressed */
  113477. onButtonDownObservable: Observable<Xbox360Button>;
  113478. /** Observable raised when a button is released */
  113479. onButtonUpObservable: Observable<Xbox360Button>;
  113480. /** Observable raised when a pad is pressed */
  113481. onPadDownObservable: Observable<Xbox360Dpad>;
  113482. /** Observable raised when a pad is released */
  113483. onPadUpObservable: Observable<Xbox360Dpad>;
  113484. private _buttonA;
  113485. private _buttonB;
  113486. private _buttonX;
  113487. private _buttonY;
  113488. private _buttonBack;
  113489. private _buttonStart;
  113490. private _buttonLB;
  113491. private _buttonRB;
  113492. private _buttonLeftStick;
  113493. private _buttonRightStick;
  113494. private _dPadUp;
  113495. private _dPadDown;
  113496. private _dPadLeft;
  113497. private _dPadRight;
  113498. private _isXboxOnePad;
  113499. /**
  113500. * Creates a new XBox360 gamepad object
  113501. * @param id defines the id of this gamepad
  113502. * @param index defines its index
  113503. * @param gamepad defines the internal HTML gamepad object
  113504. * @param xboxOne defines if it is a XBox One gamepad
  113505. */
  113506. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  113507. /**
  113508. * Defines the callback to call when left trigger is pressed
  113509. * @param callback defines the callback to use
  113510. */
  113511. onlefttriggerchanged(callback: (value: number) => void): void;
  113512. /**
  113513. * Defines the callback to call when right trigger is pressed
  113514. * @param callback defines the callback to use
  113515. */
  113516. onrighttriggerchanged(callback: (value: number) => void): void;
  113517. /**
  113518. * Gets the left trigger value
  113519. */
  113520. get leftTrigger(): number;
  113521. /**
  113522. * Sets the left trigger value
  113523. */
  113524. set leftTrigger(newValue: number);
  113525. /**
  113526. * Gets the right trigger value
  113527. */
  113528. get rightTrigger(): number;
  113529. /**
  113530. * Sets the right trigger value
  113531. */
  113532. set rightTrigger(newValue: number);
  113533. /**
  113534. * Defines the callback to call when a button is pressed
  113535. * @param callback defines the callback to use
  113536. */
  113537. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  113538. /**
  113539. * Defines the callback to call when a button is released
  113540. * @param callback defines the callback to use
  113541. */
  113542. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  113543. /**
  113544. * Defines the callback to call when a pad is pressed
  113545. * @param callback defines the callback to use
  113546. */
  113547. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  113548. /**
  113549. * Defines the callback to call when a pad is released
  113550. * @param callback defines the callback to use
  113551. */
  113552. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  113553. private _setButtonValue;
  113554. private _setDPadValue;
  113555. /**
  113556. * Gets the value of the `A` button
  113557. */
  113558. get buttonA(): number;
  113559. /**
  113560. * Sets the value of the `A` button
  113561. */
  113562. set buttonA(value: number);
  113563. /**
  113564. * Gets the value of the `B` button
  113565. */
  113566. get buttonB(): number;
  113567. /**
  113568. * Sets the value of the `B` button
  113569. */
  113570. set buttonB(value: number);
  113571. /**
  113572. * Gets the value of the `X` button
  113573. */
  113574. get buttonX(): number;
  113575. /**
  113576. * Sets the value of the `X` button
  113577. */
  113578. set buttonX(value: number);
  113579. /**
  113580. * Gets the value of the `Y` button
  113581. */
  113582. get buttonY(): number;
  113583. /**
  113584. * Sets the value of the `Y` button
  113585. */
  113586. set buttonY(value: number);
  113587. /**
  113588. * Gets the value of the `Start` button
  113589. */
  113590. get buttonStart(): number;
  113591. /**
  113592. * Sets the value of the `Start` button
  113593. */
  113594. set buttonStart(value: number);
  113595. /**
  113596. * Gets the value of the `Back` button
  113597. */
  113598. get buttonBack(): number;
  113599. /**
  113600. * Sets the value of the `Back` button
  113601. */
  113602. set buttonBack(value: number);
  113603. /**
  113604. * Gets the value of the `Left` button
  113605. */
  113606. get buttonLB(): number;
  113607. /**
  113608. * Sets the value of the `Left` button
  113609. */
  113610. set buttonLB(value: number);
  113611. /**
  113612. * Gets the value of the `Right` button
  113613. */
  113614. get buttonRB(): number;
  113615. /**
  113616. * Sets the value of the `Right` button
  113617. */
  113618. set buttonRB(value: number);
  113619. /**
  113620. * Gets the value of the Left joystick
  113621. */
  113622. get buttonLeftStick(): number;
  113623. /**
  113624. * Sets the value of the Left joystick
  113625. */
  113626. set buttonLeftStick(value: number);
  113627. /**
  113628. * Gets the value of the Right joystick
  113629. */
  113630. get buttonRightStick(): number;
  113631. /**
  113632. * Sets the value of the Right joystick
  113633. */
  113634. set buttonRightStick(value: number);
  113635. /**
  113636. * Gets the value of D-pad up
  113637. */
  113638. get dPadUp(): number;
  113639. /**
  113640. * Sets the value of D-pad up
  113641. */
  113642. set dPadUp(value: number);
  113643. /**
  113644. * Gets the value of D-pad down
  113645. */
  113646. get dPadDown(): number;
  113647. /**
  113648. * Sets the value of D-pad down
  113649. */
  113650. set dPadDown(value: number);
  113651. /**
  113652. * Gets the value of D-pad left
  113653. */
  113654. get dPadLeft(): number;
  113655. /**
  113656. * Sets the value of D-pad left
  113657. */
  113658. set dPadLeft(value: number);
  113659. /**
  113660. * Gets the value of D-pad right
  113661. */
  113662. get dPadRight(): number;
  113663. /**
  113664. * Sets the value of D-pad right
  113665. */
  113666. set dPadRight(value: number);
  113667. /**
  113668. * Force the gamepad to synchronize with device values
  113669. */
  113670. update(): void;
  113671. /**
  113672. * Disposes the gamepad
  113673. */
  113674. dispose(): void;
  113675. }
  113676. }
  113677. declare module BABYLON {
  113678. /**
  113679. * Defines supported buttons for DualShock compatible gamepads
  113680. */
  113681. export enum DualShockButton {
  113682. /** Cross */
  113683. Cross = 0,
  113684. /** Circle */
  113685. Circle = 1,
  113686. /** Square */
  113687. Square = 2,
  113688. /** Triangle */
  113689. Triangle = 3,
  113690. /** Options */
  113691. Options = 4,
  113692. /** Share */
  113693. Share = 5,
  113694. /** L1 */
  113695. L1 = 6,
  113696. /** R1 */
  113697. R1 = 7,
  113698. /** Left stick */
  113699. LeftStick = 8,
  113700. /** Right stick */
  113701. RightStick = 9
  113702. }
  113703. /** Defines values for DualShock DPad */
  113704. export enum DualShockDpad {
  113705. /** Up */
  113706. Up = 0,
  113707. /** Down */
  113708. Down = 1,
  113709. /** Left */
  113710. Left = 2,
  113711. /** Right */
  113712. Right = 3
  113713. }
  113714. /**
  113715. * Defines a DualShock gamepad
  113716. */
  113717. export class DualShockPad extends Gamepad {
  113718. private _leftTrigger;
  113719. private _rightTrigger;
  113720. private _onlefttriggerchanged;
  113721. private _onrighttriggerchanged;
  113722. private _onbuttondown;
  113723. private _onbuttonup;
  113724. private _ondpaddown;
  113725. private _ondpadup;
  113726. /** Observable raised when a button is pressed */
  113727. onButtonDownObservable: Observable<DualShockButton>;
  113728. /** Observable raised when a button is released */
  113729. onButtonUpObservable: Observable<DualShockButton>;
  113730. /** Observable raised when a pad is pressed */
  113731. onPadDownObservable: Observable<DualShockDpad>;
  113732. /** Observable raised when a pad is released */
  113733. onPadUpObservable: Observable<DualShockDpad>;
  113734. private _buttonCross;
  113735. private _buttonCircle;
  113736. private _buttonSquare;
  113737. private _buttonTriangle;
  113738. private _buttonShare;
  113739. private _buttonOptions;
  113740. private _buttonL1;
  113741. private _buttonR1;
  113742. private _buttonLeftStick;
  113743. private _buttonRightStick;
  113744. private _dPadUp;
  113745. private _dPadDown;
  113746. private _dPadLeft;
  113747. private _dPadRight;
  113748. /**
  113749. * Creates a new DualShock gamepad object
  113750. * @param id defines the id of this gamepad
  113751. * @param index defines its index
  113752. * @param gamepad defines the internal HTML gamepad object
  113753. */
  113754. constructor(id: string, index: number, gamepad: any);
  113755. /**
  113756. * Defines the callback to call when left trigger is pressed
  113757. * @param callback defines the callback to use
  113758. */
  113759. onlefttriggerchanged(callback: (value: number) => void): void;
  113760. /**
  113761. * Defines the callback to call when right trigger is pressed
  113762. * @param callback defines the callback to use
  113763. */
  113764. onrighttriggerchanged(callback: (value: number) => void): void;
  113765. /**
  113766. * Gets the left trigger value
  113767. */
  113768. get leftTrigger(): number;
  113769. /**
  113770. * Sets the left trigger value
  113771. */
  113772. set leftTrigger(newValue: number);
  113773. /**
  113774. * Gets the right trigger value
  113775. */
  113776. get rightTrigger(): number;
  113777. /**
  113778. * Sets the right trigger value
  113779. */
  113780. set rightTrigger(newValue: number);
  113781. /**
  113782. * Defines the callback to call when a button is pressed
  113783. * @param callback defines the callback to use
  113784. */
  113785. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  113786. /**
  113787. * Defines the callback to call when a button is released
  113788. * @param callback defines the callback to use
  113789. */
  113790. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  113791. /**
  113792. * Defines the callback to call when a pad is pressed
  113793. * @param callback defines the callback to use
  113794. */
  113795. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  113796. /**
  113797. * Defines the callback to call when a pad is released
  113798. * @param callback defines the callback to use
  113799. */
  113800. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  113801. private _setButtonValue;
  113802. private _setDPadValue;
  113803. /**
  113804. * Gets the value of the `Cross` button
  113805. */
  113806. get buttonCross(): number;
  113807. /**
  113808. * Sets the value of the `Cross` button
  113809. */
  113810. set buttonCross(value: number);
  113811. /**
  113812. * Gets the value of the `Circle` button
  113813. */
  113814. get buttonCircle(): number;
  113815. /**
  113816. * Sets the value of the `Circle` button
  113817. */
  113818. set buttonCircle(value: number);
  113819. /**
  113820. * Gets the value of the `Square` button
  113821. */
  113822. get buttonSquare(): number;
  113823. /**
  113824. * Sets the value of the `Square` button
  113825. */
  113826. set buttonSquare(value: number);
  113827. /**
  113828. * Gets the value of the `Triangle` button
  113829. */
  113830. get buttonTriangle(): number;
  113831. /**
  113832. * Sets the value of the `Triangle` button
  113833. */
  113834. set buttonTriangle(value: number);
  113835. /**
  113836. * Gets the value of the `Options` button
  113837. */
  113838. get buttonOptions(): number;
  113839. /**
  113840. * Sets the value of the `Options` button
  113841. */
  113842. set buttonOptions(value: number);
  113843. /**
  113844. * Gets the value of the `Share` button
  113845. */
  113846. get buttonShare(): number;
  113847. /**
  113848. * Sets the value of the `Share` button
  113849. */
  113850. set buttonShare(value: number);
  113851. /**
  113852. * Gets the value of the `L1` button
  113853. */
  113854. get buttonL1(): number;
  113855. /**
  113856. * Sets the value of the `L1` button
  113857. */
  113858. set buttonL1(value: number);
  113859. /**
  113860. * Gets the value of the `R1` button
  113861. */
  113862. get buttonR1(): number;
  113863. /**
  113864. * Sets the value of the `R1` button
  113865. */
  113866. set buttonR1(value: number);
  113867. /**
  113868. * Gets the value of the Left joystick
  113869. */
  113870. get buttonLeftStick(): number;
  113871. /**
  113872. * Sets the value of the Left joystick
  113873. */
  113874. set buttonLeftStick(value: number);
  113875. /**
  113876. * Gets the value of the Right joystick
  113877. */
  113878. get buttonRightStick(): number;
  113879. /**
  113880. * Sets the value of the Right joystick
  113881. */
  113882. set buttonRightStick(value: number);
  113883. /**
  113884. * Gets the value of D-pad up
  113885. */
  113886. get dPadUp(): number;
  113887. /**
  113888. * Sets the value of D-pad up
  113889. */
  113890. set dPadUp(value: number);
  113891. /**
  113892. * Gets the value of D-pad down
  113893. */
  113894. get dPadDown(): number;
  113895. /**
  113896. * Sets the value of D-pad down
  113897. */
  113898. set dPadDown(value: number);
  113899. /**
  113900. * Gets the value of D-pad left
  113901. */
  113902. get dPadLeft(): number;
  113903. /**
  113904. * Sets the value of D-pad left
  113905. */
  113906. set dPadLeft(value: number);
  113907. /**
  113908. * Gets the value of D-pad right
  113909. */
  113910. get dPadRight(): number;
  113911. /**
  113912. * Sets the value of D-pad right
  113913. */
  113914. set dPadRight(value: number);
  113915. /**
  113916. * Force the gamepad to synchronize with device values
  113917. */
  113918. update(): void;
  113919. /**
  113920. * Disposes the gamepad
  113921. */
  113922. dispose(): void;
  113923. }
  113924. }
  113925. declare module BABYLON {
  113926. /**
  113927. * Manager for handling gamepads
  113928. */
  113929. export class GamepadManager {
  113930. private _scene?;
  113931. private _babylonGamepads;
  113932. private _oneGamepadConnected;
  113933. /** @hidden */
  113934. _isMonitoring: boolean;
  113935. private _gamepadEventSupported;
  113936. private _gamepadSupport?;
  113937. /**
  113938. * observable to be triggered when the gamepad controller has been connected
  113939. */
  113940. onGamepadConnectedObservable: Observable<Gamepad>;
  113941. /**
  113942. * observable to be triggered when the gamepad controller has been disconnected
  113943. */
  113944. onGamepadDisconnectedObservable: Observable<Gamepad>;
  113945. private _onGamepadConnectedEvent;
  113946. private _onGamepadDisconnectedEvent;
  113947. /**
  113948. * Initializes the gamepad manager
  113949. * @param _scene BabylonJS scene
  113950. */
  113951. constructor(_scene?: Scene | undefined);
  113952. /**
  113953. * The gamepads in the game pad manager
  113954. */
  113955. get gamepads(): Gamepad[];
  113956. /**
  113957. * Get the gamepad controllers based on type
  113958. * @param type The type of gamepad controller
  113959. * @returns Nullable gamepad
  113960. */
  113961. getGamepadByType(type?: number): Nullable<Gamepad>;
  113962. /**
  113963. * Disposes the gamepad manager
  113964. */
  113965. dispose(): void;
  113966. private _addNewGamepad;
  113967. private _startMonitoringGamepads;
  113968. private _stopMonitoringGamepads;
  113969. /** @hidden */
  113970. _checkGamepadsStatus(): void;
  113971. private _updateGamepadObjects;
  113972. }
  113973. }
  113974. declare module BABYLON {
  113975. interface Scene {
  113976. /** @hidden */
  113977. _gamepadManager: Nullable<GamepadManager>;
  113978. /**
  113979. * Gets the gamepad manager associated with the scene
  113980. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  113981. */
  113982. gamepadManager: GamepadManager;
  113983. }
  113984. /**
  113985. * Interface representing a free camera inputs manager
  113986. */
  113987. interface FreeCameraInputsManager {
  113988. /**
  113989. * Adds gamepad input support to the FreeCameraInputsManager.
  113990. * @returns the FreeCameraInputsManager
  113991. */
  113992. addGamepad(): FreeCameraInputsManager;
  113993. }
  113994. /**
  113995. * Interface representing an arc rotate camera inputs manager
  113996. */
  113997. interface ArcRotateCameraInputsManager {
  113998. /**
  113999. * Adds gamepad input support to the ArcRotateCamera InputManager.
  114000. * @returns the camera inputs manager
  114001. */
  114002. addGamepad(): ArcRotateCameraInputsManager;
  114003. }
  114004. /**
  114005. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  114006. */
  114007. export class GamepadSystemSceneComponent implements ISceneComponent {
  114008. /**
  114009. * The component name helpfull to identify the component in the list of scene components.
  114010. */
  114011. readonly name: string;
  114012. /**
  114013. * The scene the component belongs to.
  114014. */
  114015. scene: Scene;
  114016. /**
  114017. * Creates a new instance of the component for the given scene
  114018. * @param scene Defines the scene to register the component in
  114019. */
  114020. constructor(scene: Scene);
  114021. /**
  114022. * Registers the component in a given scene
  114023. */
  114024. register(): void;
  114025. /**
  114026. * Rebuilds the elements related to this component in case of
  114027. * context lost for instance.
  114028. */
  114029. rebuild(): void;
  114030. /**
  114031. * Disposes the component and the associated ressources
  114032. */
  114033. dispose(): void;
  114034. private _beforeCameraUpdate;
  114035. }
  114036. }
  114037. declare module BABYLON {
  114038. /**
  114039. * 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,
  114040. * which still works and will still be found in many Playgrounds.
  114041. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  114042. */
  114043. export class UniversalCamera extends TouchCamera {
  114044. /**
  114045. * Defines the gamepad rotation sensiblity.
  114046. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  114047. */
  114048. get gamepadAngularSensibility(): number;
  114049. set gamepadAngularSensibility(value: number);
  114050. /**
  114051. * Defines the gamepad move sensiblity.
  114052. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  114053. */
  114054. get gamepadMoveSensibility(): number;
  114055. set gamepadMoveSensibility(value: number);
  114056. /**
  114057. * 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,
  114058. * which still works and will still be found in many Playgrounds.
  114059. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  114060. * @param name Define the name of the camera in the scene
  114061. * @param position Define the start position of the camera in the scene
  114062. * @param scene Define the scene the camera belongs to
  114063. */
  114064. constructor(name: string, position: Vector3, scene: Scene);
  114065. /**
  114066. * Gets the current object class name.
  114067. * @return the class name
  114068. */
  114069. getClassName(): string;
  114070. }
  114071. }
  114072. declare module BABYLON {
  114073. /**
  114074. * This represents a FPS type of camera. This is only here for back compat purpose.
  114075. * Please use the UniversalCamera instead as both are identical.
  114076. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  114077. */
  114078. export class GamepadCamera extends UniversalCamera {
  114079. /**
  114080. * Instantiates a new Gamepad Camera
  114081. * This represents a FPS type of camera. This is only here for back compat purpose.
  114082. * Please use the UniversalCamera instead as both are identical.
  114083. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  114084. * @param name Define the name of the camera in the scene
  114085. * @param position Define the start position of the camera in the scene
  114086. * @param scene Define the scene the camera belongs to
  114087. */
  114088. constructor(name: string, position: Vector3, scene: Scene);
  114089. /**
  114090. * Gets the current object class name.
  114091. * @return the class name
  114092. */
  114093. getClassName(): string;
  114094. }
  114095. }
  114096. declare module BABYLON {
  114097. /** @hidden */
  114098. export var passPixelShader: {
  114099. name: string;
  114100. shader: string;
  114101. };
  114102. }
  114103. declare module BABYLON {
  114104. /** @hidden */
  114105. export var passCubePixelShader: {
  114106. name: string;
  114107. shader: string;
  114108. };
  114109. }
  114110. declare module BABYLON {
  114111. /**
  114112. * PassPostProcess which produces an output the same as it's input
  114113. */
  114114. export class PassPostProcess extends PostProcess {
  114115. /**
  114116. * Creates the PassPostProcess
  114117. * @param name The name of the effect.
  114118. * @param options The required width/height ratio to downsize to before computing the render pass.
  114119. * @param camera The camera to apply the render pass to.
  114120. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  114121. * @param engine The engine which the post process will be applied. (default: current engine)
  114122. * @param reusable If the post process can be reused on the same frame. (default: false)
  114123. * @param textureType The type of texture to be used when performing the post processing.
  114124. * @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)
  114125. */
  114126. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  114127. }
  114128. /**
  114129. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  114130. */
  114131. export class PassCubePostProcess extends PostProcess {
  114132. private _face;
  114133. /**
  114134. * Gets or sets the cube face to display.
  114135. * * 0 is +X
  114136. * * 1 is -X
  114137. * * 2 is +Y
  114138. * * 3 is -Y
  114139. * * 4 is +Z
  114140. * * 5 is -Z
  114141. */
  114142. get face(): number;
  114143. set face(value: number);
  114144. /**
  114145. * Creates the PassCubePostProcess
  114146. * @param name The name of the effect.
  114147. * @param options The required width/height ratio to downsize to before computing the render pass.
  114148. * @param camera The camera to apply the render pass to.
  114149. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  114150. * @param engine The engine which the post process will be applied. (default: current engine)
  114151. * @param reusable If the post process can be reused on the same frame. (default: false)
  114152. * @param textureType The type of texture to be used when performing the post processing.
  114153. * @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)
  114154. */
  114155. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  114156. }
  114157. }
  114158. declare module BABYLON {
  114159. /** @hidden */
  114160. export var anaglyphPixelShader: {
  114161. name: string;
  114162. shader: string;
  114163. };
  114164. }
  114165. declare module BABYLON {
  114166. /**
  114167. * Postprocess used to generate anaglyphic rendering
  114168. */
  114169. export class AnaglyphPostProcess extends PostProcess {
  114170. private _passedProcess;
  114171. /**
  114172. * Creates a new AnaglyphPostProcess
  114173. * @param name defines postprocess name
  114174. * @param options defines creation options or target ratio scale
  114175. * @param rigCameras defines cameras using this postprocess
  114176. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  114177. * @param engine defines hosting engine
  114178. * @param reusable defines if the postprocess will be reused multiple times per frame
  114179. */
  114180. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  114181. }
  114182. }
  114183. declare module BABYLON {
  114184. /**
  114185. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  114186. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  114187. */
  114188. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  114189. /**
  114190. * Creates a new AnaglyphArcRotateCamera
  114191. * @param name defines camera name
  114192. * @param alpha defines alpha angle (in radians)
  114193. * @param beta defines beta angle (in radians)
  114194. * @param radius defines radius
  114195. * @param target defines camera target
  114196. * @param interaxialDistance defines distance between each color axis
  114197. * @param scene defines the hosting scene
  114198. */
  114199. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  114200. /**
  114201. * Gets camera class name
  114202. * @returns AnaglyphArcRotateCamera
  114203. */
  114204. getClassName(): string;
  114205. }
  114206. }
  114207. declare module BABYLON {
  114208. /**
  114209. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  114210. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  114211. */
  114212. export class AnaglyphFreeCamera extends FreeCamera {
  114213. /**
  114214. * Creates a new AnaglyphFreeCamera
  114215. * @param name defines camera name
  114216. * @param position defines initial position
  114217. * @param interaxialDistance defines distance between each color axis
  114218. * @param scene defines the hosting scene
  114219. */
  114220. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  114221. /**
  114222. * Gets camera class name
  114223. * @returns AnaglyphFreeCamera
  114224. */
  114225. getClassName(): string;
  114226. }
  114227. }
  114228. declare module BABYLON {
  114229. /**
  114230. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  114231. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  114232. */
  114233. export class AnaglyphGamepadCamera extends GamepadCamera {
  114234. /**
  114235. * Creates a new AnaglyphGamepadCamera
  114236. * @param name defines camera name
  114237. * @param position defines initial position
  114238. * @param interaxialDistance defines distance between each color axis
  114239. * @param scene defines the hosting scene
  114240. */
  114241. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  114242. /**
  114243. * Gets camera class name
  114244. * @returns AnaglyphGamepadCamera
  114245. */
  114246. getClassName(): string;
  114247. }
  114248. }
  114249. declare module BABYLON {
  114250. /**
  114251. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  114252. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  114253. */
  114254. export class AnaglyphUniversalCamera extends UniversalCamera {
  114255. /**
  114256. * Creates a new AnaglyphUniversalCamera
  114257. * @param name defines camera name
  114258. * @param position defines initial position
  114259. * @param interaxialDistance defines distance between each color axis
  114260. * @param scene defines the hosting scene
  114261. */
  114262. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  114263. /**
  114264. * Gets camera class name
  114265. * @returns AnaglyphUniversalCamera
  114266. */
  114267. getClassName(): string;
  114268. }
  114269. }
  114270. declare module BABYLON {
  114271. /** @hidden */
  114272. export var stereoscopicInterlacePixelShader: {
  114273. name: string;
  114274. shader: string;
  114275. };
  114276. }
  114277. declare module BABYLON {
  114278. /**
  114279. * StereoscopicInterlacePostProcessI used to render stereo views from a rigged camera with support for alternate line interlacing
  114280. */
  114281. export class StereoscopicInterlacePostProcessI extends PostProcess {
  114282. private _stepSize;
  114283. private _passedProcess;
  114284. /**
  114285. * Initializes a StereoscopicInterlacePostProcessI
  114286. * @param name The name of the effect.
  114287. * @param rigCameras The rig cameras to be appled to the post process
  114288. * @param isStereoscopicHoriz If the rendered results are horizontal or vertical
  114289. * @param isStereoscopicInterlaced If the rendered results are alternate line interlaced
  114290. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  114291. * @param engine The engine which the post process will be applied. (default: current engine)
  114292. * @param reusable If the post process can be reused on the same frame. (default: false)
  114293. */
  114294. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, isStereoscopicInterlaced: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  114295. }
  114296. /**
  114297. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  114298. */
  114299. export class StereoscopicInterlacePostProcess extends PostProcess {
  114300. private _stepSize;
  114301. private _passedProcess;
  114302. /**
  114303. * Initializes a StereoscopicInterlacePostProcess
  114304. * @param name The name of the effect.
  114305. * @param rigCameras The rig cameras to be appled to the post process
  114306. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  114307. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  114308. * @param engine The engine which the post process will be applied. (default: current engine)
  114309. * @param reusable If the post process can be reused on the same frame. (default: false)
  114310. */
  114311. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  114312. }
  114313. }
  114314. declare module BABYLON {
  114315. /**
  114316. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  114317. * @see http://doc.babylonjs.com/features/cameras
  114318. */
  114319. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  114320. /**
  114321. * Creates a new StereoscopicArcRotateCamera
  114322. * @param name defines camera name
  114323. * @param alpha defines alpha angle (in radians)
  114324. * @param beta defines beta angle (in radians)
  114325. * @param radius defines radius
  114326. * @param target defines camera target
  114327. * @param interaxialDistance defines distance between each color axis
  114328. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  114329. * @param scene defines the hosting scene
  114330. */
  114331. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  114332. /**
  114333. * Gets camera class name
  114334. * @returns StereoscopicArcRotateCamera
  114335. */
  114336. getClassName(): string;
  114337. }
  114338. }
  114339. declare module BABYLON {
  114340. /**
  114341. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  114342. * @see http://doc.babylonjs.com/features/cameras
  114343. */
  114344. export class StereoscopicFreeCamera extends FreeCamera {
  114345. /**
  114346. * Creates a new StereoscopicFreeCamera
  114347. * @param name defines camera name
  114348. * @param position defines initial position
  114349. * @param interaxialDistance defines distance between each color axis
  114350. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  114351. * @param scene defines the hosting scene
  114352. */
  114353. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  114354. /**
  114355. * Gets camera class name
  114356. * @returns StereoscopicFreeCamera
  114357. */
  114358. getClassName(): string;
  114359. }
  114360. }
  114361. declare module BABYLON {
  114362. /**
  114363. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  114364. * @see http://doc.babylonjs.com/features/cameras
  114365. */
  114366. export class StereoscopicGamepadCamera extends GamepadCamera {
  114367. /**
  114368. * Creates a new StereoscopicGamepadCamera
  114369. * @param name defines camera name
  114370. * @param position defines initial position
  114371. * @param interaxialDistance defines distance between each color axis
  114372. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  114373. * @param scene defines the hosting scene
  114374. */
  114375. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  114376. /**
  114377. * Gets camera class name
  114378. * @returns StereoscopicGamepadCamera
  114379. */
  114380. getClassName(): string;
  114381. }
  114382. }
  114383. declare module BABYLON {
  114384. /**
  114385. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  114386. * @see http://doc.babylonjs.com/features/cameras
  114387. */
  114388. export class StereoscopicUniversalCamera extends UniversalCamera {
  114389. /**
  114390. * Creates a new StereoscopicUniversalCamera
  114391. * @param name defines camera name
  114392. * @param position defines initial position
  114393. * @param interaxialDistance defines distance between each color axis
  114394. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  114395. * @param scene defines the hosting scene
  114396. */
  114397. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  114398. /**
  114399. * Gets camera class name
  114400. * @returns StereoscopicUniversalCamera
  114401. */
  114402. getClassName(): string;
  114403. }
  114404. }
  114405. declare module BABYLON {
  114406. /**
  114407. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  114408. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  114409. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  114410. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  114411. */
  114412. export class VirtualJoysticksCamera extends FreeCamera {
  114413. /**
  114414. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  114415. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  114416. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  114417. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  114418. * @param name Define the name of the camera in the scene
  114419. * @param position Define the start position of the camera in the scene
  114420. * @param scene Define the scene the camera belongs to
  114421. */
  114422. constructor(name: string, position: Vector3, scene: Scene);
  114423. /**
  114424. * Gets the current object class name.
  114425. * @return the class name
  114426. */
  114427. getClassName(): string;
  114428. }
  114429. }
  114430. declare module BABYLON {
  114431. /**
  114432. * This represents all the required metrics to create a VR camera.
  114433. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  114434. */
  114435. export class VRCameraMetrics {
  114436. /**
  114437. * Define the horizontal resolution off the screen.
  114438. */
  114439. hResolution: number;
  114440. /**
  114441. * Define the vertical resolution off the screen.
  114442. */
  114443. vResolution: number;
  114444. /**
  114445. * Define the horizontal screen size.
  114446. */
  114447. hScreenSize: number;
  114448. /**
  114449. * Define the vertical screen size.
  114450. */
  114451. vScreenSize: number;
  114452. /**
  114453. * Define the vertical screen center position.
  114454. */
  114455. vScreenCenter: number;
  114456. /**
  114457. * Define the distance of the eyes to the screen.
  114458. */
  114459. eyeToScreenDistance: number;
  114460. /**
  114461. * Define the distance between both lenses
  114462. */
  114463. lensSeparationDistance: number;
  114464. /**
  114465. * Define the distance between both viewer's eyes.
  114466. */
  114467. interpupillaryDistance: number;
  114468. /**
  114469. * Define the distortion factor of the VR postprocess.
  114470. * Please, touch with care.
  114471. */
  114472. distortionK: number[];
  114473. /**
  114474. * Define the chromatic aberration correction factors for the VR post process.
  114475. */
  114476. chromaAbCorrection: number[];
  114477. /**
  114478. * Define the scale factor of the post process.
  114479. * The smaller the better but the slower.
  114480. */
  114481. postProcessScaleFactor: number;
  114482. /**
  114483. * Define an offset for the lens center.
  114484. */
  114485. lensCenterOffset: number;
  114486. /**
  114487. * Define if the current vr camera should compensate the distortion of the lense or not.
  114488. */
  114489. compensateDistortion: boolean;
  114490. /**
  114491. * Defines if multiview should be enabled when rendering (Default: false)
  114492. */
  114493. multiviewEnabled: boolean;
  114494. /**
  114495. * Gets the rendering aspect ratio based on the provided resolutions.
  114496. */
  114497. get aspectRatio(): number;
  114498. /**
  114499. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  114500. */
  114501. get aspectRatioFov(): number;
  114502. /**
  114503. * @hidden
  114504. */
  114505. get leftHMatrix(): Matrix;
  114506. /**
  114507. * @hidden
  114508. */
  114509. get rightHMatrix(): Matrix;
  114510. /**
  114511. * @hidden
  114512. */
  114513. get leftPreViewMatrix(): Matrix;
  114514. /**
  114515. * @hidden
  114516. */
  114517. get rightPreViewMatrix(): Matrix;
  114518. /**
  114519. * Get the default VRMetrics based on the most generic setup.
  114520. * @returns the default vr metrics
  114521. */
  114522. static GetDefault(): VRCameraMetrics;
  114523. }
  114524. }
  114525. declare module BABYLON {
  114526. /** @hidden */
  114527. export var vrDistortionCorrectionPixelShader: {
  114528. name: string;
  114529. shader: string;
  114530. };
  114531. }
  114532. declare module BABYLON {
  114533. /**
  114534. * VRDistortionCorrectionPostProcess used for mobile VR
  114535. */
  114536. export class VRDistortionCorrectionPostProcess extends PostProcess {
  114537. private _isRightEye;
  114538. private _distortionFactors;
  114539. private _postProcessScaleFactor;
  114540. private _lensCenterOffset;
  114541. private _scaleIn;
  114542. private _scaleFactor;
  114543. private _lensCenter;
  114544. /**
  114545. * Initializes the VRDistortionCorrectionPostProcess
  114546. * @param name The name of the effect.
  114547. * @param camera The camera to apply the render pass to.
  114548. * @param isRightEye If this is for the right eye distortion
  114549. * @param vrMetrics All the required metrics for the VR camera
  114550. */
  114551. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  114552. }
  114553. }
  114554. declare module BABYLON {
  114555. /**
  114556. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  114557. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  114558. */
  114559. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  114560. /**
  114561. * Creates a new VRDeviceOrientationArcRotateCamera
  114562. * @param name defines camera name
  114563. * @param alpha defines the camera rotation along the logitudinal axis
  114564. * @param beta defines the camera rotation along the latitudinal axis
  114565. * @param radius defines the camera distance from its target
  114566. * @param target defines the camera target
  114567. * @param scene defines the scene the camera belongs to
  114568. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  114569. * @param vrCameraMetrics defines the vr metrics associated to the camera
  114570. */
  114571. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  114572. /**
  114573. * Gets camera class name
  114574. * @returns VRDeviceOrientationArcRotateCamera
  114575. */
  114576. getClassName(): string;
  114577. }
  114578. }
  114579. declare module BABYLON {
  114580. /**
  114581. * Camera used to simulate VR rendering (based on FreeCamera)
  114582. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  114583. */
  114584. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  114585. /**
  114586. * Creates a new VRDeviceOrientationFreeCamera
  114587. * @param name defines camera name
  114588. * @param position defines the start position of the camera
  114589. * @param scene defines the scene the camera belongs to
  114590. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  114591. * @param vrCameraMetrics defines the vr metrics associated to the camera
  114592. */
  114593. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  114594. /**
  114595. * Gets camera class name
  114596. * @returns VRDeviceOrientationFreeCamera
  114597. */
  114598. getClassName(): string;
  114599. }
  114600. }
  114601. declare module BABYLON {
  114602. /**
  114603. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  114604. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  114605. */
  114606. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  114607. /**
  114608. * Creates a new VRDeviceOrientationGamepadCamera
  114609. * @param name defines camera name
  114610. * @param position defines the start position of the camera
  114611. * @param scene defines the scene the camera belongs to
  114612. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  114613. * @param vrCameraMetrics defines the vr metrics associated to the camera
  114614. */
  114615. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  114616. /**
  114617. * Gets camera class name
  114618. * @returns VRDeviceOrientationGamepadCamera
  114619. */
  114620. getClassName(): string;
  114621. }
  114622. }
  114623. declare module BABYLON {
  114624. /** @hidden */
  114625. export var imageProcessingPixelShader: {
  114626. name: string;
  114627. shader: string;
  114628. };
  114629. }
  114630. declare module BABYLON {
  114631. /**
  114632. * ImageProcessingPostProcess
  114633. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  114634. */
  114635. export class ImageProcessingPostProcess extends PostProcess {
  114636. /**
  114637. * Default configuration related to image processing available in the PBR Material.
  114638. */
  114639. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114640. /**
  114641. * Gets the image processing configuration used either in this material.
  114642. */
  114643. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  114644. /**
  114645. * Sets the Default image processing configuration used either in the this material.
  114646. *
  114647. * If sets to null, the scene one is in use.
  114648. */
  114649. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  114650. /**
  114651. * Keep track of the image processing observer to allow dispose and replace.
  114652. */
  114653. private _imageProcessingObserver;
  114654. /**
  114655. * Attaches a new image processing configuration to the PBR Material.
  114656. * @param configuration
  114657. */
  114658. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  114659. /**
  114660. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  114661. */
  114662. get colorCurves(): Nullable<ColorCurves>;
  114663. /**
  114664. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  114665. */
  114666. set colorCurves(value: Nullable<ColorCurves>);
  114667. /**
  114668. * Gets wether the color curves effect is enabled.
  114669. */
  114670. get colorCurvesEnabled(): boolean;
  114671. /**
  114672. * Sets wether the color curves effect is enabled.
  114673. */
  114674. set colorCurvesEnabled(value: boolean);
  114675. /**
  114676. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  114677. */
  114678. get colorGradingTexture(): Nullable<BaseTexture>;
  114679. /**
  114680. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  114681. */
  114682. set colorGradingTexture(value: Nullable<BaseTexture>);
  114683. /**
  114684. * Gets wether the color grading effect is enabled.
  114685. */
  114686. get colorGradingEnabled(): boolean;
  114687. /**
  114688. * Gets wether the color grading effect is enabled.
  114689. */
  114690. set colorGradingEnabled(value: boolean);
  114691. /**
  114692. * Gets exposure used in the effect.
  114693. */
  114694. get exposure(): number;
  114695. /**
  114696. * Sets exposure used in the effect.
  114697. */
  114698. set exposure(value: number);
  114699. /**
  114700. * Gets wether tonemapping is enabled or not.
  114701. */
  114702. get toneMappingEnabled(): boolean;
  114703. /**
  114704. * Sets wether tonemapping is enabled or not
  114705. */
  114706. set toneMappingEnabled(value: boolean);
  114707. /**
  114708. * Gets the type of tone mapping effect.
  114709. */
  114710. get toneMappingType(): number;
  114711. /**
  114712. * Sets the type of tone mapping effect.
  114713. */
  114714. set toneMappingType(value: number);
  114715. /**
  114716. * Gets contrast used in the effect.
  114717. */
  114718. get contrast(): number;
  114719. /**
  114720. * Sets contrast used in the effect.
  114721. */
  114722. set contrast(value: number);
  114723. /**
  114724. * Gets Vignette stretch size.
  114725. */
  114726. get vignetteStretch(): number;
  114727. /**
  114728. * Sets Vignette stretch size.
  114729. */
  114730. set vignetteStretch(value: number);
  114731. /**
  114732. * Gets Vignette centre X Offset.
  114733. */
  114734. get vignetteCentreX(): number;
  114735. /**
  114736. * Sets Vignette centre X Offset.
  114737. */
  114738. set vignetteCentreX(value: number);
  114739. /**
  114740. * Gets Vignette centre Y Offset.
  114741. */
  114742. get vignetteCentreY(): number;
  114743. /**
  114744. * Sets Vignette centre Y Offset.
  114745. */
  114746. set vignetteCentreY(value: number);
  114747. /**
  114748. * Gets Vignette weight or intensity of the vignette effect.
  114749. */
  114750. get vignetteWeight(): number;
  114751. /**
  114752. * Sets Vignette weight or intensity of the vignette effect.
  114753. */
  114754. set vignetteWeight(value: number);
  114755. /**
  114756. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  114757. * if vignetteEnabled is set to true.
  114758. */
  114759. get vignetteColor(): Color4;
  114760. /**
  114761. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  114762. * if vignetteEnabled is set to true.
  114763. */
  114764. set vignetteColor(value: Color4);
  114765. /**
  114766. * Gets Camera field of view used by the Vignette effect.
  114767. */
  114768. get vignetteCameraFov(): number;
  114769. /**
  114770. * Sets Camera field of view used by the Vignette effect.
  114771. */
  114772. set vignetteCameraFov(value: number);
  114773. /**
  114774. * Gets the vignette blend mode allowing different kind of effect.
  114775. */
  114776. get vignetteBlendMode(): number;
  114777. /**
  114778. * Sets the vignette blend mode allowing different kind of effect.
  114779. */
  114780. set vignetteBlendMode(value: number);
  114781. /**
  114782. * Gets wether the vignette effect is enabled.
  114783. */
  114784. get vignetteEnabled(): boolean;
  114785. /**
  114786. * Sets wether the vignette effect is enabled.
  114787. */
  114788. set vignetteEnabled(value: boolean);
  114789. private _fromLinearSpace;
  114790. /**
  114791. * Gets wether the input of the processing is in Gamma or Linear Space.
  114792. */
  114793. get fromLinearSpace(): boolean;
  114794. /**
  114795. * Sets wether the input of the processing is in Gamma or Linear Space.
  114796. */
  114797. set fromLinearSpace(value: boolean);
  114798. /**
  114799. * Defines cache preventing GC.
  114800. */
  114801. private _defines;
  114802. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  114803. /**
  114804. * "ImageProcessingPostProcess"
  114805. * @returns "ImageProcessingPostProcess"
  114806. */
  114807. getClassName(): string;
  114808. protected _updateParameters(): void;
  114809. dispose(camera?: Camera): void;
  114810. }
  114811. }
  114812. declare module BABYLON {
  114813. /**
  114814. * Class containing static functions to help procedurally build meshes
  114815. */
  114816. export class GroundBuilder {
  114817. /**
  114818. * Creates a ground mesh
  114819. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  114820. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  114821. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  114822. * @param name defines the name of the mesh
  114823. * @param options defines the options used to create the mesh
  114824. * @param scene defines the hosting scene
  114825. * @returns the ground mesh
  114826. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  114827. */
  114828. static CreateGround(name: string, options: {
  114829. width?: number;
  114830. height?: number;
  114831. subdivisions?: number;
  114832. subdivisionsX?: number;
  114833. subdivisionsY?: number;
  114834. updatable?: boolean;
  114835. }, scene: any): Mesh;
  114836. /**
  114837. * Creates a tiled ground mesh
  114838. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  114839. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  114840. * * 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
  114841. * * 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
  114842. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114843. * @param name defines the name of the mesh
  114844. * @param options defines the options used to create the mesh
  114845. * @param scene defines the hosting scene
  114846. * @returns the tiled ground mesh
  114847. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  114848. */
  114849. static CreateTiledGround(name: string, options: {
  114850. xmin: number;
  114851. zmin: number;
  114852. xmax: number;
  114853. zmax: number;
  114854. subdivisions?: {
  114855. w: number;
  114856. h: number;
  114857. };
  114858. precision?: {
  114859. w: number;
  114860. h: number;
  114861. };
  114862. updatable?: boolean;
  114863. }, scene?: Nullable<Scene>): Mesh;
  114864. /**
  114865. * Creates a ground mesh from a height map
  114866. * * The parameter `url` sets the URL of the height map image resource.
  114867. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  114868. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  114869. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  114870. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  114871. * * 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.
  114872. * * 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).
  114873. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  114874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114875. * @param name defines the name of the mesh
  114876. * @param url defines the url to the height map
  114877. * @param options defines the options used to create the mesh
  114878. * @param scene defines the hosting scene
  114879. * @returns the ground mesh
  114880. * @see https://doc.babylonjs.com/babylon101/height_map
  114881. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  114882. */
  114883. static CreateGroundFromHeightMap(name: string, url: string, options: {
  114884. width?: number;
  114885. height?: number;
  114886. subdivisions?: number;
  114887. minHeight?: number;
  114888. maxHeight?: number;
  114889. colorFilter?: Color3;
  114890. alphaFilter?: number;
  114891. updatable?: boolean;
  114892. onReady?: (mesh: GroundMesh) => void;
  114893. }, scene?: Nullable<Scene>): GroundMesh;
  114894. }
  114895. }
  114896. declare module BABYLON {
  114897. /**
  114898. * Class containing static functions to help procedurally build meshes
  114899. */
  114900. export class TorusBuilder {
  114901. /**
  114902. * Creates a torus mesh
  114903. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  114904. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  114905. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  114906. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114907. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114908. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114909. * @param name defines the name of the mesh
  114910. * @param options defines the options used to create the mesh
  114911. * @param scene defines the hosting scene
  114912. * @returns the torus mesh
  114913. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  114914. */
  114915. static CreateTorus(name: string, options: {
  114916. diameter?: number;
  114917. thickness?: number;
  114918. tessellation?: number;
  114919. updatable?: boolean;
  114920. sideOrientation?: number;
  114921. frontUVs?: Vector4;
  114922. backUVs?: Vector4;
  114923. }, scene: any): Mesh;
  114924. }
  114925. }
  114926. declare module BABYLON {
  114927. /**
  114928. * Class containing static functions to help procedurally build meshes
  114929. */
  114930. export class CylinderBuilder {
  114931. /**
  114932. * Creates a cylinder or a cone mesh
  114933. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  114934. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  114935. * * 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.
  114936. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  114937. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  114938. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  114939. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  114940. * * 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).
  114941. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  114942. * * 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).
  114943. * * 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
  114944. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  114945. * * 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
  114946. * * 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.
  114947. * * If `enclose` is false, a ring surface is one element.
  114948. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  114949. * * 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
  114950. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  114951. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  114952. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  114953. * @param name defines the name of the mesh
  114954. * @param options defines the options used to create the mesh
  114955. * @param scene defines the hosting scene
  114956. * @returns the cylinder mesh
  114957. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  114958. */
  114959. static CreateCylinder(name: string, options: {
  114960. height?: number;
  114961. diameterTop?: number;
  114962. diameterBottom?: number;
  114963. diameter?: number;
  114964. tessellation?: number;
  114965. subdivisions?: number;
  114966. arc?: number;
  114967. faceColors?: Color4[];
  114968. faceUV?: Vector4[];
  114969. updatable?: boolean;
  114970. hasRings?: boolean;
  114971. enclose?: boolean;
  114972. cap?: number;
  114973. sideOrientation?: number;
  114974. frontUVs?: Vector4;
  114975. backUVs?: Vector4;
  114976. }, scene: any): Mesh;
  114977. }
  114978. }
  114979. declare module BABYLON {
  114980. /**
  114981. * States of the webXR experience
  114982. */
  114983. export enum WebXRState {
  114984. /**
  114985. * Transitioning to being in XR mode
  114986. */
  114987. ENTERING_XR = 0,
  114988. /**
  114989. * Transitioning to non XR mode
  114990. */
  114991. EXITING_XR = 1,
  114992. /**
  114993. * In XR mode and presenting
  114994. */
  114995. IN_XR = 2,
  114996. /**
  114997. * Not entered XR mode
  114998. */
  114999. NOT_IN_XR = 3
  115000. }
  115001. /**
  115002. * Abstraction of the XR render target
  115003. */
  115004. export interface WebXRRenderTarget extends IDisposable {
  115005. /**
  115006. * xrpresent context of the canvas which can be used to display/mirror xr content
  115007. */
  115008. canvasContext: WebGLRenderingContext;
  115009. /**
  115010. * xr layer for the canvas
  115011. */
  115012. xrLayer: Nullable<XRWebGLLayer>;
  115013. /**
  115014. * Initializes the xr layer for the session
  115015. * @param xrSession xr session
  115016. * @returns a promise that will resolve once the XR Layer has been created
  115017. */
  115018. initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer>;
  115019. }
  115020. }
  115021. declare module BABYLON {
  115022. /**
  115023. * COnfiguration object for WebXR output canvas
  115024. */
  115025. export class WebXRManagedOutputCanvasOptions {
  115026. /**
  115027. * Options for this XR Layer output
  115028. */
  115029. canvasOptions?: XRWebGLLayerOptions;
  115030. /**
  115031. * CSS styling for a newly created canvas (if not provided)
  115032. */
  115033. newCanvasCssStyle?: string;
  115034. /**
  115035. * An optional canvas in case you wish to create it yourself and provide it here.
  115036. * If not provided, a new canvas will be created
  115037. */
  115038. canvasElement?: HTMLCanvasElement;
  115039. /**
  115040. * Get the default values of the configuration object
  115041. * @returns default values of this configuration object
  115042. */
  115043. static GetDefaults(): WebXRManagedOutputCanvasOptions;
  115044. }
  115045. /**
  115046. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  115047. */
  115048. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  115049. private _options;
  115050. private _engine;
  115051. private _canvas;
  115052. /**
  115053. * Rendering context of the canvas which can be used to display/mirror xr content
  115054. */
  115055. canvasContext: WebGLRenderingContext;
  115056. /**
  115057. * xr layer for the canvas
  115058. */
  115059. xrLayer: Nullable<XRWebGLLayer>;
  115060. /**
  115061. * Initializes the xr layer for the session
  115062. * @param xrSession xr session
  115063. * @returns a promise that will resolve once the XR Layer has been created
  115064. */
  115065. initializeXRLayerAsync(xrSession: XRSession): Promise<XRWebGLLayer>;
  115066. /**
  115067. * Initializes the canvas to be added/removed upon entering/exiting xr
  115068. * @param _xrSessionManager The XR Session manager
  115069. * @param _options optional configuration for this canvas output. defaults will be used if not provided
  115070. */
  115071. constructor(_xrSessionManager: WebXRSessionManager, _options?: WebXRManagedOutputCanvasOptions);
  115072. /**
  115073. * Disposes of the object
  115074. */
  115075. dispose(): void;
  115076. private _setManagedOutputCanvas;
  115077. private _addCanvas;
  115078. private _removeCanvas;
  115079. }
  115080. }
  115081. declare module BABYLON {
  115082. /**
  115083. * Manages an XRSession to work with Babylon's engine
  115084. * @see https://doc.babylonjs.com/how_to/webxr
  115085. */
  115086. export class WebXRSessionManager implements IDisposable {
  115087. /** The scene which the session should be created for */
  115088. scene: Scene;
  115089. /**
  115090. * Fires every time a new xrFrame arrives which can be used to update the camera
  115091. */
  115092. onXRFrameObservable: Observable<XRFrame>;
  115093. /**
  115094. * Fires when the xr session is ended either by the device or manually done
  115095. */
  115096. onXRSessionEnded: Observable<any>;
  115097. /**
  115098. * Fires when the xr session is ended either by the device or manually done
  115099. */
  115100. onXRSessionInit: Observable<XRSession>;
  115101. /**
  115102. * Fires when the reference space changed
  115103. */
  115104. onXRReferenceSpaceChanged: Observable<XRReferenceSpace>;
  115105. /**
  115106. * Underlying xr session
  115107. */
  115108. session: XRSession;
  115109. /**
  115110. * The viewer (head position) reference space. This can be used to get the XR world coordinates
  115111. * or get the offset the player is currently at.
  115112. */
  115113. viewerReferenceSpace: XRReferenceSpace;
  115114. private _referenceSpace;
  115115. /**
  115116. * The current reference space used in this session. This reference space can constantly change!
  115117. * It is mainly used to offset the camera's position.
  115118. */
  115119. get referenceSpace(): XRReferenceSpace;
  115120. /**
  115121. * Set a new reference space and triggers the observable
  115122. */
  115123. set referenceSpace(newReferenceSpace: XRReferenceSpace);
  115124. /**
  115125. * The base reference space from which the session started. good if you want to reset your
  115126. * reference space
  115127. */
  115128. baseReferenceSpace: XRReferenceSpace;
  115129. /**
  115130. * Used just in case of a failure to initialize an immersive session.
  115131. * The viewer reference space is compensated using this height, creating a kind of "viewer-floor" reference space
  115132. */
  115133. defaultHeightCompensation: number;
  115134. /**
  115135. * Current XR frame
  115136. */
  115137. currentFrame: Nullable<XRFrame>;
  115138. /** WebXR timestamp updated every frame */
  115139. currentTimestamp: number;
  115140. private _xrNavigator;
  115141. private baseLayer;
  115142. private _rttProvider;
  115143. private _sessionEnded;
  115144. /**
  115145. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  115146. * @param scene The scene which the session should be created for
  115147. */
  115148. constructor(
  115149. /** The scene which the session should be created for */
  115150. scene: Scene);
  115151. /**
  115152. * Initializes the manager
  115153. * After initialization enterXR can be called to start an XR session
  115154. * @returns Promise which resolves after it is initialized
  115155. */
  115156. initializeAsync(): Promise<void>;
  115157. /**
  115158. * Initializes an xr session
  115159. * @param xrSessionMode mode to initialize
  115160. * @param optionalFeatures defines optional values to pass to the session builder
  115161. * @returns a promise which will resolve once the session has been initialized
  115162. */
  115163. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): Promise<XRSession>;
  115164. /**
  115165. * Sets the reference space on the xr session
  115166. * @param referenceSpace space to set
  115167. * @returns a promise that will resolve once the reference space has been set
  115168. */
  115169. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  115170. /**
  115171. * Resets the reference space to the one started the session
  115172. */
  115173. resetReferenceSpace(): void;
  115174. /**
  115175. * Updates the render state of the session
  115176. * @param state state to set
  115177. * @returns a promise that resolves once the render state has been updated
  115178. */
  115179. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  115180. /**
  115181. * Starts rendering to the xr layer
  115182. * @returns a promise that will resolve once rendering has started
  115183. */
  115184. startRenderingToXRAsync(): Promise<void>;
  115185. /**
  115186. * Gets the correct render target texture to be rendered this frame for this eye
  115187. * @param eye the eye for which to get the render target
  115188. * @returns the render target for the specified eye
  115189. */
  115190. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  115191. /**
  115192. * Stops the xrSession and restores the renderloop
  115193. * @returns Promise which resolves after it exits XR
  115194. */
  115195. exitXRAsync(): Promise<void>;
  115196. /**
  115197. * Checks if a session would be supported for the creation options specified
  115198. * @param sessionMode session mode to check if supported eg. immersive-vr
  115199. * @returns true if supported
  115200. */
  115201. supportsSessionAsync(sessionMode: XRSessionMode): Promise<boolean>;
  115202. /**
  115203. * Creates a WebXRRenderTarget object for the XR session
  115204. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  115205. * @param options optional options to provide when creating a new render target
  115206. * @returns a WebXR render target to which the session can render
  115207. */
  115208. getWebXRRenderTarget(options?: WebXRManagedOutputCanvasOptions): WebXRRenderTarget;
  115209. /**
  115210. * @hidden
  115211. * Converts the render layer of xrSession to a render target
  115212. * @param session session to create render target for
  115213. * @param scene scene the new render target should be created for
  115214. * @param baseLayer the webgl layer to create the render target for
  115215. */
  115216. static _CreateRenderTargetTextureFromSession(_session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  115217. /**
  115218. * Disposes of the session manager
  115219. */
  115220. dispose(): void;
  115221. /**
  115222. * Returns a promise that resolves with a boolean indicating if the provided session mode is supported by this browser
  115223. * @param sessionMode defines the session to test
  115224. * @returns a promise with boolean as final value
  115225. */
  115226. static IsSessionSupportedAsync(sessionMode: XRSessionMode): Promise<boolean>;
  115227. }
  115228. }
  115229. declare module BABYLON {
  115230. /**
  115231. * WebXR Camera which holds the views for the xrSession
  115232. * @see https://doc.babylonjs.com/how_to/webxr
  115233. */
  115234. export class WebXRCamera extends FreeCamera {
  115235. private _xrSessionManager;
  115236. /**
  115237. * Is the camera in debug mode. Used when using an emulator
  115238. */
  115239. debugMode: boolean;
  115240. private _firstFrame;
  115241. private _referencedPosition;
  115242. private _referenceQuaternion;
  115243. private _xrInvPositionCache;
  115244. private _xrInvQuaternionCache;
  115245. /**
  115246. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  115247. * @param name the name of the camera
  115248. * @param scene the scene to add the camera to
  115249. */
  115250. constructor(name: string, scene: Scene, _xrSessionManager: WebXRSessionManager);
  115251. private _updateNumberOfRigCameras;
  115252. /**
  115253. * Sets this camera's transformation based on a non-vr camera
  115254. * @param otherCamera the non-vr camera to copy the transformation from
  115255. * @param resetToBaseReferenceSpace should XR reset to the base reference space
  115256. */
  115257. setTransformationFromNonVRCamera(otherCamera: Camera, resetToBaseReferenceSpace?: boolean): void;
  115258. /** @hidden */
  115259. _updateForDualEyeDebugging(): void;
  115260. private _updateReferenceSpace;
  115261. private _updateReferenceSpaceOffset;
  115262. private _updateFromXRSession;
  115263. }
  115264. }
  115265. declare module BABYLON {
  115266. /**
  115267. * Defining the interface required for a (webxr) feature
  115268. */
  115269. export interface IWebXRFeature extends IDisposable {
  115270. /**
  115271. * Is this feature attached
  115272. */
  115273. attached: boolean;
  115274. /**
  115275. * Attach the feature to the session
  115276. * Will usually be called by the features manager
  115277. *
  115278. * @returns true if successful.
  115279. */
  115280. attach(): boolean;
  115281. /**
  115282. * Detach the feature from the session
  115283. * Will usually be called by the features manager
  115284. *
  115285. * @returns true if successful.
  115286. */
  115287. detach(): boolean;
  115288. }
  115289. /**
  115290. * Defining the constructor of a feature. Used to register the modules.
  115291. */
  115292. export type WebXRFeatureConstructor = (xrSessionManager: WebXRSessionManager, options?: any) => (() => IWebXRFeature);
  115293. /**
  115294. * The WebXR features manager is responsible of enabling or disabling features required for the current XR session.
  115295. * It is mainly used in AR sessions.
  115296. *
  115297. * A feature can have a version that is defined by Babylon (and does not correspond with the webxr version).
  115298. */
  115299. export class WebXRFeaturesManager implements IDisposable {
  115300. private _xrSessionManager;
  115301. private static readonly _AvailableFeatures;
  115302. /**
  115303. * Used to register a module. After calling this function a developer can use this feature in the scene.
  115304. * Mainly used internally.
  115305. *
  115306. * @param featureName the name of the feature to register
  115307. * @param constructorFunction the function used to construct the module
  115308. * @param version the (babylon) version of the module
  115309. * @param stable is that a stable version of this module
  115310. */
  115311. static AddWebXRFeature(featureName: string, constructorFunction: WebXRFeatureConstructor, version?: number, stable?: boolean): void;
  115312. /**
  115313. * Returns a constructor of a specific feature.
  115314. *
  115315. * @param featureName the name of the feature to construct
  115316. * @param version the version of the feature to load
  115317. * @param xrSessionManager the xrSessionManager. Used to construct the module
  115318. * @param options optional options provided to the module.
  115319. * @returns a function that, when called, will return a new instance of this feature
  115320. */
  115321. static ConstructFeature(featureName: string, version: number | undefined, xrSessionManager: WebXRSessionManager, options?: any): (() => IWebXRFeature);
  115322. /**
  115323. * Return the latest unstable version of this feature
  115324. * @param featureName the name of the feature to search
  115325. * @returns the version number. if not found will return -1
  115326. */
  115327. static GetLatestVersionOfFeature(featureName: string): number;
  115328. /**
  115329. * Return the latest stable version of this feature
  115330. * @param featureName the name of the feature to search
  115331. * @returns the version number. if not found will return -1
  115332. */
  115333. static GetStableVersionOfFeature(featureName: string): number;
  115334. /**
  115335. * Can be used to return the list of features currently registered
  115336. *
  115337. * @returns an Array of available features
  115338. */
  115339. static GetAvailableFeatures(): string[];
  115340. /**
  115341. * Gets the versions available for a specific feature
  115342. * @param featureName the name of the feature
  115343. * @returns an array with the available versions
  115344. */
  115345. static GetAvailableVersions(featureName: string): string[];
  115346. private _features;
  115347. /**
  115348. * constructs a new features manages.
  115349. *
  115350. * @param _xrSessionManager an instance of WebXRSessionManager
  115351. */
  115352. constructor(_xrSessionManager: WebXRSessionManager);
  115353. /**
  115354. * Enable a feature using its name and a version. This will enable it in the scene, and will be responsible to attach it when the session starts.
  115355. * If used twice, the old version will be disposed and a new one will be constructed. This way you can re-enable with different configuration.
  115356. *
  115357. * @param featureName the name of the feature to load or the class of the feature
  115358. * @param version optional version to load. if not provided the latest version will be enabled
  115359. * @param moduleOptions options provided to the module. Ses the module documentation / constructor
  115360. * @param attachIfPossible if set to true (default) the feature will be automatically attached, if it is currently possible
  115361. * @returns a new constructed feature or throws an error if feature not found.
  115362. */
  115363. enableFeature(featureName: string | {
  115364. Name: string;
  115365. }, version?: number | string, moduleOptions?: any, attachIfPossible?: boolean): IWebXRFeature;
  115366. /**
  115367. * Used to disable an already-enabled feature
  115368. * The feature will be disposed and will be recreated once enabled.
  115369. * @param featureName the feature to disable
  115370. * @returns true if disable was successful
  115371. */
  115372. disableFeature(featureName: string | {
  115373. Name: string;
  115374. }): boolean;
  115375. /**
  115376. * Attach a feature to the current session. Mainly used when session started to start the feature effect.
  115377. * Can be used during a session to start a feature
  115378. * @param featureName the name of feature to attach
  115379. */
  115380. attachFeature(featureName: string): void;
  115381. /**
  115382. * Can be used inside a session or when the session ends to detach a specific feature
  115383. * @param featureName the name of the feature to detach
  115384. */
  115385. detachFeature(featureName: string): void;
  115386. /**
  115387. * Get the list of enabled features
  115388. * @returns an array of enabled features
  115389. */
  115390. getEnabledFeatures(): string[];
  115391. /**
  115392. * get the implementation of an enabled feature.
  115393. * @param featureName the name of the feature to load
  115394. * @returns the feature class, if found
  115395. */
  115396. getEnabledFeature(featureName: string): IWebXRFeature;
  115397. /**
  115398. * dispose this features manager
  115399. */
  115400. dispose(): void;
  115401. }
  115402. }
  115403. declare module BABYLON {
  115404. /**
  115405. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  115406. * @see https://doc.babylonjs.com/how_to/webxr
  115407. */
  115408. export class WebXRExperienceHelper implements IDisposable {
  115409. private scene;
  115410. /**
  115411. * Camera used to render xr content
  115412. */
  115413. camera: WebXRCamera;
  115414. /**
  115415. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  115416. */
  115417. state: WebXRState;
  115418. private _setState;
  115419. /**
  115420. * Fires when the state of the experience helper has changed
  115421. */
  115422. onStateChangedObservable: Observable<WebXRState>;
  115423. /**
  115424. * Observers registered here will be triggered after the camera's initial transformation is set
  115425. * This can be used to set a different ground level or an extra rotation.
  115426. *
  115427. * Note that ground level is considered to be at 0. The height defined by the XR camera will be added
  115428. * to the position set after this observable is done executing.
  115429. */
  115430. onInitialXRPoseSetObservable: Observable<WebXRCamera>;
  115431. /** Session manager used to keep track of xr session */
  115432. sessionManager: WebXRSessionManager;
  115433. /** A features manager for this xr session */
  115434. featuresManager: WebXRFeaturesManager;
  115435. private _nonVRCamera;
  115436. private _originalSceneAutoClear;
  115437. private _supported;
  115438. /**
  115439. * Creates the experience helper
  115440. * @param scene the scene to attach the experience helper to
  115441. * @returns a promise for the experience helper
  115442. */
  115443. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  115444. /**
  115445. * Creates a WebXRExperienceHelper
  115446. * @param scene The scene the helper should be created in
  115447. */
  115448. private constructor();
  115449. /**
  115450. * Exits XR mode and returns the scene to its original state
  115451. * @returns promise that resolves after xr mode has exited
  115452. */
  115453. exitXRAsync(): Promise<void>;
  115454. /**
  115455. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  115456. * @param sessionMode options for the XR session
  115457. * @param referenceSpaceType frame of reference of the XR session
  115458. * @param renderTarget the output canvas that will be used to enter XR mode
  115459. * @returns promise that resolves after xr mode has entered
  115460. */
  115461. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): Promise<WebXRSessionManager>;
  115462. /**
  115463. * Disposes of the experience helper
  115464. */
  115465. dispose(): void;
  115466. private _nonXRToXRCamera;
  115467. }
  115468. }
  115469. declare module BABYLON {
  115470. /**
  115471. * X-Y values for axes in WebXR
  115472. */
  115473. export interface IWebXRMotionControllerAxesValue {
  115474. /**
  115475. * The value of the x axis
  115476. */
  115477. x: number;
  115478. /**
  115479. * The value of the y-axis
  115480. */
  115481. y: number;
  115482. }
  115483. /**
  115484. * changed / previous values for the values of this component
  115485. */
  115486. export interface IWebXRMotionControllerComponentChangesValues<T> {
  115487. /**
  115488. * current (this frame) value
  115489. */
  115490. current: T;
  115491. /**
  115492. * previous (last change) value
  115493. */
  115494. previous: T;
  115495. }
  115496. /**
  115497. * Represents changes in the component between current frame and last values recorded
  115498. */
  115499. export interface IWebXRMotionControllerComponentChanges {
  115500. /**
  115501. * will be populated with previous and current values if touched changed
  115502. */
  115503. touched?: IWebXRMotionControllerComponentChangesValues<boolean>;
  115504. /**
  115505. * will be populated with previous and current values if pressed changed
  115506. */
  115507. pressed?: IWebXRMotionControllerComponentChangesValues<boolean>;
  115508. /**
  115509. * will be populated with previous and current values if value changed
  115510. */
  115511. value?: IWebXRMotionControllerComponentChangesValues<number>;
  115512. /**
  115513. * will be populated with previous and current values if axes changed
  115514. */
  115515. axes?: IWebXRMotionControllerComponentChangesValues<IWebXRMotionControllerAxesValue>;
  115516. }
  115517. /**
  115518. * This class represents a single component (for example button or thumbstick) of a motion controller
  115519. */
  115520. export class WebXRControllerComponent implements IDisposable {
  115521. /**
  115522. * the id of this component
  115523. */
  115524. id: string;
  115525. /**
  115526. * the type of the component
  115527. */
  115528. type: MotionControllerComponentType;
  115529. private _buttonIndex;
  115530. private _axesIndices;
  115531. /**
  115532. * Thumbstick component type
  115533. */
  115534. static THUMBSTICK: string;
  115535. /**
  115536. * Touchpad component type
  115537. */
  115538. static TOUCHPAD: string;
  115539. /**
  115540. * trigger component type
  115541. */
  115542. static TRIGGER: string;
  115543. /**
  115544. * squeeze component type
  115545. */
  115546. static SQUEEZE: string;
  115547. /**
  115548. * Observers registered here will be triggered when the state of a button changes
  115549. * State change is either pressed / touched / value
  115550. */
  115551. onButtonStateChanged: Observable<WebXRControllerComponent>;
  115552. /**
  115553. * If axes are available for this component (like a touchpad or thumbstick) the observers will be notified when
  115554. * the axes data changes
  115555. */
  115556. onAxisValueChanged: Observable<{
  115557. x: number;
  115558. y: number;
  115559. }>;
  115560. private _currentValue;
  115561. private _touched;
  115562. private _pressed;
  115563. private _axes;
  115564. private _changes;
  115565. /**
  115566. * Creates a new component for a motion controller.
  115567. * It is created by the motion controller itself
  115568. *
  115569. * @param id the id of this component
  115570. * @param type the type of the component
  115571. * @param _buttonIndex index in the buttons array of the gamepad
  115572. * @param _axesIndices indices of the values in the axes array of the gamepad
  115573. */
  115574. constructor(
  115575. /**
  115576. * the id of this component
  115577. */
  115578. id: string,
  115579. /**
  115580. * the type of the component
  115581. */
  115582. type: MotionControllerComponentType, _buttonIndex?: number, _axesIndices?: number[]);
  115583. /**
  115584. * Get the current value of this component
  115585. */
  115586. get value(): number;
  115587. /**
  115588. * is the button currently pressed
  115589. */
  115590. get pressed(): boolean;
  115591. /**
  115592. * is the button currently touched
  115593. */
  115594. get touched(): boolean;
  115595. /**
  115596. * The current axes data. If this component has no axes it will still return an object { x: 0, y: 0 }
  115597. */
  115598. get axes(): IWebXRMotionControllerAxesValue;
  115599. /**
  115600. * Get the changes. Elements will be populated only if they changed with their previous and current value
  115601. */
  115602. get changes(): IWebXRMotionControllerComponentChanges;
  115603. /**
  115604. * Is this component a button (hence - pressable)
  115605. * @returns true if can be pressed
  115606. */
  115607. isButton(): boolean;
  115608. /**
  115609. * Are there axes correlating to this component
  115610. * @return true is axes data is available
  115611. */
  115612. isAxes(): boolean;
  115613. /**
  115614. * update this component using the gamepad object it is in. Called on every frame
  115615. * @param nativeController the native gamepad controller object
  115616. */
  115617. update(nativeController: IMinimalMotionControllerObject): void;
  115618. /**
  115619. * Dispose this component
  115620. */
  115621. dispose(): void;
  115622. }
  115623. }
  115624. declare module BABYLON {
  115625. /**
  115626. * Class used to represent data loading progression
  115627. */
  115628. export class SceneLoaderProgressEvent {
  115629. /** defines if data length to load can be evaluated */
  115630. readonly lengthComputable: boolean;
  115631. /** defines the loaded data length */
  115632. readonly loaded: number;
  115633. /** defines the data length to load */
  115634. readonly total: number;
  115635. /**
  115636. * Create a new progress event
  115637. * @param lengthComputable defines if data length to load can be evaluated
  115638. * @param loaded defines the loaded data length
  115639. * @param total defines the data length to load
  115640. */
  115641. constructor(
  115642. /** defines if data length to load can be evaluated */
  115643. lengthComputable: boolean,
  115644. /** defines the loaded data length */
  115645. loaded: number,
  115646. /** defines the data length to load */
  115647. total: number);
  115648. /**
  115649. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  115650. * @param event defines the source event
  115651. * @returns a new SceneLoaderProgressEvent
  115652. */
  115653. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  115654. }
  115655. /**
  115656. * Interface used by SceneLoader plugins to define supported file extensions
  115657. */
  115658. export interface ISceneLoaderPluginExtensions {
  115659. /**
  115660. * Defines the list of supported extensions
  115661. */
  115662. [extension: string]: {
  115663. isBinary: boolean;
  115664. };
  115665. }
  115666. /**
  115667. * Interface used by SceneLoader plugin factory
  115668. */
  115669. export interface ISceneLoaderPluginFactory {
  115670. /**
  115671. * Defines the name of the factory
  115672. */
  115673. name: string;
  115674. /**
  115675. * Function called to create a new plugin
  115676. * @return the new plugin
  115677. */
  115678. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  115679. /**
  115680. * The callback that returns true if the data can be directly loaded.
  115681. * @param data string containing the file data
  115682. * @returns if the data can be loaded directly
  115683. */
  115684. canDirectLoad?(data: string): boolean;
  115685. }
  115686. /**
  115687. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  115688. */
  115689. export interface ISceneLoaderPluginBase {
  115690. /**
  115691. * The friendly name of this plugin.
  115692. */
  115693. name: string;
  115694. /**
  115695. * The file extensions supported by this plugin.
  115696. */
  115697. extensions: string | ISceneLoaderPluginExtensions;
  115698. /**
  115699. * The callback called when loading from a url.
  115700. * @param scene scene loading this url
  115701. * @param url url to load
  115702. * @param onSuccess callback called when the file successfully loads
  115703. * @param onProgress callback called while file is loading (if the server supports this mode)
  115704. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  115705. * @param onError callback called when the file fails to load
  115706. * @returns a file request object
  115707. */
  115708. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  115709. /**
  115710. * The callback called when loading from a file object.
  115711. * @param scene scene loading this file
  115712. * @param file defines the file to load
  115713. * @param onSuccess defines the callback to call when data is loaded
  115714. * @param onProgress defines the callback to call during loading process
  115715. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  115716. * @param onError defines the callback to call when an error occurs
  115717. * @returns a file request object
  115718. */
  115719. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  115720. /**
  115721. * The callback that returns true if the data can be directly loaded.
  115722. * @param data string containing the file data
  115723. * @returns if the data can be loaded directly
  115724. */
  115725. canDirectLoad?(data: string): boolean;
  115726. /**
  115727. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  115728. * @param scene scene loading this data
  115729. * @param data string containing the data
  115730. * @returns data to pass to the plugin
  115731. */
  115732. directLoad?(scene: Scene, data: string): any;
  115733. /**
  115734. * The callback that allows custom handling of the root url based on the response url.
  115735. * @param rootUrl the original root url
  115736. * @param responseURL the response url if available
  115737. * @returns the new root url
  115738. */
  115739. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  115740. }
  115741. /**
  115742. * Interface used to define a SceneLoader plugin
  115743. */
  115744. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  115745. /**
  115746. * Import meshes into a scene.
  115747. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  115748. * @param scene The scene to import into
  115749. * @param data The data to import
  115750. * @param rootUrl The root url for scene and resources
  115751. * @param meshes The meshes array to import into
  115752. * @param particleSystems The particle systems array to import into
  115753. * @param skeletons The skeletons array to import into
  115754. * @param onError The callback when import fails
  115755. * @returns True if successful or false otherwise
  115756. */
  115757. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  115758. /**
  115759. * Load into a scene.
  115760. * @param scene The scene to load into
  115761. * @param data The data to import
  115762. * @param rootUrl The root url for scene and resources
  115763. * @param onError The callback when import fails
  115764. * @returns True if successful or false otherwise
  115765. */
  115766. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  115767. /**
  115768. * Load into an asset container.
  115769. * @param scene The scene to load into
  115770. * @param data The data to import
  115771. * @param rootUrl The root url for scene and resources
  115772. * @param onError The callback when import fails
  115773. * @returns The loaded asset container
  115774. */
  115775. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  115776. }
  115777. /**
  115778. * Interface used to define an async SceneLoader plugin
  115779. */
  115780. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  115781. /**
  115782. * Import meshes into a scene.
  115783. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  115784. * @param scene The scene to import into
  115785. * @param data The data to import
  115786. * @param rootUrl The root url for scene and resources
  115787. * @param onProgress The callback when the load progresses
  115788. * @param fileName Defines the name of the file to load
  115789. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  115790. */
  115791. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  115792. meshes: AbstractMesh[];
  115793. particleSystems: IParticleSystem[];
  115794. skeletons: Skeleton[];
  115795. animationGroups: AnimationGroup[];
  115796. }>;
  115797. /**
  115798. * Load into a scene.
  115799. * @param scene The scene to load into
  115800. * @param data The data to import
  115801. * @param rootUrl The root url for scene and resources
  115802. * @param onProgress The callback when the load progresses
  115803. * @param fileName Defines the name of the file to load
  115804. * @returns Nothing
  115805. */
  115806. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  115807. /**
  115808. * Load into an asset container.
  115809. * @param scene The scene to load into
  115810. * @param data The data to import
  115811. * @param rootUrl The root url for scene and resources
  115812. * @param onProgress The callback when the load progresses
  115813. * @param fileName Defines the name of the file to load
  115814. * @returns The loaded asset container
  115815. */
  115816. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  115817. }
  115818. /**
  115819. * Mode that determines how to handle old animation groups before loading new ones.
  115820. */
  115821. export enum SceneLoaderAnimationGroupLoadingMode {
  115822. /**
  115823. * Reset all old animations to initial state then dispose them.
  115824. */
  115825. Clean = 0,
  115826. /**
  115827. * Stop all old animations.
  115828. */
  115829. Stop = 1,
  115830. /**
  115831. * Restart old animations from first frame.
  115832. */
  115833. Sync = 2,
  115834. /**
  115835. * Old animations remains untouched.
  115836. */
  115837. NoSync = 3
  115838. }
  115839. /**
  115840. * Class used to load scene from various file formats using registered plugins
  115841. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  115842. */
  115843. export class SceneLoader {
  115844. /**
  115845. * No logging while loading
  115846. */
  115847. static readonly NO_LOGGING: number;
  115848. /**
  115849. * Minimal logging while loading
  115850. */
  115851. static readonly MINIMAL_LOGGING: number;
  115852. /**
  115853. * Summary logging while loading
  115854. */
  115855. static readonly SUMMARY_LOGGING: number;
  115856. /**
  115857. * Detailled logging while loading
  115858. */
  115859. static readonly DETAILED_LOGGING: number;
  115860. /**
  115861. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  115862. */
  115863. static get ForceFullSceneLoadingForIncremental(): boolean;
  115864. static set ForceFullSceneLoadingForIncremental(value: boolean);
  115865. /**
  115866. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  115867. */
  115868. static get ShowLoadingScreen(): boolean;
  115869. static set ShowLoadingScreen(value: boolean);
  115870. /**
  115871. * Defines the current logging level (while loading the scene)
  115872. * @ignorenaming
  115873. */
  115874. static get loggingLevel(): number;
  115875. static set loggingLevel(value: number);
  115876. /**
  115877. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  115878. */
  115879. static get CleanBoneMatrixWeights(): boolean;
  115880. static set CleanBoneMatrixWeights(value: boolean);
  115881. /**
  115882. * Event raised when a plugin is used to load a scene
  115883. */
  115884. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  115885. private static _registeredPlugins;
  115886. private static _getDefaultPlugin;
  115887. private static _getPluginForExtension;
  115888. private static _getPluginForDirectLoad;
  115889. private static _getPluginForFilename;
  115890. private static _getDirectLoad;
  115891. private static _loadData;
  115892. private static _getFileInfo;
  115893. /**
  115894. * Gets a plugin that can load the given extension
  115895. * @param extension defines the extension to load
  115896. * @returns a plugin or null if none works
  115897. */
  115898. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  115899. /**
  115900. * Gets a boolean indicating that the given extension can be loaded
  115901. * @param extension defines the extension to load
  115902. * @returns true if the extension is supported
  115903. */
  115904. static IsPluginForExtensionAvailable(extension: string): boolean;
  115905. /**
  115906. * Adds a new plugin to the list of registered plugins
  115907. * @param plugin defines the plugin to add
  115908. */
  115909. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  115910. /**
  115911. * Import meshes into a scene
  115912. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  115913. * @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)
  115914. * @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)
  115915. * @param scene the instance of BABYLON.Scene to append to
  115916. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  115917. * @param onProgress a callback with a progress event for each file being loaded
  115918. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  115919. * @param pluginExtension the extension used to determine the plugin
  115920. * @returns The loaded plugin
  115921. */
  115922. 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>;
  115923. /**
  115924. * Import meshes into a scene
  115925. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  115926. * @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)
  115927. * @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)
  115928. * @param scene the instance of BABYLON.Scene to append to
  115929. * @param onProgress a callback with a progress event for each file being loaded
  115930. * @param pluginExtension the extension used to determine the plugin
  115931. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  115932. */
  115933. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  115934. meshes: AbstractMesh[];
  115935. particleSystems: IParticleSystem[];
  115936. skeletons: Skeleton[];
  115937. animationGroups: AnimationGroup[];
  115938. }>;
  115939. /**
  115940. * Load a scene
  115941. * @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)
  115942. * @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)
  115943. * @param engine is the instance of BABYLON.Engine to use to create the scene
  115944. * @param onSuccess a callback with the scene when import succeeds
  115945. * @param onProgress a callback with a progress event for each file being loaded
  115946. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  115947. * @param pluginExtension the extension used to determine the plugin
  115948. * @returns The loaded plugin
  115949. */
  115950. 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>;
  115951. /**
  115952. * Load a scene
  115953. * @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)
  115954. * @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)
  115955. * @param engine is the instance of BABYLON.Engine to use to create the scene
  115956. * @param onProgress a callback with a progress event for each file being loaded
  115957. * @param pluginExtension the extension used to determine the plugin
  115958. * @returns The loaded scene
  115959. */
  115960. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  115961. /**
  115962. * Append a scene
  115963. * @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)
  115964. * @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)
  115965. * @param scene is the instance of BABYLON.Scene to append to
  115966. * @param onSuccess a callback with the scene when import succeeds
  115967. * @param onProgress a callback with a progress event for each file being loaded
  115968. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  115969. * @param pluginExtension the extension used to determine the plugin
  115970. * @returns The loaded plugin
  115971. */
  115972. 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>;
  115973. /**
  115974. * Append a scene
  115975. * @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)
  115976. * @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)
  115977. * @param scene is the instance of BABYLON.Scene to append to
  115978. * @param onProgress a callback with a progress event for each file being loaded
  115979. * @param pluginExtension the extension used to determine the plugin
  115980. * @returns The given scene
  115981. */
  115982. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  115983. /**
  115984. * Load a scene into an asset container
  115985. * @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)
  115986. * @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)
  115987. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  115988. * @param onSuccess a callback with the scene when import succeeds
  115989. * @param onProgress a callback with a progress event for each file being loaded
  115990. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  115991. * @param pluginExtension the extension used to determine the plugin
  115992. * @returns The loaded plugin
  115993. */
  115994. 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>;
  115995. /**
  115996. * Load a scene into an asset container
  115997. * @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)
  115998. * @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)
  115999. * @param scene is the instance of Scene to append to
  116000. * @param onProgress a callback with a progress event for each file being loaded
  116001. * @param pluginExtension the extension used to determine the plugin
  116002. * @returns The loaded asset container
  116003. */
  116004. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  116005. /**
  116006. * Import animations from a file into a scene
  116007. * @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)
  116008. * @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)
  116009. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  116010. * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
  116011. * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
  116012. * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
  116013. * @param onSuccess a callback with the scene when import succeeds
  116014. * @param onProgress a callback with a progress event for each file being loaded
  116015. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  116016. */
  116017. static ImportAnimations(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): void;
  116018. /**
  116019. * Import animations from a file into a scene
  116020. * @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)
  116021. * @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)
  116022. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  116023. * @param overwriteAnimations when true, animations are cleaned before importing new ones. Animations are appended otherwise
  116024. * @param animationGroupLoadingMode defines how to handle old animations groups before importing new ones
  116025. * @param targetConverter defines a function used to convert animation targets from loaded scene to current scene (default: search node by name)
  116026. * @param onSuccess a callback with the scene when import succeeds
  116027. * @param onProgress a callback with a progress event for each file being loaded
  116028. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  116029. * @returns the updated scene with imported animations
  116030. */
  116031. static ImportAnimationsAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, overwriteAnimations?: boolean, animationGroupLoadingMode?: SceneLoaderAnimationGroupLoadingMode, targetConverter?: Nullable<(target: any) => any>, onSuccess?: Nullable<(scene: Scene) => void>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, onError?: Nullable<(scene: Scene, message: string, exception?: any) => void>): Promise<Scene>;
  116032. }
  116033. }
  116034. declare module BABYLON {
  116035. /**
  116036. * Handness type in xrInput profiles. These can be used to define layouts in the Layout Map.
  116037. */
  116038. export type MotionControllerHandness = "none" | "left" | "right" | "left-right" | "left-right-none";
  116039. /**
  116040. * The type of components available in motion controllers.
  116041. * This is not the name of the component.
  116042. */
  116043. export type MotionControllerComponentType = "trigger" | "squeeze" | "touchpad" | "thumbstick" | "button";
  116044. /**
  116045. * The schema of motion controller layout.
  116046. * No object will be initialized using this interface
  116047. * This is used just to define the profile.
  116048. */
  116049. export interface IMotionControllerLayout {
  116050. /**
  116051. * Defines the main button component id
  116052. */
  116053. selectComponentId: string;
  116054. /**
  116055. * Available components (unsorted)
  116056. */
  116057. components: {
  116058. /**
  116059. * A map of component Ids
  116060. */
  116061. [componentId: string]: {
  116062. /**
  116063. * The type of input the component outputs
  116064. */
  116065. type: MotionControllerComponentType;
  116066. };
  116067. };
  116068. /**
  116069. * An optional gamepad object. If no gamepad object is not defined, no models will be loaded
  116070. */
  116071. gamepad?: {
  116072. /**
  116073. * Is the mapping based on the xr-standard defined here:
  116074. * https://www.w3.org/TR/webxr-gamepads-module-1/#xr-standard-gamepad-mapping
  116075. */
  116076. mapping: "" | "xr-standard";
  116077. /**
  116078. * The buttons available in this input in the right order
  116079. * index of this button will be the index in the gamepadObject.buttons array
  116080. * correlates to the componentId in components
  116081. */
  116082. buttons: Array<string | null>;
  116083. /**
  116084. * Definition of the axes of the gamepad input, sorted
  116085. * Correlates to componentIds in the components map
  116086. */
  116087. axes: Array<{
  116088. /**
  116089. * The component id that the axis correlates to
  116090. */
  116091. componentId: string;
  116092. /**
  116093. * X or Y Axis
  116094. */
  116095. axis: "x-axis" | "y-axis";
  116096. } | null>;
  116097. };
  116098. }
  116099. /**
  116100. * A definition for the layout map in the input profile
  116101. */
  116102. export interface IMotionControllerLayoutMap {
  116103. /**
  116104. * Layouts with handness type as a key
  116105. */
  116106. [handness: string]: IMotionControllerLayout;
  116107. }
  116108. /**
  116109. * The XR Input profile schema
  116110. * Profiles can be found here:
  116111. * https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/registry/profiles
  116112. */
  116113. export interface IMotionControllerProfile {
  116114. /**
  116115. * The id of this profile
  116116. * correlates to the profile(s) in the xrInput.profiles array
  116117. */
  116118. profileId: string;
  116119. /**
  116120. * fallback profiles for this profileId
  116121. */
  116122. fallbackProfileIds: string[];
  116123. /**
  116124. * The layout map, with handness as key
  116125. */
  116126. layouts: IMotionControllerLayoutMap;
  116127. }
  116128. /**
  116129. * A helper-interface for the 3 meshes needed for controller button animation
  116130. * The meshes are provided to the _lerpButtonTransform function to calculate the current position of the value mesh
  116131. */
  116132. export interface IMotionControllerButtonMeshMap {
  116133. /**
  116134. * The mesh that will be changed when value changes
  116135. */
  116136. valueMesh: AbstractMesh;
  116137. /**
  116138. * the mesh that defines the pressed value mesh position.
  116139. * This is used to find the max-position of this button
  116140. */
  116141. pressedMesh: AbstractMesh;
  116142. /**
  116143. * the mesh that defines the unpressed value mesh position.
  116144. * This is used to find the min (or initial) position of this button
  116145. */
  116146. unpressedMesh: AbstractMesh;
  116147. }
  116148. /**
  116149. * A helper-interface for the 3 meshes needed for controller axis animation.
  116150. * This will be expanded when touchpad animations are fully supported
  116151. * The meshes are provided to the _lerpAxisTransform function to calculate the current position of the value mesh
  116152. */
  116153. export interface IMotionControllerAxisMeshMap {
  116154. /**
  116155. * The mesh that will be changed when axis value changes
  116156. */
  116157. valueMesh: AbstractMesh;
  116158. /**
  116159. * the mesh that defines the minimum value mesh position.
  116160. */
  116161. minMesh: AbstractMesh;
  116162. /**
  116163. * the mesh that defines the maximum value mesh position.
  116164. */
  116165. maxMesh: AbstractMesh;
  116166. }
  116167. /**
  116168. * The elements needed for change-detection of the gamepad objects in motion controllers
  116169. */
  116170. export interface IMinimalMotionControllerObject {
  116171. /**
  116172. * An array of available buttons
  116173. */
  116174. buttons: Array<{
  116175. /**
  116176. * Value of the button/trigger
  116177. */
  116178. value: number;
  116179. /**
  116180. * If the button/trigger is currently touched
  116181. */
  116182. touched: boolean;
  116183. /**
  116184. * If the button/trigger is currently pressed
  116185. */
  116186. pressed: boolean;
  116187. }>;
  116188. /**
  116189. * Available axes of this controller
  116190. */
  116191. axes: number[];
  116192. }
  116193. /**
  116194. * An Abstract Motion controller
  116195. * This class receives an xrInput and a profile layout and uses those to initialize the components
  116196. * Each component has an observable to check for changes in value and state
  116197. */
  116198. export abstract class WebXRAbstractMotionController implements IDisposable {
  116199. protected scene: Scene;
  116200. protected layout: IMotionControllerLayout;
  116201. /**
  116202. * The gamepad object correlating to this controller
  116203. */
  116204. gamepadObject: IMinimalMotionControllerObject;
  116205. /**
  116206. * handness (left/right/none) of this controller
  116207. */
  116208. handness: MotionControllerHandness;
  116209. /**
  116210. * Component type map
  116211. */
  116212. static ComponentType: {
  116213. TRIGGER: string;
  116214. SQUEEZE: string;
  116215. TOUCHPAD: string;
  116216. THUMBSTICK: string;
  116217. BUTTON: string;
  116218. };
  116219. /**
  116220. * The profile id of this motion controller
  116221. */
  116222. abstract profileId: string;
  116223. /**
  116224. * A map of components (WebXRControllerComponent) in this motion controller
  116225. * Components have a ComponentType and can also have both button and axis definitions
  116226. */
  116227. readonly components: {
  116228. [id: string]: WebXRControllerComponent;
  116229. };
  116230. /**
  116231. * Observers registered here will be triggered when the model of this controller is done loading
  116232. */
  116233. onModelLoadedObservable: Observable<WebXRAbstractMotionController>;
  116234. /**
  116235. * The root mesh of the model. It is null if the model was not yet initialized
  116236. */
  116237. rootMesh: Nullable<AbstractMesh>;
  116238. private _modelReady;
  116239. /**
  116240. * constructs a new abstract motion controller
  116241. * @param scene the scene to which the model of the controller will be added
  116242. * @param layout The profile layout to load
  116243. * @param gamepadObject The gamepad object correlating to this controller
  116244. * @param handness handness (left/right/none) of this controller
  116245. * @param _doNotLoadControllerMesh set this flag to ignore the mesh loading
  116246. */
  116247. constructor(scene: Scene, layout: IMotionControllerLayout,
  116248. /**
  116249. * The gamepad object correlating to this controller
  116250. */
  116251. gamepadObject: IMinimalMotionControllerObject,
  116252. /**
  116253. * handness (left/right/none) of this controller
  116254. */
  116255. handness: MotionControllerHandness, _doNotLoadControllerMesh?: boolean);
  116256. private _initComponent;
  116257. /**
  116258. * Update this model using the current XRFrame
  116259. * @param xrFrame the current xr frame to use and update the model
  116260. */
  116261. updateFromXRFrame(xrFrame: XRFrame): void;
  116262. /**
  116263. * Get the list of components available in this motion controller
  116264. * @returns an array of strings correlating to available components
  116265. */
  116266. getComponentTypes(): string[];
  116267. /**
  116268. * Get the main (Select) component of this controller as defined in the layout
  116269. * @returns the main component of this controller
  116270. */
  116271. getMainComponent(): WebXRControllerComponent;
  116272. /**
  116273. * get a component based an its component id as defined in layout.components
  116274. * @param id the id of the component
  116275. * @returns the component correlates to the id or undefined if not found
  116276. */
  116277. getComponent(id: string): WebXRControllerComponent;
  116278. /**
  116279. * Loads the model correlating to this controller
  116280. * When the mesh is loaded, the onModelLoadedObservable will be triggered
  116281. * @returns A promise fulfilled with the result of the model loading
  116282. */
  116283. loadModel(): Promise<boolean>;
  116284. /**
  116285. * Update the model itself with the current frame data
  116286. * @param xrFrame the frame to use for updating the model mesh
  116287. */
  116288. protected updateModel(xrFrame: XRFrame): void;
  116289. /**
  116290. * Moves the axis on the controller mesh based on its current state
  116291. * @param axis the index of the axis
  116292. * @param axisValue the value of the axis which determines the meshes new position
  116293. * @hidden
  116294. */
  116295. protected _lerpAxisTransform(axisMap: IMotionControllerAxisMeshMap, axisValue: number): void;
  116296. /**
  116297. * Moves the buttons on the controller mesh based on their current state
  116298. * @param buttonName the name of the button to move
  116299. * @param buttonValue the value of the button which determines the buttons new position
  116300. */
  116301. protected _lerpButtonTransform(buttonMap: IMotionControllerButtonMeshMap, buttonValue: number): void;
  116302. private _getGenericFilenameAndPath;
  116303. private _getGenericParentMesh;
  116304. /**
  116305. * Get the filename and path for this controller's model
  116306. * @returns a map of filename and path
  116307. */
  116308. protected abstract _getFilenameAndPath(): {
  116309. filename: string;
  116310. path: string;
  116311. };
  116312. /**
  116313. * This function will be called after the model was successfully loaded and can be used
  116314. * for mesh transformations before it is available for the user
  116315. * @param meshes the loaded meshes
  116316. */
  116317. protected abstract _processLoadedModel(meshes: AbstractMesh[]): void;
  116318. /**
  116319. * Set the root mesh for this controller. Important for the WebXR controller class
  116320. * @param meshes the loaded meshes
  116321. */
  116322. protected abstract _setRootMesh(meshes: AbstractMesh[]): void;
  116323. /**
  116324. * A function executed each frame that updates the mesh (if needed)
  116325. * @param xrFrame the current xrFrame
  116326. */
  116327. protected abstract _updateModel(xrFrame: XRFrame): void;
  116328. /**
  116329. * This function is called before the mesh is loaded. It checks for loading constraints.
  116330. * For example, this function can check if the GLB loader is available
  116331. * If this function returns false, the generic controller will be loaded instead
  116332. * @returns Is the client ready to load the mesh
  116333. */
  116334. protected abstract _getModelLoadingConstraints(): boolean;
  116335. /**
  116336. * Dispose this controller, the model mesh and all its components
  116337. */
  116338. dispose(): void;
  116339. }
  116340. }
  116341. declare module BABYLON {
  116342. /**
  116343. * A generic trigger-only motion controller for WebXR
  116344. */
  116345. export class WebXRGenericTriggerMotionController extends WebXRAbstractMotionController {
  116346. /**
  116347. * Static version of the profile id of this controller
  116348. */
  116349. static ProfileId: string;
  116350. profileId: string;
  116351. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness);
  116352. protected _processLoadedModel(meshes: AbstractMesh[]): void;
  116353. protected _updateModel(): void;
  116354. protected _getFilenameAndPath(): {
  116355. filename: string;
  116356. path: string;
  116357. };
  116358. protected _setRootMesh(meshes: AbstractMesh[]): void;
  116359. protected _getModelLoadingConstraints(): boolean;
  116360. }
  116361. }
  116362. declare module BABYLON {
  116363. /**
  116364. * A construction function type to create a new controller based on an xrInput object
  116365. */
  116366. export type MotionControllerConstructor = (xrInput: XRInputSource, scene: Scene) => WebXRAbstractMotionController;
  116367. /**
  116368. * The MotionController Manager manages all registered motion controllers and loads the right one when needed.
  116369. *
  116370. * When this repository is complete: https://github.com/immersive-web/webxr-input-profiles/tree/master/packages/assets
  116371. * it should be replaced with auto-loaded controllers.
  116372. *
  116373. * When using a model try to stay as generic as possible. Eventually there will be no need in any of the controller classes
  116374. */
  116375. export class WebXRMotionControllerManager {
  116376. private static _AvailableControllers;
  116377. private static _Fallbacks;
  116378. /**
  116379. * Register a new controller based on its profile. This function will be called by the controller classes themselves.
  116380. *
  116381. * If you are missing a profile, make sure it is imported in your source, otherwise it will not register.
  116382. *
  116383. * @param type the profile type to register
  116384. * @param constructFunction the function to be called when loading this profile
  116385. */
  116386. static RegisterController(type: string, constructFunction: MotionControllerConstructor): void;
  116387. /**
  116388. * When acquiring a new xrInput object (usually by the WebXRInput class), match it with the correct profile.
  116389. * The order of search:
  116390. *
  116391. * 1) Iterate the profiles array of the xr input and try finding a corresponding motion controller
  116392. * 2) (If not found) search in the gamepad id and try using it (legacy versions only)
  116393. * 3) search for registered fallbacks (should be redundant, nonetheless it makes sense to check)
  116394. * 4) return the generic trigger controller if none were found
  116395. *
  116396. * @param xrInput the xrInput to which a new controller is initialized
  116397. * @param scene the scene to which the model will be added
  116398. * @param forceProfile force a certain profile for this controller
  116399. * @return the motion controller class for this profile id or the generic standard class if none was found
  116400. */
  116401. static GetMotionControllerWithXRInput(xrInput: XRInputSource, scene: Scene, forceProfile?: string): WebXRAbstractMotionController;
  116402. /**
  116403. * Find a fallback profile if the profile was not found. There are a few predefined generic profiles.
  116404. * @param profileId the profile to which a fallback needs to be found
  116405. * @return an array with corresponding fallback profiles
  116406. */
  116407. static FindFallbackWithProfileId(profileId: string): string[];
  116408. /**
  116409. * Register a fallback to a specific profile.
  116410. * @param profileId the profileId that will receive the fallbacks
  116411. * @param fallbacks A list of fallback profiles
  116412. */
  116413. static RegisterFallbacksForProfileId(profileId: string, fallbacks: string[]): void;
  116414. /**
  116415. * Register the default fallbacks.
  116416. * This function is called automatically when this file is imported.
  116417. */
  116418. static DefaultFallbacks(): void;
  116419. }
  116420. }
  116421. declare module BABYLON {
  116422. /**
  116423. * Configuration options for the WebXR controller creation
  116424. */
  116425. export interface IWebXRControllerOptions {
  116426. /**
  116427. * Force a specific controller type for this controller.
  116428. * This can be used when creating your own profile or when testing different controllers
  116429. */
  116430. forceControllerProfile?: string;
  116431. }
  116432. /**
  116433. * Represents an XR controller
  116434. */
  116435. export class WebXRController {
  116436. private _scene;
  116437. /** The underlying input source for the controller */
  116438. inputSource: XRInputSource;
  116439. private _options;
  116440. /**
  116441. * 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
  116442. */
  116443. grip?: AbstractMesh;
  116444. /**
  116445. * Pointer which can be used to select objects or attach a visible laser to
  116446. */
  116447. pointer: AbstractMesh;
  116448. /**
  116449. * If available, this is the gamepad object related to this controller.
  116450. * Using this object it is possible to get click events and trackpad changes of the
  116451. * webxr controller that is currently being used.
  116452. */
  116453. gamepadController?: WebXRAbstractMotionController;
  116454. /**
  116455. * Event that fires when the controller is removed/disposed
  116456. */
  116457. onDisposeObservable: Observable<{}>;
  116458. private _tmpQuaternion;
  116459. private _tmpVector;
  116460. private _uniqueId;
  116461. /**
  116462. * Creates the controller
  116463. * @see https://doc.babylonjs.com/how_to/webxr
  116464. * @param _scene the scene which the controller should be associated to
  116465. * @param inputSource the underlying input source for the controller
  116466. * @param _options options for this controller creation
  116467. */
  116468. constructor(_scene: Scene,
  116469. /** The underlying input source for the controller */
  116470. inputSource: XRInputSource, _options?: IWebXRControllerOptions);
  116471. /**
  116472. * Get this controllers unique id
  116473. */
  116474. get uniqueId(): string;
  116475. /**
  116476. * Updates the controller pose based on the given XRFrame
  116477. * @param xrFrame xr frame to update the pose with
  116478. * @param referenceSpace reference space to use
  116479. */
  116480. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  116481. /**
  116482. * Gets a world space ray coming from the controller
  116483. * @param result the resulting ray
  116484. */
  116485. getWorldPointerRayToRef(result: Ray): void;
  116486. /**
  116487. * Disposes of the object
  116488. */
  116489. dispose(): void;
  116490. }
  116491. }
  116492. declare module BABYLON {
  116493. /**
  116494. * The schema for initialization options of the XR Input class
  116495. */
  116496. export interface IWebXRInputOptions {
  116497. /**
  116498. * If set to true no model will be automatically loaded
  116499. */
  116500. doNotLoadControllerMeshes?: boolean;
  116501. /**
  116502. * If set, this profile will be used for all controllers loaded (for example "microsoft-mixed-reality")
  116503. * If not found, the xr input profile data will be used.
  116504. * Profiles are defined here - https://github.com/immersive-web/webxr-input-profiles/
  116505. */
  116506. forceInputProfile?: string;
  116507. }
  116508. /**
  116509. * XR input used to track XR inputs such as controllers/rays
  116510. */
  116511. export class WebXRInput implements IDisposable {
  116512. /**
  116513. * the xr session manager for this session
  116514. */
  116515. xrSessionManager: WebXRSessionManager;
  116516. /**
  116517. * the WebXR camera for this session. Mainly used for teleportation
  116518. */
  116519. xrCamera: WebXRCamera;
  116520. private readonly options;
  116521. /**
  116522. * XR controllers being tracked
  116523. */
  116524. controllers: Array<WebXRController>;
  116525. private _frameObserver;
  116526. private _sessionEndedObserver;
  116527. private _sessionInitObserver;
  116528. /**
  116529. * Event when a controller has been connected/added
  116530. */
  116531. onControllerAddedObservable: Observable<WebXRController>;
  116532. /**
  116533. * Event when a controller has been removed/disconnected
  116534. */
  116535. onControllerRemovedObservable: Observable<WebXRController>;
  116536. /**
  116537. * Initializes the WebXRInput
  116538. * @param xrSessionManager the xr session manager for this session
  116539. * @param xrCamera the WebXR camera for this session. Mainly used for teleportation
  116540. * @param options = initialization options for this xr input
  116541. */
  116542. constructor(
  116543. /**
  116544. * the xr session manager for this session
  116545. */
  116546. xrSessionManager: WebXRSessionManager,
  116547. /**
  116548. * the WebXR camera for this session. Mainly used for teleportation
  116549. */
  116550. xrCamera: WebXRCamera, options?: IWebXRInputOptions);
  116551. private _onInputSourcesChange;
  116552. private _addAndRemoveControllers;
  116553. /**
  116554. * Disposes of the object
  116555. */
  116556. dispose(): void;
  116557. }
  116558. }
  116559. declare module BABYLON {
  116560. /**
  116561. * This is the base class for all WebXR features.
  116562. * Since most features require almost the same resources and callbacks, this class can be used to simplify the development
  116563. * Note that since the features manager is using the `IWebXRFeature` you are in no way obligated to use this class
  116564. */
  116565. export abstract class WebXRAbstractFeature implements IWebXRFeature {
  116566. protected _xrSessionManager: WebXRSessionManager;
  116567. /**
  116568. * Construct a new (abstract) webxr feature
  116569. * @param _xrSessionManager the xr session manager for this feature
  116570. */
  116571. constructor(_xrSessionManager: WebXRSessionManager);
  116572. private _attached;
  116573. private _removeOnDetach;
  116574. /**
  116575. * Is this feature attached
  116576. */
  116577. get attached(): boolean;
  116578. /**
  116579. * attach this feature
  116580. *
  116581. * @returns true if successful.
  116582. */
  116583. attach(): boolean;
  116584. /**
  116585. * detach this feature.
  116586. *
  116587. * @returns true if successful.
  116588. */
  116589. detach(): boolean;
  116590. /**
  116591. * Dispose this feature and all of the resources attached
  116592. */
  116593. dispose(): void;
  116594. /**
  116595. * Code in this function will be executed on each xrFrame received from the browser.
  116596. * This function will not execute after the feature is detached.
  116597. * @param _xrFrame the current frame
  116598. */
  116599. protected _onXRFrame(_xrFrame: XRFrame): void;
  116600. /**
  116601. * This is used to register callbacks that will automatically be removed when detach is called.
  116602. * @param observable the observable to which the observer will be attached
  116603. * @param callback the callback to register
  116604. */
  116605. protected _addNewAttachObserver<T>(observable: Observable<T>, callback: (eventData: T, eventState: EventState) => void): void;
  116606. }
  116607. }
  116608. declare module BABYLON {
  116609. /**
  116610. * Options interface for the pointer selection module
  116611. */
  116612. export interface IWebXRControllerPointerSelectionOptions {
  116613. /**
  116614. * the xr input to use with this pointer selection
  116615. */
  116616. xrInput: WebXRInput;
  116617. /**
  116618. * Different button type to use instead of the main component
  116619. */
  116620. overrideButtonId?: string;
  116621. /**
  116622. * The amount of time in miliseconds it takes between pick found something to a pointer down event.
  116623. * Used in gaze modes. Tracked pointer uses the trigger, screen uses touch events
  116624. * 3000 means 3 seconds between pointing at something and selecting it
  116625. */
  116626. timeToSelect?: number;
  116627. /**
  116628. * Disable the pointer up event when the xr controller in screen and gaze mode is disposed (meaning - when the user removed the finger from the screen)
  116629. * If not disabled, the last picked point will be used to execute a pointer up event
  116630. * If disabled, pointer up event will be triggered right after the pointer down event.
  116631. * Used in screen and gaze target ray mode only
  116632. */
  116633. disablePointerUpOnTouchOut: boolean;
  116634. /**
  116635. * For gaze mode (time to select instead of press)
  116636. */
  116637. forceGazeMode: boolean;
  116638. /**
  116639. * Factor to be applied to the pointer-moved function in the gaze mode. How sensitive should the gaze mode be when checking if the pointer moved
  116640. * to start a new countdown to the pointer down event.
  116641. * Defaults to 1.
  116642. */
  116643. gazeModePointerMovedFactor?: number;
  116644. }
  116645. /**
  116646. * A module that will enable pointer selection for motion controllers of XR Input Sources
  116647. */
  116648. export class WebXRControllerPointerSelection extends WebXRAbstractFeature implements IWebXRFeature {
  116649. private readonly _options;
  116650. /**
  116651. * The module's name
  116652. */
  116653. static readonly Name: string;
  116654. /**
  116655. * The (Babylon) version of this module.
  116656. * This is an integer representing the implementation version.
  116657. * This number does not correspond to the webxr specs version
  116658. */
  116659. static readonly Version: number;
  116660. /**
  116661. * This color will be set to the laser pointer when selection is triggered
  116662. */
  116663. laserPointerPickedColor: Color3;
  116664. /**
  116665. * This color will be applied to the selection ring when selection is triggered
  116666. */
  116667. selectionMeshPickedColor: Color3;
  116668. /**
  116669. * default color of the selection ring
  116670. */
  116671. selectionMeshDefaultColor: Color3;
  116672. /**
  116673. * Default color of the laser pointer
  116674. */
  116675. lasterPointerDefaultColor: Color3;
  116676. private static _idCounter;
  116677. private _tmpRay;
  116678. private _controllers;
  116679. private _scene;
  116680. /**
  116681. * constructs a new background remover module
  116682. * @param _xrSessionManager the session manager for this module
  116683. * @param _options read-only options to be used in this module
  116684. */
  116685. constructor(_xrSessionManager: WebXRSessionManager, _options: IWebXRControllerPointerSelectionOptions);
  116686. /**
  116687. * attach this feature
  116688. * Will usually be called by the features manager
  116689. *
  116690. * @returns true if successful.
  116691. */
  116692. attach(): boolean;
  116693. /**
  116694. * detach this feature.
  116695. * Will usually be called by the features manager
  116696. *
  116697. * @returns true if successful.
  116698. */
  116699. detach(): boolean;
  116700. /**
  116701. * Get the xr controller that correlates to the pointer id in the pointer event
  116702. *
  116703. * @param id the pointer id to search for
  116704. * @returns the controller that correlates to this id or null if not found
  116705. */
  116706. getXRControllerByPointerId(id: number): Nullable<WebXRController>;
  116707. protected _onXRFrame(_xrFrame: XRFrame): void;
  116708. private _attachController;
  116709. private _attachScreenRayMode;
  116710. private _attachGazeMode;
  116711. private _tmpVectorForPickCompare;
  116712. private _pickingMoved;
  116713. private _attachTrackedPointerRayMode;
  116714. private _detachController;
  116715. private _generateNewMeshPair;
  116716. private _convertNormalToDirectionOfRay;
  116717. private _updatePointerDistance;
  116718. }
  116719. }
  116720. declare module BABYLON {
  116721. /**
  116722. * Button which can be used to enter a different mode of XR
  116723. */
  116724. export class WebXREnterExitUIButton {
  116725. /** button element */
  116726. element: HTMLElement;
  116727. /** XR initialization options for the button */
  116728. sessionMode: XRSessionMode;
  116729. /** Reference space type */
  116730. referenceSpaceType: XRReferenceSpaceType;
  116731. /**
  116732. * Creates a WebXREnterExitUIButton
  116733. * @param element button element
  116734. * @param sessionMode XR initialization session mode
  116735. * @param referenceSpaceType the type of reference space to be used
  116736. */
  116737. constructor(
  116738. /** button element */
  116739. element: HTMLElement,
  116740. /** XR initialization options for the button */
  116741. sessionMode: XRSessionMode,
  116742. /** Reference space type */
  116743. referenceSpaceType: XRReferenceSpaceType);
  116744. /**
  116745. * Overwritable function which can be used to update the button's visuals when the state changes
  116746. * @param activeButton the current active button in the UI
  116747. */
  116748. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  116749. }
  116750. /**
  116751. * Options to create the webXR UI
  116752. */
  116753. export class WebXREnterExitUIOptions {
  116754. /**
  116755. * Context to enter xr with
  116756. */
  116757. renderTarget?: Nullable<WebXRRenderTarget>;
  116758. /**
  116759. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  116760. */
  116761. customButtons?: Array<WebXREnterExitUIButton>;
  116762. /**
  116763. * A session mode to use when creating the default button.
  116764. * Default is immersive-vr
  116765. */
  116766. sessionMode?: XRSessionMode;
  116767. /**
  116768. * A reference space type to use when creating the default button.
  116769. * Default is local-floor
  116770. */
  116771. referenceSpaceType?: XRReferenceSpaceType;
  116772. }
  116773. /**
  116774. * UI to allow the user to enter/exit XR mode
  116775. */
  116776. export class WebXREnterExitUI implements IDisposable {
  116777. private scene;
  116778. /** version of the options passed to this UI */
  116779. options: WebXREnterExitUIOptions;
  116780. private _overlay;
  116781. private _buttons;
  116782. private _activeButton;
  116783. /**
  116784. * Fired every time the active button is changed.
  116785. *
  116786. * When xr is entered via a button that launches xr that button will be the callback parameter
  116787. *
  116788. * When exiting xr the callback parameter will be null)
  116789. */
  116790. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  116791. /**
  116792. * Creates UI to allow the user to enter/exit XR mode
  116793. * @param scene the scene to add the ui to
  116794. * @param helper the xr experience helper to enter/exit xr with
  116795. * @param options options to configure the UI
  116796. * @returns the created ui
  116797. */
  116798. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  116799. /**
  116800. *
  116801. * @param scene babylon scene object to use
  116802. * @param options (read-only) version of the options passed to this UI
  116803. */
  116804. private constructor();
  116805. private _updateButtons;
  116806. /**
  116807. * Disposes of the object
  116808. */
  116809. dispose(): void;
  116810. }
  116811. }
  116812. declare module BABYLON {
  116813. /**
  116814. * Class containing static functions to help procedurally build meshes
  116815. */
  116816. export class LinesBuilder {
  116817. /**
  116818. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  116819. * * 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
  116820. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  116821. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  116822. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  116823. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  116824. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  116825. * * 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
  116826. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  116827. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116828. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  116829. * @param name defines the name of the new line system
  116830. * @param options defines the options used to create the line system
  116831. * @param scene defines the hosting scene
  116832. * @returns a new line system mesh
  116833. */
  116834. static CreateLineSystem(name: string, options: {
  116835. lines: Vector3[][];
  116836. updatable?: boolean;
  116837. instance?: Nullable<LinesMesh>;
  116838. colors?: Nullable<Color4[][]>;
  116839. useVertexAlpha?: boolean;
  116840. }, scene: Nullable<Scene>): LinesMesh;
  116841. /**
  116842. * Creates a line mesh
  116843. * 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
  116844. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  116845. * * The parameter `points` is an array successive Vector3
  116846. * * 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
  116847. * * The optional parameter `colors` is an array of successive Color4, one per line point
  116848. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  116849. * * When updating an instance, remember that only point positions can change, not the number of points
  116850. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116851. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  116852. * @param name defines the name of the new line system
  116853. * @param options defines the options used to create the line system
  116854. * @param scene defines the hosting scene
  116855. * @returns a new line mesh
  116856. */
  116857. static CreateLines(name: string, options: {
  116858. points: Vector3[];
  116859. updatable?: boolean;
  116860. instance?: Nullable<LinesMesh>;
  116861. colors?: Color4[];
  116862. useVertexAlpha?: boolean;
  116863. }, scene?: Nullable<Scene>): LinesMesh;
  116864. /**
  116865. * Creates a dashed line mesh
  116866. * * 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
  116867. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  116868. * * The parameter `points` is an array successive Vector3
  116869. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  116870. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  116871. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  116872. * * 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
  116873. * * When updating an instance, remember that only point positions can change, not the number of points
  116874. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  116875. * @param name defines the name of the mesh
  116876. * @param options defines the options used to create the mesh
  116877. * @param scene defines the hosting scene
  116878. * @returns the dashed line mesh
  116879. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  116880. */
  116881. static CreateDashedLines(name: string, options: {
  116882. points: Vector3[];
  116883. dashSize?: number;
  116884. gapSize?: number;
  116885. dashNb?: number;
  116886. updatable?: boolean;
  116887. instance?: LinesMesh;
  116888. }, scene?: Nullable<Scene>): LinesMesh;
  116889. }
  116890. }
  116891. declare module BABYLON {
  116892. /**
  116893. * The options container for the teleportation module
  116894. */
  116895. export interface IWebXRTeleportationOptions {
  116896. /**
  116897. * Babylon XR Input class for controller
  116898. */
  116899. xrInput: WebXRInput;
  116900. /**
  116901. * A list of meshes to use as floor meshes.
  116902. * Meshes can be added and removed after initializing the feature using the
  116903. * addFloorMesh and removeFloorMesh functions
  116904. */
  116905. floorMeshes: AbstractMesh[];
  116906. /**
  116907. * Provide your own teleportation mesh instead of babylon's wonderful doughnut.
  116908. * If you want to support rotation, make sure your mesh has a direction indicator.
  116909. *
  116910. * When left untouched, the default mesh will be initialized.
  116911. */
  116912. teleportationTargetMesh?: AbstractMesh;
  116913. /**
  116914. * Values to configure the default target mesh
  116915. */
  116916. defaultTargetMeshOptions?: {
  116917. /**
  116918. * Fill color of the teleportation area
  116919. */
  116920. teleportationFillColor?: string;
  116921. /**
  116922. * Border color for the teleportation area
  116923. */
  116924. teleportationBorderColor?: string;
  116925. /**
  116926. * Override the default material of the torus and arrow
  116927. */
  116928. torusArrowMaterial?: Material;
  116929. /**
  116930. * Disable the mesh's animation sequence
  116931. */
  116932. disableAnimation?: boolean;
  116933. };
  116934. /**
  116935. * Disable using the thumbstick and use the main component (usuallly trigger) on long press.
  116936. * This will be automatically true if the controller doesnt have a thumbstick or touchpad.
  116937. */
  116938. useMainComponentOnly?: boolean;
  116939. /**
  116940. * If main component is used (no thumbstick), how long should the "long press" take before teleporting
  116941. */
  116942. timeToTeleport?: number;
  116943. }
  116944. /**
  116945. * This is a teleportation feature to be used with webxr-enabled motion controllers.
  116946. * When enabled and attached, the feature will allow a user to move aroundand rotate in the scene using
  116947. * the input of the attached controllers.
  116948. */
  116949. export class WebXRMotionControllerTeleportation extends WebXRAbstractFeature implements IWebXRFeature {
  116950. private _options;
  116951. /**
  116952. * The module's name
  116953. */
  116954. static readonly Name: string;
  116955. /**
  116956. * The (Babylon) version of this module.
  116957. * This is an integer representing the implementation version.
  116958. * This number does not correspond to the webxr specs version
  116959. */
  116960. static readonly Version: number;
  116961. /**
  116962. * Is rotation enabled when moving forward?
  116963. * Disabling this feature will prevent the user from deciding the direction when teleporting
  116964. */
  116965. rotationEnabled: boolean;
  116966. /**
  116967. * Should the module support parabolic ray on top of direct ray
  116968. * If enabled, the user will be able to point "at the sky" and move according to predefined radius distance
  116969. * Very helpful when moving between floors / different heights
  116970. */
  116971. parabolicRayEnabled: boolean;
  116972. /**
  116973. * The distance from the user to the inspection point in the direction of the controller
  116974. * A higher number will allow the user to move further
  116975. * defaults to 5 (meters, in xr units)
  116976. */
  116977. parabolicCheckRadius: number;
  116978. /**
  116979. * How much rotation should be applied when rotating right and left
  116980. */
  116981. rotationAngle: number;
  116982. /**
  116983. * Distance to travel when moving backwards
  116984. */
  116985. backwardsTeleportationDistance: number;
  116986. /**
  116987. * Add a new mesh to the floor meshes array
  116988. * @param mesh the mesh to use as floor mesh
  116989. */
  116990. addFloorMesh(mesh: AbstractMesh): void;
  116991. /**
  116992. * Remove a mesh from the floor meshes array
  116993. * @param mesh the mesh to remove
  116994. */
  116995. removeFloorMesh(mesh: AbstractMesh): void;
  116996. /**
  116997. * Remove a mesh from the floor meshes array using its name
  116998. * @param name the mesh name to remove
  116999. */
  117000. removeFloorMeshByName(name: string): void;
  117001. private _tmpRay;
  117002. private _tmpVector;
  117003. private _controllers;
  117004. /**
  117005. * constructs a new anchor system
  117006. * @param _xrSessionManager an instance of WebXRSessionManager
  117007. * @param _options configuration object for this feature
  117008. */
  117009. constructor(_xrSessionManager: WebXRSessionManager, _options: IWebXRTeleportationOptions);
  117010. private _selectionFeature;
  117011. /**
  117012. * This function sets a selection feature that will be disabled when
  117013. * the forward ray is shown and will be reattached when hidden.
  117014. * This is used to remove the selection rays when moving.
  117015. * @param selectionFeature the feature to disable when forward movement is enabled
  117016. */
  117017. setSelectionFeature(selectionFeature: IWebXRFeature): void;
  117018. attach(): boolean;
  117019. detach(): boolean;
  117020. dispose(): void;
  117021. protected _onXRFrame(_xrFrame: XRFrame): void;
  117022. private _currentTeleportationControllerId;
  117023. private _attachController;
  117024. private _teleportForward;
  117025. private _detachController;
  117026. private createDefaultTargetMesh;
  117027. private setTargetMeshVisibility;
  117028. private setTargetMeshPosition;
  117029. private _quadraticBezierCurve;
  117030. private showParabolicPath;
  117031. }
  117032. }
  117033. declare module BABYLON {
  117034. /**
  117035. * Options for the default xr helper
  117036. */
  117037. export class WebXRDefaultExperienceOptions {
  117038. /**
  117039. * Floor meshes that should be used for teleporting
  117040. */
  117041. floorMeshes?: Array<AbstractMesh>;
  117042. /**
  117043. * Enable or disable default UI to enter XR
  117044. */
  117045. disableDefaultUI?: boolean;
  117046. /**
  117047. * optional configuration for the output canvas
  117048. */
  117049. outputCanvasOptions?: WebXRManagedOutputCanvasOptions;
  117050. /**
  117051. * optional UI options. This can be used among other to change session mode and reference space type
  117052. */
  117053. uiOptions?: WebXREnterExitUIOptions;
  117054. /**
  117055. * Disable the controller mesh-loading. Can be used if you want to load your own meshes
  117056. */
  117057. inputOptions?: IWebXRInputOptions;
  117058. }
  117059. /**
  117060. * Default experience which provides a similar setup to the previous webVRExperience
  117061. */
  117062. export class WebXRDefaultExperience {
  117063. /**
  117064. * Base experience
  117065. */
  117066. baseExperience: WebXRExperienceHelper;
  117067. /**
  117068. * Input experience extension
  117069. */
  117070. input: WebXRInput;
  117071. /**
  117072. * Enables laser pointer and selection
  117073. */
  117074. pointerSelection: WebXRControllerPointerSelection;
  117075. /**
  117076. * Enables teleportation
  117077. */
  117078. teleportation: WebXRMotionControllerTeleportation;
  117079. /**
  117080. * Enables ui for entering/exiting xr
  117081. */
  117082. enterExitUI: WebXREnterExitUI;
  117083. /**
  117084. * Default target xr should render to
  117085. */
  117086. renderTarget: WebXRRenderTarget;
  117087. /**
  117088. * Creates the default xr experience
  117089. * @param scene scene
  117090. * @param options options for basic configuration
  117091. * @returns resulting WebXRDefaultExperience
  117092. */
  117093. static CreateAsync(scene: Scene, options?: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117094. private constructor();
  117095. /**
  117096. * DIsposes of the experience helper
  117097. */
  117098. dispose(): void;
  117099. }
  117100. }
  117101. declare module BABYLON {
  117102. /**
  117103. * Options to modify the vr teleportation behavior.
  117104. */
  117105. export interface VRTeleportationOptions {
  117106. /**
  117107. * The name of the mesh which should be used as the teleportation floor. (default: null)
  117108. */
  117109. floorMeshName?: string;
  117110. /**
  117111. * A list of meshes to be used as the teleportation floor. (default: empty)
  117112. */
  117113. floorMeshes?: Mesh[];
  117114. /**
  117115. * The teleportation mode. (default: TELEPORTATIONMODE_CONSTANTTIME)
  117116. */
  117117. teleportationMode?: number;
  117118. /**
  117119. * The duration of the animation in ms, apply when animationMode is TELEPORTATIONMODE_CONSTANTTIME. (default 122ms)
  117120. */
  117121. teleportationTime?: number;
  117122. /**
  117123. * The speed of the animation in distance/sec, apply when animationMode is TELEPORTATIONMODE_CONSTANTSPEED. (default 20 units / sec)
  117124. */
  117125. teleportationSpeed?: number;
  117126. /**
  117127. * The easing function used in the animation or null for Linear. (default CircleEase)
  117128. */
  117129. easingFunction?: EasingFunction;
  117130. }
  117131. /**
  117132. * Options to modify the vr experience helper's behavior.
  117133. */
  117134. export interface VRExperienceHelperOptions extends WebVROptions {
  117135. /**
  117136. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  117137. */
  117138. createDeviceOrientationCamera?: boolean;
  117139. /**
  117140. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  117141. */
  117142. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  117143. /**
  117144. * Uses the main button on the controller to toggle the laser casted. (default: true)
  117145. */
  117146. laserToggle?: boolean;
  117147. /**
  117148. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  117149. */
  117150. floorMeshes?: Mesh[];
  117151. /**
  117152. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  117153. */
  117154. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  117155. /**
  117156. * Defines if WebXR should be used instead of WebVR (if available)
  117157. */
  117158. useXR?: boolean;
  117159. }
  117160. /**
  117161. * Event containing information after VR has been entered
  117162. */
  117163. export class OnAfterEnteringVRObservableEvent {
  117164. /**
  117165. * If entering vr was successful
  117166. */
  117167. success: boolean;
  117168. }
  117169. /**
  117170. * Helps to quickly add VR support to an existing scene.
  117171. * See http://doc.babylonjs.com/how_to/webvr_helper
  117172. */
  117173. export class VRExperienceHelper {
  117174. /** Options to modify the vr experience helper's behavior. */
  117175. webVROptions: VRExperienceHelperOptions;
  117176. private _scene;
  117177. private _position;
  117178. private _btnVR;
  117179. private _btnVRDisplayed;
  117180. private _webVRsupported;
  117181. private _webVRready;
  117182. private _webVRrequesting;
  117183. private _webVRpresenting;
  117184. private _hasEnteredVR;
  117185. private _fullscreenVRpresenting;
  117186. private _inputElement;
  117187. private _webVRCamera;
  117188. private _vrDeviceOrientationCamera;
  117189. private _deviceOrientationCamera;
  117190. private _existingCamera;
  117191. private _onKeyDown;
  117192. private _onVrDisplayPresentChange;
  117193. private _onVRDisplayChanged;
  117194. private _onVRRequestPresentStart;
  117195. private _onVRRequestPresentComplete;
  117196. /**
  117197. * Gets or sets a boolean indicating that gaze can be enabled even if pointer lock is not engage (useful on iOS where fullscreen mode and pointer lock are not supported)
  117198. */
  117199. enableGazeEvenWhenNoPointerLock: boolean;
  117200. /**
  117201. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  117202. */
  117203. exitVROnDoubleTap: boolean;
  117204. /**
  117205. * Observable raised right before entering VR.
  117206. */
  117207. onEnteringVRObservable: Observable<VRExperienceHelper>;
  117208. /**
  117209. * Observable raised when entering VR has completed.
  117210. */
  117211. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  117212. /**
  117213. * Observable raised when exiting VR.
  117214. */
  117215. onExitingVRObservable: Observable<VRExperienceHelper>;
  117216. /**
  117217. * Observable raised when controller mesh is loaded.
  117218. */
  117219. onControllerMeshLoadedObservable: Observable<WebVRController>;
  117220. /** Return this.onEnteringVRObservable
  117221. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  117222. */
  117223. get onEnteringVR(): Observable<VRExperienceHelper>;
  117224. /** Return this.onExitingVRObservable
  117225. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  117226. */
  117227. get onExitingVR(): Observable<VRExperienceHelper>;
  117228. /** Return this.onControllerMeshLoadedObservable
  117229. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  117230. */
  117231. get onControllerMeshLoaded(): Observable<WebVRController>;
  117232. private _rayLength;
  117233. private _useCustomVRButton;
  117234. private _teleportationRequested;
  117235. private _teleportActive;
  117236. private _floorMeshName;
  117237. private _floorMeshesCollection;
  117238. private _teleportationMode;
  117239. private _teleportationTime;
  117240. private _teleportationSpeed;
  117241. private _teleportationEasing;
  117242. private _rotationAllowed;
  117243. private _teleportBackwardsVector;
  117244. private _teleportationTarget;
  117245. private _isDefaultTeleportationTarget;
  117246. private _postProcessMove;
  117247. private _teleportationFillColor;
  117248. private _teleportationBorderColor;
  117249. private _rotationAngle;
  117250. private _haloCenter;
  117251. private _cameraGazer;
  117252. private _padSensibilityUp;
  117253. private _padSensibilityDown;
  117254. private _leftController;
  117255. private _rightController;
  117256. private _gazeColor;
  117257. private _laserColor;
  117258. private _pickedLaserColor;
  117259. private _pickedGazeColor;
  117260. /**
  117261. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  117262. */
  117263. onNewMeshSelected: Observable<AbstractMesh>;
  117264. /**
  117265. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  117266. * This observable will provide the mesh and the controller used to select the mesh
  117267. */
  117268. onMeshSelectedWithController: Observable<{
  117269. mesh: AbstractMesh;
  117270. controller: WebVRController;
  117271. }>;
  117272. /**
  117273. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  117274. */
  117275. onNewMeshPicked: Observable<PickingInfo>;
  117276. private _circleEase;
  117277. /**
  117278. * Observable raised before camera teleportation
  117279. */
  117280. onBeforeCameraTeleport: Observable<Vector3>;
  117281. /**
  117282. * Observable raised after camera teleportation
  117283. */
  117284. onAfterCameraTeleport: Observable<Vector3>;
  117285. /**
  117286. * Observable raised when current selected mesh gets unselected
  117287. */
  117288. onSelectedMeshUnselected: Observable<AbstractMesh>;
  117289. private _raySelectionPredicate;
  117290. /**
  117291. * To be optionaly changed by user to define custom ray selection
  117292. */
  117293. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  117294. /**
  117295. * To be optionaly changed by user to define custom selection logic (after ray selection)
  117296. */
  117297. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  117298. /**
  117299. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  117300. */
  117301. teleportationEnabled: boolean;
  117302. private _defaultHeight;
  117303. private _teleportationInitialized;
  117304. private _interactionsEnabled;
  117305. private _interactionsRequested;
  117306. private _displayGaze;
  117307. private _displayLaserPointer;
  117308. /**
  117309. * The mesh used to display where the user is going to teleport.
  117310. */
  117311. get teleportationTarget(): Mesh;
  117312. /**
  117313. * Sets the mesh to be used to display where the user is going to teleport.
  117314. */
  117315. set teleportationTarget(value: Mesh);
  117316. /**
  117317. * 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
  117318. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  117319. * See http://doc.babylonjs.com/resources/baking_transformations
  117320. */
  117321. get gazeTrackerMesh(): Mesh;
  117322. set gazeTrackerMesh(value: Mesh);
  117323. /**
  117324. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  117325. */
  117326. updateGazeTrackerScale: boolean;
  117327. /**
  117328. * If the gaze trackers color should be updated when selecting meshes
  117329. */
  117330. updateGazeTrackerColor: boolean;
  117331. /**
  117332. * If the controller laser color should be updated when selecting meshes
  117333. */
  117334. updateControllerLaserColor: boolean;
  117335. /**
  117336. * The gaze tracking mesh corresponding to the left controller
  117337. */
  117338. get leftControllerGazeTrackerMesh(): Nullable<Mesh>;
  117339. /**
  117340. * The gaze tracking mesh corresponding to the right controller
  117341. */
  117342. get rightControllerGazeTrackerMesh(): Nullable<Mesh>;
  117343. /**
  117344. * If the ray of the gaze should be displayed.
  117345. */
  117346. get displayGaze(): boolean;
  117347. /**
  117348. * Sets if the ray of the gaze should be displayed.
  117349. */
  117350. set displayGaze(value: boolean);
  117351. /**
  117352. * If the ray of the LaserPointer should be displayed.
  117353. */
  117354. get displayLaserPointer(): boolean;
  117355. /**
  117356. * Sets if the ray of the LaserPointer should be displayed.
  117357. */
  117358. set displayLaserPointer(value: boolean);
  117359. /**
  117360. * The deviceOrientationCamera used as the camera when not in VR.
  117361. */
  117362. get deviceOrientationCamera(): Nullable<DeviceOrientationCamera>;
  117363. /**
  117364. * Based on the current WebVR support, returns the current VR camera used.
  117365. */
  117366. get currentVRCamera(): Nullable<Camera>;
  117367. /**
  117368. * The webVRCamera which is used when in VR.
  117369. */
  117370. get webVRCamera(): WebVRFreeCamera;
  117371. /**
  117372. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  117373. */
  117374. get vrDeviceOrientationCamera(): Nullable<VRDeviceOrientationFreeCamera>;
  117375. /**
  117376. * The html button that is used to trigger entering into VR.
  117377. */
  117378. get vrButton(): Nullable<HTMLButtonElement>;
  117379. private get _teleportationRequestInitiated();
  117380. /**
  117381. * Defines wether or not Pointer lock should be requested when switching to
  117382. * full screen.
  117383. */
  117384. requestPointerLockOnFullScreen: boolean;
  117385. /**
  117386. * If asking to force XR, this will be populated with the default xr experience
  117387. */
  117388. xr: WebXRDefaultExperience;
  117389. /**
  117390. * Was the XR test done already. If this is true AND this.xr exists, xr is initialized.
  117391. * If this is true and no this.xr, xr exists but is not supported, using WebVR.
  117392. */
  117393. xrTestDone: boolean;
  117394. /**
  117395. * Instantiates a VRExperienceHelper.
  117396. * Helps to quickly add VR support to an existing scene.
  117397. * @param scene The scene the VRExperienceHelper belongs to.
  117398. * @param webVROptions Options to modify the vr experience helper's behavior.
  117399. */
  117400. constructor(scene: Scene,
  117401. /** Options to modify the vr experience helper's behavior. */
  117402. webVROptions?: VRExperienceHelperOptions);
  117403. private completeVRInit;
  117404. private _onDefaultMeshLoaded;
  117405. private _onResize;
  117406. private _onFullscreenChange;
  117407. /**
  117408. * Gets a value indicating if we are currently in VR mode.
  117409. */
  117410. get isInVRMode(): boolean;
  117411. private onVrDisplayPresentChange;
  117412. private onVRDisplayChanged;
  117413. private moveButtonToBottomRight;
  117414. private displayVRButton;
  117415. private updateButtonVisibility;
  117416. private _cachedAngularSensibility;
  117417. /**
  117418. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  117419. * Otherwise, will use the fullscreen API.
  117420. */
  117421. enterVR(): void;
  117422. /**
  117423. * Attempt to exit VR, or fullscreen.
  117424. */
  117425. exitVR(): void;
  117426. /**
  117427. * The position of the vr experience helper.
  117428. */
  117429. get position(): Vector3;
  117430. /**
  117431. * Sets the position of the vr experience helper.
  117432. */
  117433. set position(value: Vector3);
  117434. /**
  117435. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  117436. */
  117437. enableInteractions(): void;
  117438. private get _noControllerIsActive();
  117439. private beforeRender;
  117440. private _isTeleportationFloor;
  117441. /**
  117442. * Adds a floor mesh to be used for teleportation.
  117443. * @param floorMesh the mesh to be used for teleportation.
  117444. */
  117445. addFloorMesh(floorMesh: Mesh): void;
  117446. /**
  117447. * Removes a floor mesh from being used for teleportation.
  117448. * @param floorMesh the mesh to be removed.
  117449. */
  117450. removeFloorMesh(floorMesh: Mesh): void;
  117451. /**
  117452. * Enables interactions and teleportation using the VR controllers and gaze.
  117453. * @param vrTeleportationOptions options to modify teleportation behavior.
  117454. */
  117455. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  117456. private _onNewGamepadConnected;
  117457. private _tryEnableInteractionOnController;
  117458. private _onNewGamepadDisconnected;
  117459. private _enableInteractionOnController;
  117460. private _checkTeleportWithRay;
  117461. private _checkRotate;
  117462. private _checkTeleportBackwards;
  117463. private _enableTeleportationOnController;
  117464. private _createTeleportationCircles;
  117465. private _displayTeleportationTarget;
  117466. private _hideTeleportationTarget;
  117467. private _rotateCamera;
  117468. private _moveTeleportationSelectorTo;
  117469. private _workingVector;
  117470. private _workingQuaternion;
  117471. private _workingMatrix;
  117472. /**
  117473. * Time Constant Teleportation Mode
  117474. */
  117475. static readonly TELEPORTATIONMODE_CONSTANTTIME: number;
  117476. /**
  117477. * Speed Constant Teleportation Mode
  117478. */
  117479. static readonly TELEPORTATIONMODE_CONSTANTSPEED: number;
  117480. /**
  117481. * Teleports the users feet to the desired location
  117482. * @param location The location where the user's feet should be placed
  117483. */
  117484. teleportCamera(location: Vector3): void;
  117485. private _convertNormalToDirectionOfRay;
  117486. private _castRayAndSelectObject;
  117487. private _notifySelectedMeshUnselected;
  117488. /**
  117489. * Permanently set new colors for the laser pointer
  117490. * @param color the new laser color
  117491. * @param pickedColor the new laser color when picked mesh detected
  117492. */
  117493. setLaserColor(color: Color3, pickedColor?: Color3): void;
  117494. /**
  117495. * Permanently set new colors for the gaze pointer
  117496. * @param color the new gaze color
  117497. * @param pickedColor the new gaze color when picked mesh detected
  117498. */
  117499. setGazeColor(color: Color3, pickedColor?: Color3): void;
  117500. /**
  117501. * Sets the color of the laser ray from the vr controllers.
  117502. * @param color new color for the ray.
  117503. */
  117504. changeLaserColor(color: Color3): void;
  117505. /**
  117506. * Sets the color of the ray from the vr headsets gaze.
  117507. * @param color new color for the ray.
  117508. */
  117509. changeGazeColor(color: Color3): void;
  117510. /**
  117511. * Exits VR and disposes of the vr experience helper
  117512. */
  117513. dispose(): void;
  117514. /**
  117515. * Gets the name of the VRExperienceHelper class
  117516. * @returns "VRExperienceHelper"
  117517. */
  117518. getClassName(): string;
  117519. }
  117520. }
  117521. declare module BABYLON {
  117522. /**
  117523. * Options used for hit testing
  117524. */
  117525. export interface IWebXRHitTestOptions {
  117526. /**
  117527. * Only test when user interacted with the scene. Default - hit test every frame
  117528. */
  117529. testOnPointerDownOnly?: boolean;
  117530. /**
  117531. * The node to use to transform the local results to world coordinates
  117532. */
  117533. worldParentNode?: TransformNode;
  117534. }
  117535. /**
  117536. * Interface defining the babylon result of raycasting/hit-test
  117537. */
  117538. export interface IWebXRHitResult {
  117539. /**
  117540. * The native hit test result
  117541. */
  117542. xrHitResult: XRHitResult;
  117543. /**
  117544. * Transformation matrix that can be applied to a node that will put it in the hit point location
  117545. */
  117546. transformationMatrix: Matrix;
  117547. }
  117548. /**
  117549. * The currently-working hit-test module.
  117550. * Hit test (or raycasting) is used to interact with the real world.
  117551. * For further information read here - https://github.com/immersive-web/hit-test
  117552. */
  117553. export class WebXRHitTestLegacy extends WebXRAbstractFeature implements IWebXRFeature {
  117554. /**
  117555. * options to use when constructing this feature
  117556. */
  117557. readonly options: IWebXRHitTestOptions;
  117558. /**
  117559. * The module's name
  117560. */
  117561. static readonly Name: string;
  117562. /**
  117563. * The (Babylon) version of this module.
  117564. * This is an integer representing the implementation version.
  117565. * This number does not correspond to the webxr specs version
  117566. */
  117567. static readonly Version: number;
  117568. /**
  117569. * Execute a hit test on the current running session using a select event returned from a transient input (such as touch)
  117570. * @param event the (select) event to use to select with
  117571. * @param referenceSpace the reference space to use for this hit test
  117572. * @returns a promise that resolves with an array of native XR hit result in xr coordinates system
  117573. */
  117574. static XRHitTestWithSelectEvent(event: XRInputSourceEvent, referenceSpace: XRReferenceSpace): Promise<XRHitResult[]>;
  117575. /**
  117576. * execute a hit test with an XR Ray
  117577. *
  117578. * @param xrSession a native xrSession that will execute this hit test
  117579. * @param xrRay the ray (position and direction) to use for raycasting
  117580. * @param referenceSpace native XR reference space to use for the hit-test
  117581. * @param filter filter function that will filter the results
  117582. * @returns a promise that resolves with an array of native XR hit result in xr coordinates system
  117583. */
  117584. static XRHitTestWithRay(xrSession: XRSession, xrRay: XRRay, referenceSpace: XRReferenceSpace, filter?: (result: XRHitResult) => boolean): Promise<XRHitResult[]>;
  117585. /**
  117586. * Triggered when new babylon (transformed) hit test results are available
  117587. */
  117588. onHitTestResultObservable: Observable<IWebXRHitResult[]>;
  117589. private _onSelectEnabled;
  117590. /**
  117591. * Creates a new instance of the (legacy version) hit test feature
  117592. * @param _xrSessionManager an instance of WebXRSessionManager
  117593. * @param options options to use when constructing this feature
  117594. */
  117595. constructor(_xrSessionManager: WebXRSessionManager,
  117596. /**
  117597. * options to use when constructing this feature
  117598. */
  117599. options?: IWebXRHitTestOptions);
  117600. /**
  117601. * Populated with the last native XR Hit Results
  117602. */
  117603. lastNativeXRHitResults: XRHitResult[];
  117604. /**
  117605. * attach this feature
  117606. * Will usually be called by the features manager
  117607. *
  117608. * @returns true if successful.
  117609. */
  117610. attach(): boolean;
  117611. /**
  117612. * detach this feature.
  117613. * Will usually be called by the features manager
  117614. *
  117615. * @returns true if successful.
  117616. */
  117617. detach(): boolean;
  117618. private _onHitTestResults;
  117619. private _origin;
  117620. private _direction;
  117621. private _mat;
  117622. protected _onXRFrame(frame: XRFrame): void;
  117623. private _onSelect;
  117624. /**
  117625. * Dispose this feature and all of the resources attached
  117626. */
  117627. dispose(): void;
  117628. }
  117629. }
  117630. declare module BABYLON {
  117631. /**
  117632. * Options used in the plane detector module
  117633. */
  117634. export interface IWebXRPlaneDetectorOptions {
  117635. /**
  117636. * The node to use to transform the local results to world coordinates
  117637. */
  117638. worldParentNode?: TransformNode;
  117639. }
  117640. /**
  117641. * A babylon interface for a webxr plane.
  117642. * A Plane is actually a polygon, built from N points in space
  117643. */
  117644. export interface IWebXRPlane {
  117645. /**
  117646. * a babylon-assigned ID for this polygon
  117647. */
  117648. id: number;
  117649. /**
  117650. * the native xr-plane object
  117651. */
  117652. xrPlane: XRPlane;
  117653. /**
  117654. * an array of vector3 points in babylon space. right/left hand system is taken into account.
  117655. */
  117656. polygonDefinition: Array<Vector3>;
  117657. /**
  117658. * A transformation matrix to apply on the mesh that will be built using the polygonDefinition
  117659. * Local vs. World are decided if worldParentNode was provided or not in the options when constructing the module
  117660. */
  117661. transformationMatrix: Matrix;
  117662. }
  117663. /**
  117664. * The plane detector is used to detect planes in the real world when in AR
  117665. * For more information see https://github.com/immersive-web/real-world-geometry/
  117666. */
  117667. export class WebXRPlaneDetector extends WebXRAbstractFeature implements IWebXRFeature {
  117668. private _options;
  117669. /**
  117670. * The module's name
  117671. */
  117672. static readonly Name: string;
  117673. /**
  117674. * The (Babylon) version of this module.
  117675. * This is an integer representing the implementation version.
  117676. * This number does not correspond to the webxr specs version
  117677. */
  117678. static readonly Version: number;
  117679. /**
  117680. * Observers registered here will be executed when a new plane was added to the session
  117681. */
  117682. onPlaneAddedObservable: Observable<IWebXRPlane>;
  117683. /**
  117684. * Observers registered here will be executed when a plane is no longer detected in the session
  117685. */
  117686. onPlaneRemovedObservable: Observable<IWebXRPlane>;
  117687. /**
  117688. * Observers registered here will be executed when an existing plane updates (for example - expanded)
  117689. * This can execute N times every frame
  117690. */
  117691. onPlaneUpdatedObservable: Observable<IWebXRPlane>;
  117692. private _enabled;
  117693. private _detectedPlanes;
  117694. private _lastFrameDetected;
  117695. /**
  117696. * construct a new Plane Detector
  117697. * @param _xrSessionManager an instance of xr Session manager
  117698. * @param _options configuration to use when constructing this feature
  117699. */
  117700. constructor(_xrSessionManager: WebXRSessionManager, _options?: IWebXRPlaneDetectorOptions);
  117701. protected _onXRFrame(frame: XRFrame): void;
  117702. /**
  117703. * Dispose this feature and all of the resources attached
  117704. */
  117705. dispose(): void;
  117706. private _updatePlaneWithXRPlane;
  117707. /**
  117708. * avoiding using Array.find for global support.
  117709. * @param xrPlane the plane to find in the array
  117710. */
  117711. private findIndexInPlaneArray;
  117712. }
  117713. }
  117714. declare module BABYLON {
  117715. /**
  117716. * Configuration options of the anchor system
  117717. */
  117718. export interface IWebXRAnchorSystemOptions {
  117719. /**
  117720. * a node that will be used to convert local to world coordinates
  117721. */
  117722. worldParentNode?: TransformNode;
  117723. /**
  117724. * should the anchor system use plane detection.
  117725. * If set to true, the plane-detection feature should be set using setPlaneDetector
  117726. */
  117727. usePlaneDetection?: boolean;
  117728. /**
  117729. * Should a new anchor be added every time a select event is triggered
  117730. */
  117731. addAnchorOnSelect?: boolean;
  117732. }
  117733. /**
  117734. * A babylon container for an XR Anchor
  117735. */
  117736. export interface IWebXRAnchor {
  117737. /**
  117738. * A babylon-assigned ID for this anchor
  117739. */
  117740. id: number;
  117741. /**
  117742. * The native anchor object
  117743. */
  117744. xrAnchor: XRAnchor;
  117745. /**
  117746. * Transformation matrix to apply to an object attached to this anchor
  117747. */
  117748. transformationMatrix: Matrix;
  117749. }
  117750. /**
  117751. * An implementation of the anchor system of WebXR.
  117752. * Note that the current documented implementation is not available in any browser. Future implementations
  117753. * will use the frame to create an anchor and not the session or a detected plane
  117754. * For further information see https://github.com/immersive-web/anchors/
  117755. */
  117756. export class WebXRAnchorSystem extends WebXRAbstractFeature implements IWebXRFeature {
  117757. private _options;
  117758. /**
  117759. * The module's name
  117760. */
  117761. static readonly Name: string;
  117762. /**
  117763. * The (Babylon) version of this module.
  117764. * This is an integer representing the implementation version.
  117765. * This number does not correspond to the webxr specs version
  117766. */
  117767. static readonly Version: number;
  117768. /**
  117769. * Observers registered here will be executed when a new anchor was added to the session
  117770. */
  117771. onAnchorAddedObservable: Observable<IWebXRAnchor>;
  117772. /**
  117773. * Observers registered here will be executed when an existing anchor updates
  117774. * This can execute N times every frame
  117775. */
  117776. onAnchorUpdatedObservable: Observable<IWebXRAnchor>;
  117777. /**
  117778. * Observers registered here will be executed when an anchor was removed from the session
  117779. */
  117780. onAnchorRemovedObservable: Observable<IWebXRAnchor>;
  117781. private _planeDetector;
  117782. private _hitTestModule;
  117783. private _enabled;
  117784. private _trackedAnchors;
  117785. private _lastFrameDetected;
  117786. /**
  117787. * constructs a new anchor system
  117788. * @param _xrSessionManager an instance of WebXRSessionManager
  117789. * @param _options configuration object for this feature
  117790. */
  117791. constructor(_xrSessionManager: WebXRSessionManager, _options?: IWebXRAnchorSystemOptions);
  117792. /**
  117793. * set the plane detector to use in order to create anchors from frames
  117794. * @param planeDetector the plane-detector module to use
  117795. * @param enable enable plane-anchors. default is true
  117796. */
  117797. setPlaneDetector(planeDetector: WebXRPlaneDetector, enable?: boolean): void;
  117798. /**
  117799. * If set, it will improve performance by using the current hit-test results instead of executing a new hit-test
  117800. * @param hitTestModule the hit-test module to use.
  117801. */
  117802. setHitTestModule(hitTestModule: WebXRHitTestLegacy): void;
  117803. /**
  117804. * attach this feature
  117805. * Will usually be called by the features manager
  117806. *
  117807. * @returns true if successful.
  117808. */
  117809. attach(): boolean;
  117810. /**
  117811. * detach this feature.
  117812. * Will usually be called by the features manager
  117813. *
  117814. * @returns true if successful.
  117815. */
  117816. detach(): boolean;
  117817. /**
  117818. * Dispose this feature and all of the resources attached
  117819. */
  117820. dispose(): void;
  117821. protected _onXRFrame(frame: XRFrame): void;
  117822. private _onSelect;
  117823. /**
  117824. * Add anchor at a specific XR point.
  117825. *
  117826. * @param xrRigidTransformation xr-coordinates where a new anchor should be added
  117827. * @param anchorCreator the object o use to create an anchor with. either a session or a plane
  117828. * @returns a promise the fulfills when the anchor was created
  117829. */
  117830. addAnchorAtRigidTransformation(xrRigidTransformation: XRRigidTransform, anchorCreator?: XRAnchorCreator): Promise<XRAnchor>;
  117831. private _updateAnchorWithXRFrame;
  117832. /**
  117833. * avoiding using Array.find for global support.
  117834. * @param xrAnchor the plane to find in the array
  117835. */
  117836. private _findIndexInAnchorArray;
  117837. }
  117838. }
  117839. declare module BABYLON {
  117840. /**
  117841. * Options interface for the background remover plugin
  117842. */
  117843. export interface IWebXRBackgroundRemoverOptions {
  117844. /**
  117845. * don't disable the environment helper
  117846. */
  117847. ignoreEnvironmentHelper?: boolean;
  117848. /**
  117849. * flags to configure the removal of the environment helper.
  117850. * If not set, the entire background will be removed. If set, flags should be set as well.
  117851. */
  117852. environmentHelperRemovalFlags?: {
  117853. /**
  117854. * Should the skybox be removed (default false)
  117855. */
  117856. skyBox?: boolean;
  117857. /**
  117858. * Should the ground be removed (default false)
  117859. */
  117860. ground?: boolean;
  117861. };
  117862. /**
  117863. * Further background meshes to disable when entering AR
  117864. */
  117865. backgroundMeshes?: AbstractMesh[];
  117866. }
  117867. /**
  117868. * A module that will automatically disable background meshes when entering AR and will enable them when leaving AR.
  117869. */
  117870. export class WebXRBackgroundRemover extends WebXRAbstractFeature implements IWebXRFeature {
  117871. /**
  117872. * read-only options to be used in this module
  117873. */
  117874. readonly options: IWebXRBackgroundRemoverOptions;
  117875. /**
  117876. * The module's name
  117877. */
  117878. static readonly Name: string;
  117879. /**
  117880. * The (Babylon) version of this module.
  117881. * This is an integer representing the implementation version.
  117882. * This number does not correspond to the webxr specs version
  117883. */
  117884. static readonly Version: number;
  117885. /**
  117886. * registered observers will be triggered when the background state changes
  117887. */
  117888. onBackgroundStateChangedObservable: Observable<boolean>;
  117889. /**
  117890. * constructs a new background remover module
  117891. * @param _xrSessionManager the session manager for this module
  117892. * @param options read-only options to be used in this module
  117893. */
  117894. constructor(_xrSessionManager: WebXRSessionManager,
  117895. /**
  117896. * read-only options to be used in this module
  117897. */
  117898. options?: IWebXRBackgroundRemoverOptions);
  117899. /**
  117900. * attach this feature
  117901. * Will usually be called by the features manager
  117902. *
  117903. * @returns true if successful.
  117904. */
  117905. attach(): boolean;
  117906. /**
  117907. * detach this feature.
  117908. * Will usually be called by the features manager
  117909. *
  117910. * @returns true if successful.
  117911. */
  117912. detach(): boolean;
  117913. private _setBackgroundState;
  117914. /**
  117915. * Dispose this feature and all of the resources attached
  117916. */
  117917. dispose(): void;
  117918. }
  117919. }
  117920. declare module BABYLON {
  117921. /**
  117922. * The motion controller class for all microsoft mixed reality controllers
  117923. */
  117924. export class WebXRMicrosoftMixedRealityController extends WebXRAbstractMotionController {
  117925. /**
  117926. * The base url used to load the left and right controller models
  117927. */
  117928. static MODEL_BASE_URL: string;
  117929. /**
  117930. * The name of the left controller model file
  117931. */
  117932. static MODEL_LEFT_FILENAME: string;
  117933. /**
  117934. * The name of the right controller model file
  117935. */
  117936. static MODEL_RIGHT_FILENAME: string;
  117937. profileId: string;
  117938. protected readonly _mapping: {
  117939. defaultButton: {
  117940. "valueNodeName": string;
  117941. "unpressedNodeName": string;
  117942. "pressedNodeName": string;
  117943. };
  117944. defaultAxis: {
  117945. "valueNodeName": string;
  117946. "minNodeName": string;
  117947. "maxNodeName": string;
  117948. };
  117949. buttons: {
  117950. "xr-standard-trigger": {
  117951. "rootNodeName": string;
  117952. "componentProperty": string;
  117953. "states": string[];
  117954. };
  117955. "xr-standard-squeeze": {
  117956. "rootNodeName": string;
  117957. "componentProperty": string;
  117958. "states": string[];
  117959. };
  117960. "xr-standard-touchpad": {
  117961. "rootNodeName": string;
  117962. "labelAnchorNodeName": string;
  117963. "touchPointNodeName": string;
  117964. };
  117965. "xr-standard-thumbstick": {
  117966. "rootNodeName": string;
  117967. "componentProperty": string;
  117968. "states": string[];
  117969. };
  117970. };
  117971. axes: {
  117972. "xr-standard-touchpad": {
  117973. "x-axis": {
  117974. "rootNodeName": string;
  117975. };
  117976. "y-axis": {
  117977. "rootNodeName": string;
  117978. };
  117979. };
  117980. "xr-standard-thumbstick": {
  117981. "x-axis": {
  117982. "rootNodeName": string;
  117983. };
  117984. "y-axis": {
  117985. "rootNodeName": string;
  117986. };
  117987. };
  117988. };
  117989. };
  117990. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness);
  117991. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  117992. private _getChildByName;
  117993. private _getImmediateChildByName;
  117994. protected _getFilenameAndPath(): {
  117995. filename: string;
  117996. path: string;
  117997. };
  117998. protected _updateModel(): void;
  117999. protected _getModelLoadingConstraints(): boolean;
  118000. protected _setRootMesh(meshes: AbstractMesh[]): void;
  118001. }
  118002. }
  118003. declare module BABYLON {
  118004. /**
  118005. * The motion controller class for oculus touch (quest, rift).
  118006. * This class supports legacy mapping as well the standard xr mapping
  118007. */
  118008. export class WebXROculusTouchMotionController extends WebXRAbstractMotionController {
  118009. private _forceLegacyControllers;
  118010. /**
  118011. * The base url used to load the left and right controller models
  118012. */
  118013. static MODEL_BASE_URL: string;
  118014. /**
  118015. * The name of the left controller model file
  118016. */
  118017. static MODEL_LEFT_FILENAME: string;
  118018. /**
  118019. * The name of the right controller model file
  118020. */
  118021. static MODEL_RIGHT_FILENAME: string;
  118022. /**
  118023. * Base Url for the Quest controller model.
  118024. */
  118025. static QUEST_MODEL_BASE_URL: string;
  118026. profileId: string;
  118027. private _modelRootNode;
  118028. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness, legacyMapping?: boolean, _forceLegacyControllers?: boolean);
  118029. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  118030. protected _getFilenameAndPath(): {
  118031. filename: string;
  118032. path: string;
  118033. };
  118034. /**
  118035. * Is this the new type of oculus touch. At the moment both have the same profile and it is impossible to differentiate
  118036. * between the touch and touch 2.
  118037. */
  118038. private _isQuest;
  118039. protected _updateModel(): void;
  118040. protected _getModelLoadingConstraints(): boolean;
  118041. protected _setRootMesh(meshes: AbstractMesh[]): void;
  118042. }
  118043. }
  118044. declare module BABYLON {
  118045. /**
  118046. * The motion controller class for the standard HTC-Vive controllers
  118047. */
  118048. export class WebXRHTCViveMotionController extends WebXRAbstractMotionController {
  118049. /**
  118050. * The base url used to load the left and right controller models
  118051. */
  118052. static MODEL_BASE_URL: string;
  118053. /**
  118054. * File name for the controller model.
  118055. */
  118056. static MODEL_FILENAME: string;
  118057. profileId: string;
  118058. private _modelRootNode;
  118059. constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handness: MotionControllerHandness, legacyMapping?: boolean);
  118060. protected _processLoadedModel(_meshes: AbstractMesh[]): void;
  118061. protected _getFilenameAndPath(): {
  118062. filename: string;
  118063. path: string;
  118064. };
  118065. protected _updateModel(): void;
  118066. protected _getModelLoadingConstraints(): boolean;
  118067. protected _setRootMesh(meshes: AbstractMesh[]): void;
  118068. }
  118069. }
  118070. declare module BABYLON {
  118071. /**
  118072. * Contains an array of blocks representing the octree
  118073. */
  118074. export interface IOctreeContainer<T> {
  118075. /**
  118076. * Blocks within the octree
  118077. */
  118078. blocks: Array<OctreeBlock<T>>;
  118079. }
  118080. /**
  118081. * Class used to store a cell in an octree
  118082. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118083. */
  118084. export class OctreeBlock<T> {
  118085. /**
  118086. * Gets the content of the current block
  118087. */
  118088. entries: T[];
  118089. /**
  118090. * Gets the list of block children
  118091. */
  118092. blocks: Array<OctreeBlock<T>>;
  118093. private _depth;
  118094. private _maxDepth;
  118095. private _capacity;
  118096. private _minPoint;
  118097. private _maxPoint;
  118098. private _boundingVectors;
  118099. private _creationFunc;
  118100. /**
  118101. * Creates a new block
  118102. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  118103. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  118104. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  118105. * @param depth defines the current depth of this block in the octree
  118106. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  118107. * @param creationFunc defines a callback to call when an element is added to the block
  118108. */
  118109. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  118110. /**
  118111. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  118112. */
  118113. get capacity(): number;
  118114. /**
  118115. * Gets the minimum vector (in world space) of the block's bounding box
  118116. */
  118117. get minPoint(): Vector3;
  118118. /**
  118119. * Gets the maximum vector (in world space) of the block's bounding box
  118120. */
  118121. get maxPoint(): Vector3;
  118122. /**
  118123. * Add a new element to this block
  118124. * @param entry defines the element to add
  118125. */
  118126. addEntry(entry: T): void;
  118127. /**
  118128. * Remove an element from this block
  118129. * @param entry defines the element to remove
  118130. */
  118131. removeEntry(entry: T): void;
  118132. /**
  118133. * Add an array of elements to this block
  118134. * @param entries defines the array of elements to add
  118135. */
  118136. addEntries(entries: T[]): void;
  118137. /**
  118138. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  118139. * @param frustumPlanes defines the frustum planes to test
  118140. * @param selection defines the array to store current content if selection is positive
  118141. * @param allowDuplicate defines if the selection array can contains duplicated entries
  118142. */
  118143. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  118144. /**
  118145. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  118146. * @param sphereCenter defines the bounding sphere center
  118147. * @param sphereRadius defines the bounding sphere radius
  118148. * @param selection defines the array to store current content if selection is positive
  118149. * @param allowDuplicate defines if the selection array can contains duplicated entries
  118150. */
  118151. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  118152. /**
  118153. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  118154. * @param ray defines the ray to test with
  118155. * @param selection defines the array to store current content if selection is positive
  118156. */
  118157. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  118158. /**
  118159. * Subdivide the content into child blocks (this block will then be empty)
  118160. */
  118161. createInnerBlocks(): void;
  118162. /**
  118163. * @hidden
  118164. */
  118165. 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;
  118166. }
  118167. }
  118168. declare module BABYLON {
  118169. /**
  118170. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  118171. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118172. */
  118173. export class Octree<T> {
  118174. /** 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.) */
  118175. maxDepth: number;
  118176. /**
  118177. * Blocks within the octree containing objects
  118178. */
  118179. blocks: Array<OctreeBlock<T>>;
  118180. /**
  118181. * Content stored in the octree
  118182. */
  118183. dynamicContent: T[];
  118184. private _maxBlockCapacity;
  118185. private _selectionContent;
  118186. private _creationFunc;
  118187. /**
  118188. * Creates a octree
  118189. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118190. * @param creationFunc function to be used to instatiate the octree
  118191. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  118192. * @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.)
  118193. */
  118194. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  118195. /** 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.) */
  118196. maxDepth?: number);
  118197. /**
  118198. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  118199. * @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);
  118200. * @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);
  118201. * @param entries meshes to be added to the octree blocks
  118202. */
  118203. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  118204. /**
  118205. * Adds a mesh to the octree
  118206. * @param entry Mesh to add to the octree
  118207. */
  118208. addMesh(entry: T): void;
  118209. /**
  118210. * Remove an element from the octree
  118211. * @param entry defines the element to remove
  118212. */
  118213. removeMesh(entry: T): void;
  118214. /**
  118215. * Selects an array of meshes within the frustum
  118216. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  118217. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  118218. * @returns array of meshes within the frustum
  118219. */
  118220. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  118221. /**
  118222. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  118223. * @param sphereCenter defines the bounding sphere center
  118224. * @param sphereRadius defines the bounding sphere radius
  118225. * @param allowDuplicate defines if the selection array can contains duplicated entries
  118226. * @returns an array of objects that intersect the sphere
  118227. */
  118228. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  118229. /**
  118230. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  118231. * @param ray defines the ray to test with
  118232. * @returns array of intersected objects
  118233. */
  118234. intersectsRay(ray: Ray): SmartArray<T>;
  118235. /**
  118236. * Adds a mesh into the octree block if it intersects the block
  118237. */
  118238. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  118239. /**
  118240. * Adds a submesh into the octree block if it intersects the block
  118241. */
  118242. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  118243. }
  118244. }
  118245. declare module BABYLON {
  118246. interface Scene {
  118247. /**
  118248. * @hidden
  118249. * Backing Filed
  118250. */
  118251. _selectionOctree: Octree<AbstractMesh>;
  118252. /**
  118253. * Gets the octree used to boost mesh selection (picking)
  118254. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118255. */
  118256. selectionOctree: Octree<AbstractMesh>;
  118257. /**
  118258. * Creates or updates the octree used to boost selection (picking)
  118259. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118260. * @param maxCapacity defines the maximum capacity per leaf
  118261. * @param maxDepth defines the maximum depth of the octree
  118262. * @returns an octree of AbstractMesh
  118263. */
  118264. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  118265. }
  118266. interface AbstractMesh {
  118267. /**
  118268. * @hidden
  118269. * Backing Field
  118270. */
  118271. _submeshesOctree: Octree<SubMesh>;
  118272. /**
  118273. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  118274. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  118275. * @param maxCapacity defines the maximum size of each block (64 by default)
  118276. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  118277. * @returns the new octree
  118278. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  118279. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  118280. */
  118281. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  118282. }
  118283. /**
  118284. * Defines the octree scene component responsible to manage any octrees
  118285. * in a given scene.
  118286. */
  118287. export class OctreeSceneComponent {
  118288. /**
  118289. * The component name help to identify the component in the list of scene components.
  118290. */
  118291. readonly name: string;
  118292. /**
  118293. * The scene the component belongs to.
  118294. */
  118295. scene: Scene;
  118296. /**
  118297. * Indicates if the meshes have been checked to make sure they are isEnabled()
  118298. */
  118299. readonly checksIsEnabled: boolean;
  118300. /**
  118301. * Creates a new instance of the component for the given scene
  118302. * @param scene Defines the scene to register the component in
  118303. */
  118304. constructor(scene: Scene);
  118305. /**
  118306. * Registers the component in a given scene
  118307. */
  118308. register(): void;
  118309. /**
  118310. * Return the list of active meshes
  118311. * @returns the list of active meshes
  118312. */
  118313. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  118314. /**
  118315. * Return the list of active sub meshes
  118316. * @param mesh The mesh to get the candidates sub meshes from
  118317. * @returns the list of active sub meshes
  118318. */
  118319. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  118320. private _tempRay;
  118321. /**
  118322. * Return the list of sub meshes intersecting with a given local ray
  118323. * @param mesh defines the mesh to find the submesh for
  118324. * @param localRay defines the ray in local space
  118325. * @returns the list of intersecting sub meshes
  118326. */
  118327. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  118328. /**
  118329. * Return the list of sub meshes colliding with a collider
  118330. * @param mesh defines the mesh to find the submesh for
  118331. * @param collider defines the collider to evaluate the collision against
  118332. * @returns the list of colliding sub meshes
  118333. */
  118334. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  118335. /**
  118336. * Rebuilds the elements related to this component in case of
  118337. * context lost for instance.
  118338. */
  118339. rebuild(): void;
  118340. /**
  118341. * Disposes the component and the associated ressources.
  118342. */
  118343. dispose(): void;
  118344. }
  118345. }
  118346. declare module BABYLON {
  118347. /**
  118348. * Renders a layer on top of an existing scene
  118349. */
  118350. export class UtilityLayerRenderer implements IDisposable {
  118351. /** the original scene that will be rendered on top of */
  118352. originalScene: Scene;
  118353. private _pointerCaptures;
  118354. private _lastPointerEvents;
  118355. private static _DefaultUtilityLayer;
  118356. private static _DefaultKeepDepthUtilityLayer;
  118357. private _sharedGizmoLight;
  118358. private _renderCamera;
  118359. /**
  118360. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  118361. * @returns the camera that is used when rendering the utility layer
  118362. */
  118363. getRenderCamera(): Nullable<Camera>;
  118364. /**
  118365. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  118366. * @param cam the camera that should be used when rendering the utility layer
  118367. */
  118368. setRenderCamera(cam: Nullable<Camera>): void;
  118369. /**
  118370. * @hidden
  118371. * Light which used by gizmos to get light shading
  118372. */
  118373. _getSharedGizmoLight(): HemisphericLight;
  118374. /**
  118375. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  118376. */
  118377. pickUtilitySceneFirst: boolean;
  118378. /**
  118379. * 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)
  118380. */
  118381. static get DefaultUtilityLayer(): UtilityLayerRenderer;
  118382. /**
  118383. * 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)
  118384. */
  118385. static get DefaultKeepDepthUtilityLayer(): UtilityLayerRenderer;
  118386. /**
  118387. * The scene that is rendered on top of the original scene
  118388. */
  118389. utilityLayerScene: Scene;
  118390. /**
  118391. * If the utility layer should automatically be rendered on top of existing scene
  118392. */
  118393. shouldRender: boolean;
  118394. /**
  118395. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  118396. */
  118397. onlyCheckPointerDownEvents: boolean;
  118398. /**
  118399. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  118400. */
  118401. processAllEvents: boolean;
  118402. /**
  118403. * Observable raised when the pointer move from the utility layer scene to the main scene
  118404. */
  118405. onPointerOutObservable: Observable<number>;
  118406. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  118407. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  118408. private _afterRenderObserver;
  118409. private _sceneDisposeObserver;
  118410. private _originalPointerObserver;
  118411. /**
  118412. * Instantiates a UtilityLayerRenderer
  118413. * @param originalScene the original scene that will be rendered on top of
  118414. * @param handleEvents boolean indicating if the utility layer should handle events
  118415. */
  118416. constructor(
  118417. /** the original scene that will be rendered on top of */
  118418. originalScene: Scene, handleEvents?: boolean);
  118419. private _notifyObservers;
  118420. /**
  118421. * Renders the utility layers scene on top of the original scene
  118422. */
  118423. render(): void;
  118424. /**
  118425. * Disposes of the renderer
  118426. */
  118427. dispose(): void;
  118428. private _updateCamera;
  118429. }
  118430. }
  118431. declare module BABYLON {
  118432. /**
  118433. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  118434. */
  118435. export class Gizmo implements IDisposable {
  118436. /** The utility layer the gizmo will be added to */
  118437. gizmoLayer: UtilityLayerRenderer;
  118438. /**
  118439. * The root mesh of the gizmo
  118440. */
  118441. _rootMesh: Mesh;
  118442. private _attachedMesh;
  118443. /**
  118444. * Ratio for the scale of the gizmo (Default: 1)
  118445. */
  118446. scaleRatio: number;
  118447. /**
  118448. * If a custom mesh has been set (Default: false)
  118449. */
  118450. protected _customMeshSet: boolean;
  118451. /**
  118452. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  118453. * * When set, interactions will be enabled
  118454. */
  118455. get attachedMesh(): Nullable<AbstractMesh>;
  118456. set attachedMesh(value: Nullable<AbstractMesh>);
  118457. /**
  118458. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  118459. * @param mesh The mesh to replace the default mesh of the gizmo
  118460. */
  118461. setCustomMesh(mesh: Mesh): void;
  118462. /**
  118463. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  118464. */
  118465. updateGizmoRotationToMatchAttachedMesh: boolean;
  118466. /**
  118467. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  118468. */
  118469. updateGizmoPositionToMatchAttachedMesh: boolean;
  118470. /**
  118471. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  118472. */
  118473. updateScale: boolean;
  118474. protected _interactionsEnabled: boolean;
  118475. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  118476. private _beforeRenderObserver;
  118477. private _tempVector;
  118478. /**
  118479. * Creates a gizmo
  118480. * @param gizmoLayer The utility layer the gizmo will be added to
  118481. */
  118482. constructor(
  118483. /** The utility layer the gizmo will be added to */
  118484. gizmoLayer?: UtilityLayerRenderer);
  118485. /**
  118486. * Updates the gizmo to match the attached mesh's position/rotation
  118487. */
  118488. protected _update(): void;
  118489. /**
  118490. * Disposes of the gizmo
  118491. */
  118492. dispose(): void;
  118493. }
  118494. }
  118495. declare module BABYLON {
  118496. /**
  118497. * Single plane drag gizmo
  118498. */
  118499. export class PlaneDragGizmo extends Gizmo {
  118500. /**
  118501. * Drag behavior responsible for the gizmos dragging interactions
  118502. */
  118503. dragBehavior: PointerDragBehavior;
  118504. private _pointerObserver;
  118505. /**
  118506. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  118507. */
  118508. snapDistance: number;
  118509. /**
  118510. * Event that fires each time the gizmo snaps to a new location.
  118511. * * snapDistance is the the change in distance
  118512. */
  118513. onSnapObservable: Observable<{
  118514. snapDistance: number;
  118515. }>;
  118516. private _plane;
  118517. private _coloredMaterial;
  118518. private _hoverMaterial;
  118519. private _isEnabled;
  118520. private _parent;
  118521. /** @hidden */
  118522. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  118523. /** @hidden */
  118524. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  118525. /**
  118526. * Creates a PlaneDragGizmo
  118527. * @param gizmoLayer The utility layer the gizmo will be added to
  118528. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  118529. * @param color The color of the gizmo
  118530. */
  118531. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  118532. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  118533. /**
  118534. * If the gizmo is enabled
  118535. */
  118536. set isEnabled(value: boolean);
  118537. get isEnabled(): boolean;
  118538. /**
  118539. * Disposes of the gizmo
  118540. */
  118541. dispose(): void;
  118542. }
  118543. }
  118544. declare module BABYLON {
  118545. /**
  118546. * Gizmo that enables dragging a mesh along 3 axis
  118547. */
  118548. export class PositionGizmo extends Gizmo {
  118549. /**
  118550. * Internal gizmo used for interactions on the x axis
  118551. */
  118552. xGizmo: AxisDragGizmo;
  118553. /**
  118554. * Internal gizmo used for interactions on the y axis
  118555. */
  118556. yGizmo: AxisDragGizmo;
  118557. /**
  118558. * Internal gizmo used for interactions on the z axis
  118559. */
  118560. zGizmo: AxisDragGizmo;
  118561. /**
  118562. * Internal gizmo used for interactions on the yz plane
  118563. */
  118564. xPlaneGizmo: PlaneDragGizmo;
  118565. /**
  118566. * Internal gizmo used for interactions on the xz plane
  118567. */
  118568. yPlaneGizmo: PlaneDragGizmo;
  118569. /**
  118570. * Internal gizmo used for interactions on the xy plane
  118571. */
  118572. zPlaneGizmo: PlaneDragGizmo;
  118573. /**
  118574. * private variables
  118575. */
  118576. private _meshAttached;
  118577. private _updateGizmoRotationToMatchAttachedMesh;
  118578. private _snapDistance;
  118579. private _scaleRatio;
  118580. /** Fires an event when any of it's sub gizmos are dragged */
  118581. onDragStartObservable: Observable<unknown>;
  118582. /** Fires an event when any of it's sub gizmos are released from dragging */
  118583. onDragEndObservable: Observable<unknown>;
  118584. /**
  118585. * If set to true, planar drag is enabled
  118586. */
  118587. private _planarGizmoEnabled;
  118588. get attachedMesh(): Nullable<AbstractMesh>;
  118589. set attachedMesh(mesh: Nullable<AbstractMesh>);
  118590. /**
  118591. * Creates a PositionGizmo
  118592. * @param gizmoLayer The utility layer the gizmo will be added to
  118593. */
  118594. constructor(gizmoLayer?: UtilityLayerRenderer);
  118595. /**
  118596. * If the planar drag gizmo is enabled
  118597. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  118598. */
  118599. set planarGizmoEnabled(value: boolean);
  118600. get planarGizmoEnabled(): boolean;
  118601. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  118602. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  118603. /**
  118604. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  118605. */
  118606. set snapDistance(value: number);
  118607. get snapDistance(): number;
  118608. /**
  118609. * Ratio for the scale of the gizmo (Default: 1)
  118610. */
  118611. set scaleRatio(value: number);
  118612. get scaleRatio(): number;
  118613. /**
  118614. * Disposes of the gizmo
  118615. */
  118616. dispose(): void;
  118617. /**
  118618. * CustomMeshes are not supported by this gizmo
  118619. * @param mesh The mesh to replace the default mesh of the gizmo
  118620. */
  118621. setCustomMesh(mesh: Mesh): void;
  118622. }
  118623. }
  118624. declare module BABYLON {
  118625. /**
  118626. * Single axis drag gizmo
  118627. */
  118628. export class AxisDragGizmo extends Gizmo {
  118629. /**
  118630. * Drag behavior responsible for the gizmos dragging interactions
  118631. */
  118632. dragBehavior: PointerDragBehavior;
  118633. private _pointerObserver;
  118634. /**
  118635. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  118636. */
  118637. snapDistance: number;
  118638. /**
  118639. * Event that fires each time the gizmo snaps to a new location.
  118640. * * snapDistance is the the change in distance
  118641. */
  118642. onSnapObservable: Observable<{
  118643. snapDistance: number;
  118644. }>;
  118645. private _isEnabled;
  118646. private _parent;
  118647. private _arrow;
  118648. private _coloredMaterial;
  118649. private _hoverMaterial;
  118650. /** @hidden */
  118651. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  118652. /** @hidden */
  118653. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  118654. /**
  118655. * Creates an AxisDragGizmo
  118656. * @param gizmoLayer The utility layer the gizmo will be added to
  118657. * @param dragAxis The axis which the gizmo will be able to drag on
  118658. * @param color The color of the gizmo
  118659. */
  118660. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  118661. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  118662. /**
  118663. * If the gizmo is enabled
  118664. */
  118665. set isEnabled(value: boolean);
  118666. get isEnabled(): boolean;
  118667. /**
  118668. * Disposes of the gizmo
  118669. */
  118670. dispose(): void;
  118671. }
  118672. }
  118673. declare module BABYLON.Debug {
  118674. /**
  118675. * The Axes viewer will show 3 axes in a specific point in space
  118676. */
  118677. export class AxesViewer {
  118678. private _xAxis;
  118679. private _yAxis;
  118680. private _zAxis;
  118681. private _scaleLinesFactor;
  118682. private _instanced;
  118683. /**
  118684. * Gets the hosting scene
  118685. */
  118686. scene: Scene;
  118687. /**
  118688. * Gets or sets a number used to scale line length
  118689. */
  118690. scaleLines: number;
  118691. /** Gets the node hierarchy used to render x-axis */
  118692. get xAxis(): TransformNode;
  118693. /** Gets the node hierarchy used to render y-axis */
  118694. get yAxis(): TransformNode;
  118695. /** Gets the node hierarchy used to render z-axis */
  118696. get zAxis(): TransformNode;
  118697. /**
  118698. * Creates a new AxesViewer
  118699. * @param scene defines the hosting scene
  118700. * @param scaleLines defines a number used to scale line length (1 by default)
  118701. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  118702. * @param xAxis defines the node hierarchy used to render the x-axis
  118703. * @param yAxis defines the node hierarchy used to render the y-axis
  118704. * @param zAxis defines the node hierarchy used to render the z-axis
  118705. */
  118706. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  118707. /**
  118708. * Force the viewer to update
  118709. * @param position defines the position of the viewer
  118710. * @param xaxis defines the x axis of the viewer
  118711. * @param yaxis defines the y axis of the viewer
  118712. * @param zaxis defines the z axis of the viewer
  118713. */
  118714. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  118715. /**
  118716. * Creates an instance of this axes viewer.
  118717. * @returns a new axes viewer with instanced meshes
  118718. */
  118719. createInstance(): AxesViewer;
  118720. /** Releases resources */
  118721. dispose(): void;
  118722. private static _SetRenderingGroupId;
  118723. }
  118724. }
  118725. declare module BABYLON.Debug {
  118726. /**
  118727. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  118728. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  118729. */
  118730. export class BoneAxesViewer extends AxesViewer {
  118731. /**
  118732. * Gets or sets the target mesh where to display the axes viewer
  118733. */
  118734. mesh: Nullable<Mesh>;
  118735. /**
  118736. * Gets or sets the target bone where to display the axes viewer
  118737. */
  118738. bone: Nullable<Bone>;
  118739. /** Gets current position */
  118740. pos: Vector3;
  118741. /** Gets direction of X axis */
  118742. xaxis: Vector3;
  118743. /** Gets direction of Y axis */
  118744. yaxis: Vector3;
  118745. /** Gets direction of Z axis */
  118746. zaxis: Vector3;
  118747. /**
  118748. * Creates a new BoneAxesViewer
  118749. * @param scene defines the hosting scene
  118750. * @param bone defines the target bone
  118751. * @param mesh defines the target mesh
  118752. * @param scaleLines defines a scaling factor for line length (1 by default)
  118753. */
  118754. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  118755. /**
  118756. * Force the viewer to update
  118757. */
  118758. update(): void;
  118759. /** Releases resources */
  118760. dispose(): void;
  118761. }
  118762. }
  118763. declare module BABYLON {
  118764. /**
  118765. * Interface used to define scene explorer extensibility option
  118766. */
  118767. export interface IExplorerExtensibilityOption {
  118768. /**
  118769. * Define the option label
  118770. */
  118771. label: string;
  118772. /**
  118773. * Defines the action to execute on click
  118774. */
  118775. action: (entity: any) => void;
  118776. }
  118777. /**
  118778. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  118779. */
  118780. export interface IExplorerExtensibilityGroup {
  118781. /**
  118782. * Defines a predicate to test if a given type mut be extended
  118783. */
  118784. predicate: (entity: any) => boolean;
  118785. /**
  118786. * Gets the list of options added to a type
  118787. */
  118788. entries: IExplorerExtensibilityOption[];
  118789. }
  118790. /**
  118791. * Interface used to define the options to use to create the Inspector
  118792. */
  118793. export interface IInspectorOptions {
  118794. /**
  118795. * Display in overlay mode (default: false)
  118796. */
  118797. overlay?: boolean;
  118798. /**
  118799. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  118800. */
  118801. globalRoot?: HTMLElement;
  118802. /**
  118803. * Display the Scene explorer
  118804. */
  118805. showExplorer?: boolean;
  118806. /**
  118807. * Display the property inspector
  118808. */
  118809. showInspector?: boolean;
  118810. /**
  118811. * Display in embed mode (both panes on the right)
  118812. */
  118813. embedMode?: boolean;
  118814. /**
  118815. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  118816. */
  118817. handleResize?: boolean;
  118818. /**
  118819. * Allow the panes to popup (default: true)
  118820. */
  118821. enablePopup?: boolean;
  118822. /**
  118823. * Allow the panes to be closed by users (default: true)
  118824. */
  118825. enableClose?: boolean;
  118826. /**
  118827. * Optional list of extensibility entries
  118828. */
  118829. explorerExtensibility?: IExplorerExtensibilityGroup[];
  118830. /**
  118831. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  118832. */
  118833. inspectorURL?: string;
  118834. /**
  118835. * Optional initial tab (default to DebugLayerTab.Properties)
  118836. */
  118837. initialTab?: DebugLayerTab;
  118838. }
  118839. interface Scene {
  118840. /**
  118841. * @hidden
  118842. * Backing field
  118843. */
  118844. _debugLayer: DebugLayer;
  118845. /**
  118846. * Gets the debug layer (aka Inspector) associated with the scene
  118847. * @see http://doc.babylonjs.com/features/playground_debuglayer
  118848. */
  118849. debugLayer: DebugLayer;
  118850. }
  118851. /**
  118852. * Enum of inspector action tab
  118853. */
  118854. export enum DebugLayerTab {
  118855. /**
  118856. * Properties tag (default)
  118857. */
  118858. Properties = 0,
  118859. /**
  118860. * Debug tab
  118861. */
  118862. Debug = 1,
  118863. /**
  118864. * Statistics tab
  118865. */
  118866. Statistics = 2,
  118867. /**
  118868. * Tools tab
  118869. */
  118870. Tools = 3,
  118871. /**
  118872. * Settings tab
  118873. */
  118874. Settings = 4
  118875. }
  118876. /**
  118877. * The debug layer (aka Inspector) is the go to tool in order to better understand
  118878. * what is happening in your scene
  118879. * @see http://doc.babylonjs.com/features/playground_debuglayer
  118880. */
  118881. export class DebugLayer {
  118882. /**
  118883. * Define the url to get the inspector script from.
  118884. * By default it uses the babylonjs CDN.
  118885. * @ignoreNaming
  118886. */
  118887. static InspectorURL: string;
  118888. private _scene;
  118889. private BJSINSPECTOR;
  118890. private _onPropertyChangedObservable?;
  118891. /**
  118892. * Observable triggered when a property is changed through the inspector.
  118893. */
  118894. get onPropertyChangedObservable(): any;
  118895. /**
  118896. * Instantiates a new debug layer.
  118897. * The debug layer (aka Inspector) is the go to tool in order to better understand
  118898. * what is happening in your scene
  118899. * @see http://doc.babylonjs.com/features/playground_debuglayer
  118900. * @param scene Defines the scene to inspect
  118901. */
  118902. constructor(scene: Scene);
  118903. /** Creates the inspector window. */
  118904. private _createInspector;
  118905. /**
  118906. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  118907. * @param entity defines the entity to select
  118908. * @param lineContainerTitle defines the specific block to highlight
  118909. */
  118910. select(entity: any, lineContainerTitle?: string): void;
  118911. /** Get the inspector from bundle or global */
  118912. private _getGlobalInspector;
  118913. /**
  118914. * Get if the inspector is visible or not.
  118915. * @returns true if visible otherwise, false
  118916. */
  118917. isVisible(): boolean;
  118918. /**
  118919. * Hide the inspector and close its window.
  118920. */
  118921. hide(): void;
  118922. /**
  118923. * Launch the debugLayer.
  118924. * @param config Define the configuration of the inspector
  118925. * @return a promise fulfilled when the debug layer is visible
  118926. */
  118927. show(config?: IInspectorOptions): Promise<DebugLayer>;
  118928. }
  118929. }
  118930. declare module BABYLON {
  118931. /**
  118932. * Class containing static functions to help procedurally build meshes
  118933. */
  118934. export class BoxBuilder {
  118935. /**
  118936. * Creates a box mesh
  118937. * * The parameter `size` sets the size (float) of each box side (default 1)
  118938. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  118939. * * 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)
  118940. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  118941. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118942. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118943. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118944. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  118945. * @param name defines the name of the mesh
  118946. * @param options defines the options used to create the mesh
  118947. * @param scene defines the hosting scene
  118948. * @returns the box mesh
  118949. */
  118950. static CreateBox(name: string, options: {
  118951. size?: number;
  118952. width?: number;
  118953. height?: number;
  118954. depth?: number;
  118955. faceUV?: Vector4[];
  118956. faceColors?: Color4[];
  118957. sideOrientation?: number;
  118958. frontUVs?: Vector4;
  118959. backUVs?: Vector4;
  118960. wrap?: boolean;
  118961. topBaseAt?: number;
  118962. bottomBaseAt?: number;
  118963. updatable?: boolean;
  118964. }, scene?: Nullable<Scene>): Mesh;
  118965. }
  118966. }
  118967. declare module BABYLON {
  118968. /**
  118969. * Class containing static functions to help procedurally build meshes
  118970. */
  118971. export class SphereBuilder {
  118972. /**
  118973. * Creates a sphere mesh
  118974. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  118975. * * 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`)
  118976. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  118977. * * 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
  118978. * * 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)
  118979. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  118980. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  118981. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  118982. * @param name defines the name of the mesh
  118983. * @param options defines the options used to create the mesh
  118984. * @param scene defines the hosting scene
  118985. * @returns the sphere mesh
  118986. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  118987. */
  118988. static CreateSphere(name: string, options: {
  118989. segments?: number;
  118990. diameter?: number;
  118991. diameterX?: number;
  118992. diameterY?: number;
  118993. diameterZ?: number;
  118994. arc?: number;
  118995. slice?: number;
  118996. sideOrientation?: number;
  118997. frontUVs?: Vector4;
  118998. backUVs?: Vector4;
  118999. updatable?: boolean;
  119000. }, scene?: Nullable<Scene>): Mesh;
  119001. }
  119002. }
  119003. declare module BABYLON.Debug {
  119004. /**
  119005. * Used to show the physics impostor around the specific mesh
  119006. */
  119007. export class PhysicsViewer {
  119008. /** @hidden */
  119009. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  119010. /** @hidden */
  119011. protected _meshes: Array<Nullable<AbstractMesh>>;
  119012. /** @hidden */
  119013. protected _scene: Nullable<Scene>;
  119014. /** @hidden */
  119015. protected _numMeshes: number;
  119016. /** @hidden */
  119017. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  119018. private _renderFunction;
  119019. private _utilityLayer;
  119020. private _debugBoxMesh;
  119021. private _debugSphereMesh;
  119022. private _debugCylinderMesh;
  119023. private _debugMaterial;
  119024. private _debugMeshMeshes;
  119025. /**
  119026. * Creates a new PhysicsViewer
  119027. * @param scene defines the hosting scene
  119028. */
  119029. constructor(scene: Scene);
  119030. /** @hidden */
  119031. protected _updateDebugMeshes(): void;
  119032. /**
  119033. * Renders a specified physic impostor
  119034. * @param impostor defines the impostor to render
  119035. * @param targetMesh defines the mesh represented by the impostor
  119036. * @returns the new debug mesh used to render the impostor
  119037. */
  119038. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  119039. /**
  119040. * Hides a specified physic impostor
  119041. * @param impostor defines the impostor to hide
  119042. */
  119043. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  119044. private _getDebugMaterial;
  119045. private _getDebugBoxMesh;
  119046. private _getDebugSphereMesh;
  119047. private _getDebugCylinderMesh;
  119048. private _getDebugMeshMesh;
  119049. private _getDebugMesh;
  119050. /** Releases all resources */
  119051. dispose(): void;
  119052. }
  119053. }
  119054. declare module BABYLON {
  119055. /**
  119056. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  119057. * in order to better appreciate the issue one might have.
  119058. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  119059. */
  119060. export class RayHelper {
  119061. /**
  119062. * Defines the ray we are currently tryin to visualize.
  119063. */
  119064. ray: Nullable<Ray>;
  119065. private _renderPoints;
  119066. private _renderLine;
  119067. private _renderFunction;
  119068. private _scene;
  119069. private _updateToMeshFunction;
  119070. private _attachedToMesh;
  119071. private _meshSpaceDirection;
  119072. private _meshSpaceOrigin;
  119073. /**
  119074. * Helper function to create a colored helper in a scene in one line.
  119075. * @param ray Defines the ray we are currently tryin to visualize
  119076. * @param scene Defines the scene the ray is used in
  119077. * @param color Defines the color we want to see the ray in
  119078. * @returns The newly created ray helper.
  119079. */
  119080. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  119081. /**
  119082. * Instantiate a new ray helper.
  119083. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  119084. * in order to better appreciate the issue one might have.
  119085. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  119086. * @param ray Defines the ray we are currently tryin to visualize
  119087. */
  119088. constructor(ray: Ray);
  119089. /**
  119090. * Shows the ray we are willing to debug.
  119091. * @param scene Defines the scene the ray needs to be rendered in
  119092. * @param color Defines the color the ray needs to be rendered in
  119093. */
  119094. show(scene: Scene, color?: Color3): void;
  119095. /**
  119096. * Hides the ray we are debugging.
  119097. */
  119098. hide(): void;
  119099. private _render;
  119100. /**
  119101. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  119102. * @param mesh Defines the mesh we want the helper attached to
  119103. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  119104. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  119105. * @param length Defines the length of the ray
  119106. */
  119107. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  119108. /**
  119109. * Detach the ray helper from the mesh it has previously been attached to.
  119110. */
  119111. detachFromMesh(): void;
  119112. private _updateToMesh;
  119113. /**
  119114. * Dispose the helper and release its associated resources.
  119115. */
  119116. dispose(): void;
  119117. }
  119118. }
  119119. declare module BABYLON.Debug {
  119120. /**
  119121. * Class used to render a debug view of a given skeleton
  119122. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  119123. */
  119124. export class SkeletonViewer {
  119125. /** defines the skeleton to render */
  119126. skeleton: Skeleton;
  119127. /** defines the mesh attached to the skeleton */
  119128. mesh: AbstractMesh;
  119129. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  119130. autoUpdateBonesMatrices: boolean;
  119131. /** defines the rendering group id to use with the viewer */
  119132. renderingGroupId: number;
  119133. /** Gets or sets the color used to render the skeleton */
  119134. color: Color3;
  119135. private _scene;
  119136. private _debugLines;
  119137. private _debugMesh;
  119138. private _isEnabled;
  119139. private _renderFunction;
  119140. private _utilityLayer;
  119141. /**
  119142. * Returns the mesh used to render the bones
  119143. */
  119144. get debugMesh(): Nullable<LinesMesh>;
  119145. /**
  119146. * Creates a new SkeletonViewer
  119147. * @param skeleton defines the skeleton to render
  119148. * @param mesh defines the mesh attached to the skeleton
  119149. * @param scene defines the hosting scene
  119150. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  119151. * @param renderingGroupId defines the rendering group id to use with the viewer
  119152. */
  119153. constructor(
  119154. /** defines the skeleton to render */
  119155. skeleton: Skeleton,
  119156. /** defines the mesh attached to the skeleton */
  119157. mesh: AbstractMesh, scene: Scene,
  119158. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  119159. autoUpdateBonesMatrices?: boolean,
  119160. /** defines the rendering group id to use with the viewer */
  119161. renderingGroupId?: number);
  119162. /** Gets or sets a boolean indicating if the viewer is enabled */
  119163. set isEnabled(value: boolean);
  119164. get isEnabled(): boolean;
  119165. private _getBonePosition;
  119166. private _getLinesForBonesWithLength;
  119167. private _getLinesForBonesNoLength;
  119168. /** Update the viewer to sync with current skeleton state */
  119169. update(): void;
  119170. /** Release associated resources */
  119171. dispose(): void;
  119172. }
  119173. }
  119174. declare module BABYLON {
  119175. /**
  119176. * Options to create the null engine
  119177. */
  119178. export class NullEngineOptions {
  119179. /**
  119180. * Render width (Default: 512)
  119181. */
  119182. renderWidth: number;
  119183. /**
  119184. * Render height (Default: 256)
  119185. */
  119186. renderHeight: number;
  119187. /**
  119188. * Texture size (Default: 512)
  119189. */
  119190. textureSize: number;
  119191. /**
  119192. * If delta time between frames should be constant
  119193. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  119194. */
  119195. deterministicLockstep: boolean;
  119196. /**
  119197. * Maximum about of steps between frames (Default: 4)
  119198. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  119199. */
  119200. lockstepMaxSteps: number;
  119201. }
  119202. /**
  119203. * The null engine class provides support for headless version of babylon.js.
  119204. * This can be used in server side scenario or for testing purposes
  119205. */
  119206. export class NullEngine extends Engine {
  119207. private _options;
  119208. /**
  119209. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  119210. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  119211. * @returns true if engine is in deterministic lock step mode
  119212. */
  119213. isDeterministicLockStep(): boolean;
  119214. /**
  119215. * Gets the max steps when engine is running in deterministic lock step
  119216. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  119217. * @returns the max steps
  119218. */
  119219. getLockstepMaxSteps(): number;
  119220. /**
  119221. * Gets the current hardware scaling level.
  119222. * By default the hardware scaling level is computed from the window device ratio.
  119223. * 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.
  119224. * @returns a number indicating the current hardware scaling level
  119225. */
  119226. getHardwareScalingLevel(): number;
  119227. constructor(options?: NullEngineOptions);
  119228. /**
  119229. * Creates a vertex buffer
  119230. * @param vertices the data for the vertex buffer
  119231. * @returns the new WebGL static buffer
  119232. */
  119233. createVertexBuffer(vertices: FloatArray): DataBuffer;
  119234. /**
  119235. * Creates a new index buffer
  119236. * @param indices defines the content of the index buffer
  119237. * @param updatable defines if the index buffer must be updatable
  119238. * @returns a new webGL buffer
  119239. */
  119240. createIndexBuffer(indices: IndicesArray): DataBuffer;
  119241. /**
  119242. * Clear the current render buffer or the current render target (if any is set up)
  119243. * @param color defines the color to use
  119244. * @param backBuffer defines if the back buffer must be cleared
  119245. * @param depth defines if the depth buffer must be cleared
  119246. * @param stencil defines if the stencil buffer must be cleared
  119247. */
  119248. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  119249. /**
  119250. * Gets the current render width
  119251. * @param useScreen defines if screen size must be used (or the current render target if any)
  119252. * @returns a number defining the current render width
  119253. */
  119254. getRenderWidth(useScreen?: boolean): number;
  119255. /**
  119256. * Gets the current render height
  119257. * @param useScreen defines if screen size must be used (or the current render target if any)
  119258. * @returns a number defining the current render height
  119259. */
  119260. getRenderHeight(useScreen?: boolean): number;
  119261. /**
  119262. * Set the WebGL's viewport
  119263. * @param viewport defines the viewport element to be used
  119264. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  119265. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  119266. */
  119267. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  119268. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  119269. /**
  119270. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  119271. * @param pipelineContext defines the pipeline context to use
  119272. * @param uniformsNames defines the list of uniform names
  119273. * @returns an array of webGL uniform locations
  119274. */
  119275. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  119276. /**
  119277. * Gets the lsit of active attributes for a given webGL program
  119278. * @param pipelineContext defines the pipeline context to use
  119279. * @param attributesNames defines the list of attribute names to get
  119280. * @returns an array of indices indicating the offset of each attribute
  119281. */
  119282. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  119283. /**
  119284. * Binds an effect to the webGL context
  119285. * @param effect defines the effect to bind
  119286. */
  119287. bindSamplers(effect: Effect): void;
  119288. /**
  119289. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  119290. * @param effect defines the effect to activate
  119291. */
  119292. enableEffect(effect: Effect): void;
  119293. /**
  119294. * Set various states to the webGL context
  119295. * @param culling defines backface culling state
  119296. * @param zOffset defines the value to apply to zOffset (0 by default)
  119297. * @param force defines if states must be applied even if cache is up to date
  119298. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  119299. */
  119300. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  119301. /**
  119302. * Set the value of an uniform to an array of int32
  119303. * @param uniform defines the webGL uniform location where to store the value
  119304. * @param array defines the array of int32 to store
  119305. */
  119306. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  119307. /**
  119308. * Set the value of an uniform to an array of int32 (stored as vec2)
  119309. * @param uniform defines the webGL uniform location where to store the value
  119310. * @param array defines the array of int32 to store
  119311. */
  119312. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  119313. /**
  119314. * Set the value of an uniform to an array of int32 (stored as vec3)
  119315. * @param uniform defines the webGL uniform location where to store the value
  119316. * @param array defines the array of int32 to store
  119317. */
  119318. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  119319. /**
  119320. * Set the value of an uniform to an array of int32 (stored as vec4)
  119321. * @param uniform defines the webGL uniform location where to store the value
  119322. * @param array defines the array of int32 to store
  119323. */
  119324. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  119325. /**
  119326. * Set the value of an uniform to an array of float32
  119327. * @param uniform defines the webGL uniform location where to store the value
  119328. * @param array defines the array of float32 to store
  119329. */
  119330. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  119331. /**
  119332. * Set the value of an uniform to an array of float32 (stored as vec2)
  119333. * @param uniform defines the webGL uniform location where to store the value
  119334. * @param array defines the array of float32 to store
  119335. */
  119336. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  119337. /**
  119338. * Set the value of an uniform to an array of float32 (stored as vec3)
  119339. * @param uniform defines the webGL uniform location where to store the value
  119340. * @param array defines the array of float32 to store
  119341. */
  119342. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  119343. /**
  119344. * Set the value of an uniform to an array of float32 (stored as vec4)
  119345. * @param uniform defines the webGL uniform location where to store the value
  119346. * @param array defines the array of float32 to store
  119347. */
  119348. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  119349. /**
  119350. * Set the value of an uniform to an array of number
  119351. * @param uniform defines the webGL uniform location where to store the value
  119352. * @param array defines the array of number to store
  119353. */
  119354. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  119355. /**
  119356. * Set the value of an uniform to an array of number (stored as vec2)
  119357. * @param uniform defines the webGL uniform location where to store the value
  119358. * @param array defines the array of number to store
  119359. */
  119360. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  119361. /**
  119362. * Set the value of an uniform to an array of number (stored as vec3)
  119363. * @param uniform defines the webGL uniform location where to store the value
  119364. * @param array defines the array of number to store
  119365. */
  119366. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  119367. /**
  119368. * Set the value of an uniform to an array of number (stored as vec4)
  119369. * @param uniform defines the webGL uniform location where to store the value
  119370. * @param array defines the array of number to store
  119371. */
  119372. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  119373. /**
  119374. * Set the value of an uniform to an array of float32 (stored as matrices)
  119375. * @param uniform defines the webGL uniform location where to store the value
  119376. * @param matrices defines the array of float32 to store
  119377. */
  119378. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  119379. /**
  119380. * Set the value of an uniform to a matrix (3x3)
  119381. * @param uniform defines the webGL uniform location where to store the value
  119382. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  119383. */
  119384. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  119385. /**
  119386. * Set the value of an uniform to a matrix (2x2)
  119387. * @param uniform defines the webGL uniform location where to store the value
  119388. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  119389. */
  119390. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  119391. /**
  119392. * Set the value of an uniform to a number (float)
  119393. * @param uniform defines the webGL uniform location where to store the value
  119394. * @param value defines the float number to store
  119395. */
  119396. setFloat(uniform: WebGLUniformLocation, value: number): void;
  119397. /**
  119398. * Set the value of an uniform to a vec2
  119399. * @param uniform defines the webGL uniform location where to store the value
  119400. * @param x defines the 1st component of the value
  119401. * @param y defines the 2nd component of the value
  119402. */
  119403. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  119404. /**
  119405. * Set the value of an uniform to a vec3
  119406. * @param uniform defines the webGL uniform location where to store the value
  119407. * @param x defines the 1st component of the value
  119408. * @param y defines the 2nd component of the value
  119409. * @param z defines the 3rd component of the value
  119410. */
  119411. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  119412. /**
  119413. * Set the value of an uniform to a boolean
  119414. * @param uniform defines the webGL uniform location where to store the value
  119415. * @param bool defines the boolean to store
  119416. */
  119417. setBool(uniform: WebGLUniformLocation, bool: number): void;
  119418. /**
  119419. * Set the value of an uniform to a vec4
  119420. * @param uniform defines the webGL uniform location where to store the value
  119421. * @param x defines the 1st component of the value
  119422. * @param y defines the 2nd component of the value
  119423. * @param z defines the 3rd component of the value
  119424. * @param w defines the 4th component of the value
  119425. */
  119426. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  119427. /**
  119428. * Sets the current alpha mode
  119429. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  119430. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  119431. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  119432. */
  119433. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  119434. /**
  119435. * Bind webGl buffers directly to the webGL context
  119436. * @param vertexBuffers defines the vertex buffer to bind
  119437. * @param indexBuffer defines the index buffer to bind
  119438. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  119439. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  119440. * @param effect defines the effect associated with the vertex buffer
  119441. */
  119442. bindBuffers(vertexBuffers: {
  119443. [key: string]: VertexBuffer;
  119444. }, indexBuffer: DataBuffer, effect: Effect): void;
  119445. /**
  119446. * Force the entire cache to be cleared
  119447. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  119448. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  119449. */
  119450. wipeCaches(bruteForce?: boolean): void;
  119451. /**
  119452. * Send a draw order
  119453. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  119454. * @param indexStart defines the starting index
  119455. * @param indexCount defines the number of index to draw
  119456. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  119457. */
  119458. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  119459. /**
  119460. * Draw a list of indexed primitives
  119461. * @param fillMode defines the primitive to use
  119462. * @param indexStart defines the starting index
  119463. * @param indexCount defines the number of index to draw
  119464. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  119465. */
  119466. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  119467. /**
  119468. * Draw a list of unindexed primitives
  119469. * @param fillMode defines the primitive to use
  119470. * @param verticesStart defines the index of first vertex to draw
  119471. * @param verticesCount defines the count of vertices to draw
  119472. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  119473. */
  119474. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  119475. /** @hidden */
  119476. _createTexture(): WebGLTexture;
  119477. /** @hidden */
  119478. _releaseTexture(texture: InternalTexture): void;
  119479. /**
  119480. * Usually called from Texture.ts.
  119481. * Passed information to create a WebGLTexture
  119482. * @param urlArg defines a value which contains one of the following:
  119483. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  119484. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  119485. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  119486. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  119487. * @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)
  119488. * @param scene needed for loading to the correct scene
  119489. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  119490. * @param onLoad optional callback to be called upon successful completion
  119491. * @param onError optional callback to be called upon failure
  119492. * @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
  119493. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  119494. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  119495. * @param forcedExtension defines the extension to use to pick the right loader
  119496. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  119497. * @returns a InternalTexture for assignment back into BABYLON.Texture
  119498. */
  119499. 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;
  119500. /**
  119501. * Creates a new render target texture
  119502. * @param size defines the size of the texture
  119503. * @param options defines the options used to create the texture
  119504. * @returns a new render target texture stored in an InternalTexture
  119505. */
  119506. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  119507. /**
  119508. * Update the sampling mode of a given texture
  119509. * @param samplingMode defines the required sampling mode
  119510. * @param texture defines the texture to update
  119511. */
  119512. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  119513. /**
  119514. * Binds the frame buffer to the specified texture.
  119515. * @param texture The texture to render to or null for the default canvas
  119516. * @param faceIndex The face of the texture to render to in case of cube texture
  119517. * @param requiredWidth The width of the target to render to
  119518. * @param requiredHeight The height of the target to render to
  119519. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  119520. * @param lodLevel defines le lod level to bind to the frame buffer
  119521. */
  119522. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  119523. /**
  119524. * Unbind the current render target texture from the webGL context
  119525. * @param texture defines the render target texture to unbind
  119526. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  119527. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  119528. */
  119529. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  119530. /**
  119531. * Creates a dynamic vertex buffer
  119532. * @param vertices the data for the dynamic vertex buffer
  119533. * @returns the new WebGL dynamic buffer
  119534. */
  119535. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  119536. /**
  119537. * Update the content of a dynamic texture
  119538. * @param texture defines the texture to update
  119539. * @param canvas defines the canvas containing the source
  119540. * @param invertY defines if data must be stored with Y axis inverted
  119541. * @param premulAlpha defines if alpha is stored as premultiplied
  119542. * @param format defines the format of the data
  119543. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  119544. */
  119545. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  119546. /**
  119547. * Gets a boolean indicating if all created effects are ready
  119548. * @returns true if all effects are ready
  119549. */
  119550. areAllEffectsReady(): boolean;
  119551. /**
  119552. * @hidden
  119553. * Get the current error code of the webGL context
  119554. * @returns the error code
  119555. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  119556. */
  119557. getError(): number;
  119558. /** @hidden */
  119559. _getUnpackAlignement(): number;
  119560. /** @hidden */
  119561. _unpackFlipY(value: boolean): void;
  119562. /**
  119563. * Update a dynamic index buffer
  119564. * @param indexBuffer defines the target index buffer
  119565. * @param indices defines the data to update
  119566. * @param offset defines the offset in the target index buffer where update should start
  119567. */
  119568. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  119569. /**
  119570. * Updates a dynamic vertex buffer.
  119571. * @param vertexBuffer the vertex buffer to update
  119572. * @param vertices the data used to update the vertex buffer
  119573. * @param byteOffset the byte offset of the data (optional)
  119574. * @param byteLength the byte length of the data (optional)
  119575. */
  119576. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  119577. /** @hidden */
  119578. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  119579. /** @hidden */
  119580. _bindTexture(channel: number, texture: InternalTexture): void;
  119581. protected _deleteBuffer(buffer: WebGLBuffer): void;
  119582. /**
  119583. * 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
  119584. */
  119585. releaseEffects(): void;
  119586. displayLoadingUI(): void;
  119587. hideLoadingUI(): void;
  119588. /** @hidden */
  119589. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  119590. /** @hidden */
  119591. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  119592. /** @hidden */
  119593. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  119594. /** @hidden */
  119595. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  119596. }
  119597. }
  119598. declare module BABYLON {
  119599. /** @hidden */
  119600. export class _OcclusionDataStorage {
  119601. /** @hidden */
  119602. occlusionInternalRetryCounter: number;
  119603. /** @hidden */
  119604. isOcclusionQueryInProgress: boolean;
  119605. /** @hidden */
  119606. isOccluded: boolean;
  119607. /** @hidden */
  119608. occlusionRetryCount: number;
  119609. /** @hidden */
  119610. occlusionType: number;
  119611. /** @hidden */
  119612. occlusionQueryAlgorithmType: number;
  119613. }
  119614. interface Engine {
  119615. /**
  119616. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  119617. * @return the new query
  119618. */
  119619. createQuery(): WebGLQuery;
  119620. /**
  119621. * Delete and release a webGL query
  119622. * @param query defines the query to delete
  119623. * @return the current engine
  119624. */
  119625. deleteQuery(query: WebGLQuery): Engine;
  119626. /**
  119627. * Check if a given query has resolved and got its value
  119628. * @param query defines the query to check
  119629. * @returns true if the query got its value
  119630. */
  119631. isQueryResultAvailable(query: WebGLQuery): boolean;
  119632. /**
  119633. * Gets the value of a given query
  119634. * @param query defines the query to check
  119635. * @returns the value of the query
  119636. */
  119637. getQueryResult(query: WebGLQuery): number;
  119638. /**
  119639. * Initiates an occlusion query
  119640. * @param algorithmType defines the algorithm to use
  119641. * @param query defines the query to use
  119642. * @returns the current engine
  119643. * @see http://doc.babylonjs.com/features/occlusionquery
  119644. */
  119645. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  119646. /**
  119647. * Ends an occlusion query
  119648. * @see http://doc.babylonjs.com/features/occlusionquery
  119649. * @param algorithmType defines the algorithm to use
  119650. * @returns the current engine
  119651. */
  119652. endOcclusionQuery(algorithmType: number): Engine;
  119653. /**
  119654. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  119655. * Please note that only one query can be issued at a time
  119656. * @returns a time token used to track the time span
  119657. */
  119658. startTimeQuery(): Nullable<_TimeToken>;
  119659. /**
  119660. * Ends a time query
  119661. * @param token defines the token used to measure the time span
  119662. * @returns the time spent (in ns)
  119663. */
  119664. endTimeQuery(token: _TimeToken): int;
  119665. /** @hidden */
  119666. _currentNonTimestampToken: Nullable<_TimeToken>;
  119667. /** @hidden */
  119668. _createTimeQuery(): WebGLQuery;
  119669. /** @hidden */
  119670. _deleteTimeQuery(query: WebGLQuery): void;
  119671. /** @hidden */
  119672. _getGlAlgorithmType(algorithmType: number): number;
  119673. /** @hidden */
  119674. _getTimeQueryResult(query: WebGLQuery): any;
  119675. /** @hidden */
  119676. _getTimeQueryAvailability(query: WebGLQuery): any;
  119677. }
  119678. interface AbstractMesh {
  119679. /**
  119680. * Backing filed
  119681. * @hidden
  119682. */
  119683. __occlusionDataStorage: _OcclusionDataStorage;
  119684. /**
  119685. * Access property
  119686. * @hidden
  119687. */
  119688. _occlusionDataStorage: _OcclusionDataStorage;
  119689. /**
  119690. * 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.
  119691. * The default value is -1 which means don't break the query and wait till the result
  119692. * @see http://doc.babylonjs.com/features/occlusionquery
  119693. */
  119694. occlusionRetryCount: number;
  119695. /**
  119696. * 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:
  119697. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  119698. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  119699. * * 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.
  119700. * @see http://doc.babylonjs.com/features/occlusionquery
  119701. */
  119702. occlusionType: number;
  119703. /**
  119704. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  119705. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  119706. * * 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.
  119707. * @see http://doc.babylonjs.com/features/occlusionquery
  119708. */
  119709. occlusionQueryAlgorithmType: number;
  119710. /**
  119711. * 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
  119712. * @see http://doc.babylonjs.com/features/occlusionquery
  119713. */
  119714. isOccluded: boolean;
  119715. /**
  119716. * Flag to check the progress status of the query
  119717. * @see http://doc.babylonjs.com/features/occlusionquery
  119718. */
  119719. isOcclusionQueryInProgress: boolean;
  119720. }
  119721. }
  119722. declare module BABYLON {
  119723. /** @hidden */
  119724. export var _forceTransformFeedbackToBundle: boolean;
  119725. interface Engine {
  119726. /**
  119727. * Creates a webGL transform feedback object
  119728. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  119729. * @returns the webGL transform feedback object
  119730. */
  119731. createTransformFeedback(): WebGLTransformFeedback;
  119732. /**
  119733. * Delete a webGL transform feedback object
  119734. * @param value defines the webGL transform feedback object to delete
  119735. */
  119736. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  119737. /**
  119738. * Bind a webGL transform feedback object to the webgl context
  119739. * @param value defines the webGL transform feedback object to bind
  119740. */
  119741. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  119742. /**
  119743. * Begins a transform feedback operation
  119744. * @param usePoints defines if points or triangles must be used
  119745. */
  119746. beginTransformFeedback(usePoints: boolean): void;
  119747. /**
  119748. * Ends a transform feedback operation
  119749. */
  119750. endTransformFeedback(): void;
  119751. /**
  119752. * Specify the varyings to use with transform feedback
  119753. * @param program defines the associated webGL program
  119754. * @param value defines the list of strings representing the varying names
  119755. */
  119756. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  119757. /**
  119758. * Bind a webGL buffer for a transform feedback operation
  119759. * @param value defines the webGL buffer to bind
  119760. */
  119761. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  119762. }
  119763. }
  119764. declare module BABYLON {
  119765. /**
  119766. * Creation options of the multi render target texture.
  119767. */
  119768. export interface IMultiRenderTargetOptions {
  119769. /**
  119770. * Define if the texture needs to create mip maps after render.
  119771. */
  119772. generateMipMaps?: boolean;
  119773. /**
  119774. * Define the types of all the draw buffers we want to create
  119775. */
  119776. types?: number[];
  119777. /**
  119778. * Define the sampling modes of all the draw buffers we want to create
  119779. */
  119780. samplingModes?: number[];
  119781. /**
  119782. * Define if a depth buffer is required
  119783. */
  119784. generateDepthBuffer?: boolean;
  119785. /**
  119786. * Define if a stencil buffer is required
  119787. */
  119788. generateStencilBuffer?: boolean;
  119789. /**
  119790. * Define if a depth texture is required instead of a depth buffer
  119791. */
  119792. generateDepthTexture?: boolean;
  119793. /**
  119794. * Define the number of desired draw buffers
  119795. */
  119796. textureCount?: number;
  119797. /**
  119798. * Define if aspect ratio should be adapted to the texture or stay the scene one
  119799. */
  119800. doNotChangeAspectRatio?: boolean;
  119801. /**
  119802. * Define the default type of the buffers we are creating
  119803. */
  119804. defaultType?: number;
  119805. }
  119806. /**
  119807. * A multi render target, like a render target provides the ability to render to a texture.
  119808. * Unlike the render target, it can render to several draw buffers in one draw.
  119809. * This is specially interesting in deferred rendering or for any effects requiring more than
  119810. * just one color from a single pass.
  119811. */
  119812. export class MultiRenderTarget extends RenderTargetTexture {
  119813. private _internalTextures;
  119814. private _textures;
  119815. private _multiRenderTargetOptions;
  119816. /**
  119817. * Get if draw buffers are currently supported by the used hardware and browser.
  119818. */
  119819. get isSupported(): boolean;
  119820. /**
  119821. * Get the list of textures generated by the multi render target.
  119822. */
  119823. get textures(): Texture[];
  119824. /**
  119825. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  119826. */
  119827. get depthTexture(): Texture;
  119828. /**
  119829. * Set the wrapping mode on U of all the textures we are rendering to.
  119830. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  119831. */
  119832. set wrapU(wrap: number);
  119833. /**
  119834. * Set the wrapping mode on V of all the textures we are rendering to.
  119835. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  119836. */
  119837. set wrapV(wrap: number);
  119838. /**
  119839. * Instantiate a new multi render target texture.
  119840. * A multi render target, like a render target provides the ability to render to a texture.
  119841. * Unlike the render target, it can render to several draw buffers in one draw.
  119842. * This is specially interesting in deferred rendering or for any effects requiring more than
  119843. * just one color from a single pass.
  119844. * @param name Define the name of the texture
  119845. * @param size Define the size of the buffers to render to
  119846. * @param count Define the number of target we are rendering into
  119847. * @param scene Define the scene the texture belongs to
  119848. * @param options Define the options used to create the multi render target
  119849. */
  119850. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  119851. /** @hidden */
  119852. _rebuild(): void;
  119853. private _createInternalTextures;
  119854. private _createTextures;
  119855. /**
  119856. * Define the number of samples used if MSAA is enabled.
  119857. */
  119858. get samples(): number;
  119859. set samples(value: number);
  119860. /**
  119861. * Resize all the textures in the multi render target.
  119862. * Be carrefull as it will recreate all the data in the new texture.
  119863. * @param size Define the new size
  119864. */
  119865. resize(size: any): void;
  119866. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  119867. /**
  119868. * Dispose the render targets and their associated resources
  119869. */
  119870. dispose(): void;
  119871. /**
  119872. * Release all the underlying texture used as draw buffers.
  119873. */
  119874. releaseInternalTextures(): void;
  119875. }
  119876. }
  119877. declare module BABYLON {
  119878. interface ThinEngine {
  119879. /**
  119880. * Unbind a list of render target textures from the webGL context
  119881. * This is used only when drawBuffer extension or webGL2 are active
  119882. * @param textures defines the render target textures to unbind
  119883. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  119884. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  119885. */
  119886. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  119887. /**
  119888. * Create a multi render target texture
  119889. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  119890. * @param size defines the size of the texture
  119891. * @param options defines the creation options
  119892. * @returns the cube texture as an InternalTexture
  119893. */
  119894. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  119895. /**
  119896. * Update the sample count for a given multiple render target texture
  119897. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  119898. * @param textures defines the textures to update
  119899. * @param samples defines the sample count to set
  119900. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  119901. */
  119902. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  119903. }
  119904. }
  119905. declare module BABYLON {
  119906. /**
  119907. * Class used to define an additional view for the engine
  119908. * @see https://doc.babylonjs.com/how_to/multi_canvases
  119909. */
  119910. export class EngineView {
  119911. /** Defines the canvas where to render the view */
  119912. target: HTMLCanvasElement;
  119913. /** Defines an optional camera used to render the view (will use active camera else) */
  119914. camera?: Camera;
  119915. }
  119916. interface Engine {
  119917. /**
  119918. * Gets or sets the HTML element to use for attaching events
  119919. */
  119920. inputElement: Nullable<HTMLElement>;
  119921. /**
  119922. * Gets the current engine view
  119923. * @see https://doc.babylonjs.com/how_to/multi_canvases
  119924. */
  119925. activeView: Nullable<EngineView>;
  119926. /** Gets or sets the list of views */
  119927. views: EngineView[];
  119928. /**
  119929. * Register a new child canvas
  119930. * @param canvas defines the canvas to register
  119931. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  119932. * @returns the associated view
  119933. */
  119934. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  119935. /**
  119936. * Remove a registered child canvas
  119937. * @param canvas defines the canvas to remove
  119938. * @returns the current engine
  119939. */
  119940. unRegisterView(canvas: HTMLCanvasElement): Engine;
  119941. }
  119942. }
  119943. declare module BABYLON {
  119944. /**
  119945. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  119946. */
  119947. export interface CubeMapInfo {
  119948. /**
  119949. * The pixel array for the front face.
  119950. * This is stored in format, left to right, up to down format.
  119951. */
  119952. front: Nullable<ArrayBufferView>;
  119953. /**
  119954. * The pixel array for the back face.
  119955. * This is stored in format, left to right, up to down format.
  119956. */
  119957. back: Nullable<ArrayBufferView>;
  119958. /**
  119959. * The pixel array for the left face.
  119960. * This is stored in format, left to right, up to down format.
  119961. */
  119962. left: Nullable<ArrayBufferView>;
  119963. /**
  119964. * The pixel array for the right face.
  119965. * This is stored in format, left to right, up to down format.
  119966. */
  119967. right: Nullable<ArrayBufferView>;
  119968. /**
  119969. * The pixel array for the up face.
  119970. * This is stored in format, left to right, up to down format.
  119971. */
  119972. up: Nullable<ArrayBufferView>;
  119973. /**
  119974. * The pixel array for the down face.
  119975. * This is stored in format, left to right, up to down format.
  119976. */
  119977. down: Nullable<ArrayBufferView>;
  119978. /**
  119979. * The size of the cubemap stored.
  119980. *
  119981. * Each faces will be size * size pixels.
  119982. */
  119983. size: number;
  119984. /**
  119985. * The format of the texture.
  119986. *
  119987. * RGBA, RGB.
  119988. */
  119989. format: number;
  119990. /**
  119991. * The type of the texture data.
  119992. *
  119993. * UNSIGNED_INT, FLOAT.
  119994. */
  119995. type: number;
  119996. /**
  119997. * Specifies whether the texture is in gamma space.
  119998. */
  119999. gammaSpace: boolean;
  120000. }
  120001. /**
  120002. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  120003. */
  120004. export class PanoramaToCubeMapTools {
  120005. private static FACE_FRONT;
  120006. private static FACE_BACK;
  120007. private static FACE_RIGHT;
  120008. private static FACE_LEFT;
  120009. private static FACE_DOWN;
  120010. private static FACE_UP;
  120011. /**
  120012. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  120013. *
  120014. * @param float32Array The source data.
  120015. * @param inputWidth The width of the input panorama.
  120016. * @param inputHeight The height of the input panorama.
  120017. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  120018. * @return The cubemap data
  120019. */
  120020. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  120021. private static CreateCubemapTexture;
  120022. private static CalcProjectionSpherical;
  120023. }
  120024. }
  120025. declare module BABYLON {
  120026. /**
  120027. * Helper class dealing with the extraction of spherical polynomial dataArray
  120028. * from a cube map.
  120029. */
  120030. export class CubeMapToSphericalPolynomialTools {
  120031. private static FileFaces;
  120032. /**
  120033. * Converts a texture to the according Spherical Polynomial data.
  120034. * This extracts the first 3 orders only as they are the only one used in the lighting.
  120035. *
  120036. * @param texture The texture to extract the information from.
  120037. * @return The Spherical Polynomial data.
  120038. */
  120039. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  120040. /**
  120041. * Converts a cubemap to the according Spherical Polynomial data.
  120042. * This extracts the first 3 orders only as they are the only one used in the lighting.
  120043. *
  120044. * @param cubeInfo The Cube map to extract the information from.
  120045. * @return The Spherical Polynomial data.
  120046. */
  120047. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  120048. }
  120049. }
  120050. declare module BABYLON {
  120051. interface BaseTexture {
  120052. /**
  120053. * Get the polynomial representation of the texture data.
  120054. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  120055. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  120056. */
  120057. sphericalPolynomial: Nullable<SphericalPolynomial>;
  120058. }
  120059. }
  120060. declare module BABYLON {
  120061. /** @hidden */
  120062. export var rgbdEncodePixelShader: {
  120063. name: string;
  120064. shader: string;
  120065. };
  120066. }
  120067. declare module BABYLON {
  120068. /** @hidden */
  120069. export var rgbdDecodePixelShader: {
  120070. name: string;
  120071. shader: string;
  120072. };
  120073. }
  120074. declare module BABYLON {
  120075. /**
  120076. * Raw texture data and descriptor sufficient for WebGL texture upload
  120077. */
  120078. export interface EnvironmentTextureInfo {
  120079. /**
  120080. * Version of the environment map
  120081. */
  120082. version: number;
  120083. /**
  120084. * Width of image
  120085. */
  120086. width: number;
  120087. /**
  120088. * Irradiance information stored in the file.
  120089. */
  120090. irradiance: any;
  120091. /**
  120092. * Specular information stored in the file.
  120093. */
  120094. specular: any;
  120095. }
  120096. /**
  120097. * Defines One Image in the file. It requires only the position in the file
  120098. * as well as the length.
  120099. */
  120100. interface BufferImageData {
  120101. /**
  120102. * Length of the image data.
  120103. */
  120104. length: number;
  120105. /**
  120106. * Position of the data from the null terminator delimiting the end of the JSON.
  120107. */
  120108. position: number;
  120109. }
  120110. /**
  120111. * Defines the specular data enclosed in the file.
  120112. * This corresponds to the version 1 of the data.
  120113. */
  120114. export interface EnvironmentTextureSpecularInfoV1 {
  120115. /**
  120116. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  120117. */
  120118. specularDataPosition?: number;
  120119. /**
  120120. * This contains all the images data needed to reconstruct the cubemap.
  120121. */
  120122. mipmaps: Array<BufferImageData>;
  120123. /**
  120124. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  120125. */
  120126. lodGenerationScale: number;
  120127. }
  120128. /**
  120129. * Sets of helpers addressing the serialization and deserialization of environment texture
  120130. * stored in a BabylonJS env file.
  120131. * Those files are usually stored as .env files.
  120132. */
  120133. export class EnvironmentTextureTools {
  120134. /**
  120135. * Magic number identifying the env file.
  120136. */
  120137. private static _MagicBytes;
  120138. /**
  120139. * Gets the environment info from an env file.
  120140. * @param data The array buffer containing the .env bytes.
  120141. * @returns the environment file info (the json header) if successfully parsed.
  120142. */
  120143. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  120144. /**
  120145. * Creates an environment texture from a loaded cube texture.
  120146. * @param texture defines the cube texture to convert in env file
  120147. * @return a promise containing the environment data if succesfull.
  120148. */
  120149. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  120150. /**
  120151. * Creates a JSON representation of the spherical data.
  120152. * @param texture defines the texture containing the polynomials
  120153. * @return the JSON representation of the spherical info
  120154. */
  120155. private static _CreateEnvTextureIrradiance;
  120156. /**
  120157. * Creates the ArrayBufferViews used for initializing environment texture image data.
  120158. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  120159. * @param info parameters that determine what views will be created for accessing the underlying buffer
  120160. * @return the views described by info providing access to the underlying buffer
  120161. */
  120162. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  120163. /**
  120164. * Uploads the texture info contained in the env file to the GPU.
  120165. * @param texture defines the internal texture to upload to
  120166. * @param arrayBuffer defines the buffer cotaining the data to load
  120167. * @param info defines the texture info retrieved through the GetEnvInfo method
  120168. * @returns a promise
  120169. */
  120170. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  120171. private static _OnImageReadyAsync;
  120172. /**
  120173. * Uploads the levels of image data to the GPU.
  120174. * @param texture defines the internal texture to upload to
  120175. * @param imageData defines the array buffer views of image data [mipmap][face]
  120176. * @returns a promise
  120177. */
  120178. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  120179. /**
  120180. * Uploads spherical polynomials information to the texture.
  120181. * @param texture defines the texture we are trying to upload the information to
  120182. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  120183. */
  120184. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  120185. /** @hidden */
  120186. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  120187. }
  120188. }
  120189. declare module BABYLON {
  120190. /**
  120191. * Contains position and normal vectors for a vertex
  120192. */
  120193. export class PositionNormalVertex {
  120194. /** the position of the vertex (defaut: 0,0,0) */
  120195. position: Vector3;
  120196. /** the normal of the vertex (defaut: 0,1,0) */
  120197. normal: Vector3;
  120198. /**
  120199. * Creates a PositionNormalVertex
  120200. * @param position the position of the vertex (defaut: 0,0,0)
  120201. * @param normal the normal of the vertex (defaut: 0,1,0)
  120202. */
  120203. constructor(
  120204. /** the position of the vertex (defaut: 0,0,0) */
  120205. position?: Vector3,
  120206. /** the normal of the vertex (defaut: 0,1,0) */
  120207. normal?: Vector3);
  120208. /**
  120209. * Clones the PositionNormalVertex
  120210. * @returns the cloned PositionNormalVertex
  120211. */
  120212. clone(): PositionNormalVertex;
  120213. }
  120214. /**
  120215. * Contains position, normal and uv vectors for a vertex
  120216. */
  120217. export class PositionNormalTextureVertex {
  120218. /** the position of the vertex (defaut: 0,0,0) */
  120219. position: Vector3;
  120220. /** the normal of the vertex (defaut: 0,1,0) */
  120221. normal: Vector3;
  120222. /** the uv of the vertex (default: 0,0) */
  120223. uv: Vector2;
  120224. /**
  120225. * Creates a PositionNormalTextureVertex
  120226. * @param position the position of the vertex (defaut: 0,0,0)
  120227. * @param normal the normal of the vertex (defaut: 0,1,0)
  120228. * @param uv the uv of the vertex (default: 0,0)
  120229. */
  120230. constructor(
  120231. /** the position of the vertex (defaut: 0,0,0) */
  120232. position?: Vector3,
  120233. /** the normal of the vertex (defaut: 0,1,0) */
  120234. normal?: Vector3,
  120235. /** the uv of the vertex (default: 0,0) */
  120236. uv?: Vector2);
  120237. /**
  120238. * Clones the PositionNormalTextureVertex
  120239. * @returns the cloned PositionNormalTextureVertex
  120240. */
  120241. clone(): PositionNormalTextureVertex;
  120242. }
  120243. }
  120244. declare module BABYLON {
  120245. /** @hidden */
  120246. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  120247. private _genericAttributeLocation;
  120248. private _varyingLocationCount;
  120249. private _varyingLocationMap;
  120250. private _replacements;
  120251. private _textureCount;
  120252. private _uniforms;
  120253. lineProcessor(line: string): string;
  120254. attributeProcessor(attribute: string): string;
  120255. varyingProcessor(varying: string, isFragment: boolean): string;
  120256. uniformProcessor(uniform: string): string;
  120257. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  120258. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  120259. }
  120260. }
  120261. declare module BABYLON {
  120262. /**
  120263. * Container for accessors for natively-stored mesh data buffers.
  120264. */
  120265. class NativeDataBuffer extends DataBuffer {
  120266. /**
  120267. * Accessor value used to identify/retrieve a natively-stored index buffer.
  120268. */
  120269. nativeIndexBuffer?: any;
  120270. /**
  120271. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  120272. */
  120273. nativeVertexBuffer?: any;
  120274. }
  120275. /** @hidden */
  120276. class NativeTexture extends InternalTexture {
  120277. getInternalTexture(): InternalTexture;
  120278. getViewCount(): number;
  120279. }
  120280. /** @hidden */
  120281. export class NativeEngine extends Engine {
  120282. private readonly _native;
  120283. /** Defines the invalid handle returned by bgfx when resource creation goes wrong */
  120284. private readonly INVALID_HANDLE;
  120285. getHardwareScalingLevel(): number;
  120286. constructor();
  120287. /**
  120288. * Can be used to override the current requestAnimationFrame requester.
  120289. * @hidden
  120290. */
  120291. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  120292. /**
  120293. * Override default engine behavior.
  120294. * @param color
  120295. * @param backBuffer
  120296. * @param depth
  120297. * @param stencil
  120298. */
  120299. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  120300. /**
  120301. * Gets host document
  120302. * @returns the host document object
  120303. */
  120304. getHostDocument(): Nullable<Document>;
  120305. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  120306. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  120307. createVertexBuffer(data: DataArray): NativeDataBuffer;
  120308. recordVertexArrayObject(vertexBuffers: {
  120309. [key: string]: VertexBuffer;
  120310. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  120311. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  120312. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  120313. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  120314. /**
  120315. * Draw a list of indexed primitives
  120316. * @param fillMode defines the primitive to use
  120317. * @param indexStart defines the starting index
  120318. * @param indexCount defines the number of index to draw
  120319. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  120320. */
  120321. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  120322. /**
  120323. * Draw a list of unindexed primitives
  120324. * @param fillMode defines the primitive to use
  120325. * @param verticesStart defines the index of first vertex to draw
  120326. * @param verticesCount defines the count of vertices to draw
  120327. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  120328. */
  120329. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  120330. createPipelineContext(): IPipelineContext;
  120331. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  120332. /** @hidden */
  120333. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  120334. /** @hidden */
  120335. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  120336. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  120337. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  120338. protected _setProgram(program: WebGLProgram): void;
  120339. _releaseEffect(effect: Effect): void;
  120340. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  120341. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  120342. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  120343. bindSamplers(effect: Effect): void;
  120344. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  120345. getRenderWidth(useScreen?: boolean): number;
  120346. getRenderHeight(useScreen?: boolean): number;
  120347. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  120348. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  120349. /**
  120350. * Set the z offset to apply to current rendering
  120351. * @param value defines the offset to apply
  120352. */
  120353. setZOffset(value: number): void;
  120354. /**
  120355. * Gets the current value of the zOffset
  120356. * @returns the current zOffset state
  120357. */
  120358. getZOffset(): number;
  120359. /**
  120360. * Enable or disable depth buffering
  120361. * @param enable defines the state to set
  120362. */
  120363. setDepthBuffer(enable: boolean): void;
  120364. /**
  120365. * Gets a boolean indicating if depth writing is enabled
  120366. * @returns the current depth writing state
  120367. */
  120368. getDepthWrite(): boolean;
  120369. /**
  120370. * Enable or disable depth writing
  120371. * @param enable defines the state to set
  120372. */
  120373. setDepthWrite(enable: boolean): void;
  120374. /**
  120375. * Enable or disable color writing
  120376. * @param enable defines the state to set
  120377. */
  120378. setColorWrite(enable: boolean): void;
  120379. /**
  120380. * Gets a boolean indicating if color writing is enabled
  120381. * @returns the current color writing state
  120382. */
  120383. getColorWrite(): boolean;
  120384. /**
  120385. * Sets alpha constants used by some alpha blending modes
  120386. * @param r defines the red component
  120387. * @param g defines the green component
  120388. * @param b defines the blue component
  120389. * @param a defines the alpha component
  120390. */
  120391. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  120392. /**
  120393. * Sets the current alpha mode
  120394. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  120395. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  120396. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  120397. */
  120398. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  120399. /**
  120400. * Gets the current alpha mode
  120401. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  120402. * @returns the current alpha mode
  120403. */
  120404. getAlphaMode(): number;
  120405. setInt(uniform: WebGLUniformLocation, int: number): void;
  120406. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  120407. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  120408. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  120409. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  120410. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  120411. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  120412. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  120413. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  120414. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  120415. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  120416. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  120417. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  120418. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  120419. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  120420. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  120421. setFloat(uniform: WebGLUniformLocation, value: number): void;
  120422. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  120423. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  120424. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  120425. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  120426. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  120427. wipeCaches(bruteForce?: boolean): void;
  120428. _createTexture(): WebGLTexture;
  120429. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  120430. /**
  120431. * Usually called from BABYLON.Texture.ts.
  120432. * Passed information to create a WebGLTexture
  120433. * @param urlArg defines a value which contains one of the following:
  120434. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  120435. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  120436. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  120437. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  120438. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  120439. * @param scene needed for loading to the correct scene
  120440. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  120441. * @param onLoad optional callback to be called upon successful completion
  120442. * @param onError optional callback to be called upon failure
  120443. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  120444. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  120445. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  120446. * @param forcedExtension defines the extension to use to pick the right loader
  120447. * @returns a InternalTexture for assignment back into BABYLON.Texture
  120448. */
  120449. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<Scene>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  120450. /**
  120451. * Creates a cube texture
  120452. * @param rootUrl defines the url where the files to load is located
  120453. * @param scene defines the current scene
  120454. * @param files defines the list of files to load (1 per face)
  120455. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  120456. * @param onLoad defines an optional callback raised when the texture is loaded
  120457. * @param onError defines an optional callback raised if there is an issue to load the texture
  120458. * @param format defines the format of the data
  120459. * @param forcedExtension defines the extension to use to pick the right loader
  120460. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  120461. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  120462. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  120463. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  120464. * @returns the cube texture as an InternalTexture
  120465. */
  120466. createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap?: boolean, onLoad?: Nullable<(data?: any) => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  120467. private _getSamplingFilter;
  120468. private static _GetNativeTextureFormat;
  120469. createRenderTargetTexture(size: number | {
  120470. width: number;
  120471. height: number;
  120472. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  120473. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  120474. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  120475. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  120476. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  120477. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  120478. /**
  120479. * Updates a dynamic vertex buffer.
  120480. * @param vertexBuffer the vertex buffer to update
  120481. * @param data the data used to update the vertex buffer
  120482. * @param byteOffset the byte offset of the data (optional)
  120483. * @param byteLength the byte length of the data (optional)
  120484. */
  120485. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  120486. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  120487. private _updateAnisotropicLevel;
  120488. private _getAddressMode;
  120489. /** @hidden */
  120490. _bindTexture(channel: number, texture: InternalTexture): void;
  120491. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  120492. releaseEffects(): void;
  120493. /** @hidden */
  120494. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  120495. /** @hidden */
  120496. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  120497. /** @hidden */
  120498. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  120499. /** @hidden */
  120500. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  120501. }
  120502. }
  120503. declare module BABYLON {
  120504. /**
  120505. * Gather the list of clipboard event types as constants.
  120506. */
  120507. export class ClipboardEventTypes {
  120508. /**
  120509. * The clipboard event is fired when a copy command is active (pressed).
  120510. */
  120511. static readonly COPY: number;
  120512. /**
  120513. * The clipboard event is fired when a cut command is active (pressed).
  120514. */
  120515. static readonly CUT: number;
  120516. /**
  120517. * The clipboard event is fired when a paste command is active (pressed).
  120518. */
  120519. static readonly PASTE: number;
  120520. }
  120521. /**
  120522. * This class is used to store clipboard related info for the onClipboardObservable event.
  120523. */
  120524. export class ClipboardInfo {
  120525. /**
  120526. * Defines the type of event (BABYLON.ClipboardEventTypes)
  120527. */
  120528. type: number;
  120529. /**
  120530. * Defines the related dom event
  120531. */
  120532. event: ClipboardEvent;
  120533. /**
  120534. *Creates an instance of ClipboardInfo.
  120535. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  120536. * @param event Defines the related dom event
  120537. */
  120538. constructor(
  120539. /**
  120540. * Defines the type of event (BABYLON.ClipboardEventTypes)
  120541. */
  120542. type: number,
  120543. /**
  120544. * Defines the related dom event
  120545. */
  120546. event: ClipboardEvent);
  120547. /**
  120548. * Get the clipboard event's type from the keycode.
  120549. * @param keyCode Defines the keyCode for the current keyboard event.
  120550. * @return {number}
  120551. */
  120552. static GetTypeFromCharacter(keyCode: number): number;
  120553. }
  120554. }
  120555. declare module BABYLON {
  120556. /**
  120557. * Google Daydream controller
  120558. */
  120559. export class DaydreamController extends WebVRController {
  120560. /**
  120561. * Base Url for the controller model.
  120562. */
  120563. static MODEL_BASE_URL: string;
  120564. /**
  120565. * File name for the controller model.
  120566. */
  120567. static MODEL_FILENAME: string;
  120568. /**
  120569. * Gamepad Id prefix used to identify Daydream Controller.
  120570. */
  120571. static readonly GAMEPAD_ID_PREFIX: string;
  120572. /**
  120573. * Creates a new DaydreamController from a gamepad
  120574. * @param vrGamepad the gamepad that the controller should be created from
  120575. */
  120576. constructor(vrGamepad: any);
  120577. /**
  120578. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120579. * @param scene scene in which to add meshes
  120580. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120581. */
  120582. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120583. /**
  120584. * Called once for each button that changed state since the last frame
  120585. * @param buttonIdx Which button index changed
  120586. * @param state New state of the button
  120587. * @param changes Which properties on the state changed since last frame
  120588. */
  120589. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120590. }
  120591. }
  120592. declare module BABYLON {
  120593. /**
  120594. * Gear VR Controller
  120595. */
  120596. export class GearVRController extends WebVRController {
  120597. /**
  120598. * Base Url for the controller model.
  120599. */
  120600. static MODEL_BASE_URL: string;
  120601. /**
  120602. * File name for the controller model.
  120603. */
  120604. static MODEL_FILENAME: string;
  120605. /**
  120606. * Gamepad Id prefix used to identify this controller.
  120607. */
  120608. static readonly GAMEPAD_ID_PREFIX: string;
  120609. private readonly _buttonIndexToObservableNameMap;
  120610. /**
  120611. * Creates a new GearVRController from a gamepad
  120612. * @param vrGamepad the gamepad that the controller should be created from
  120613. */
  120614. constructor(vrGamepad: any);
  120615. /**
  120616. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120617. * @param scene scene in which to add meshes
  120618. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120619. */
  120620. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120621. /**
  120622. * Called once for each button that changed state since the last frame
  120623. * @param buttonIdx Which button index changed
  120624. * @param state New state of the button
  120625. * @param changes Which properties on the state changed since last frame
  120626. */
  120627. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120628. }
  120629. }
  120630. declare module BABYLON {
  120631. /**
  120632. * Generic Controller
  120633. */
  120634. export class GenericController extends WebVRController {
  120635. /**
  120636. * Base Url for the controller model.
  120637. */
  120638. static readonly MODEL_BASE_URL: string;
  120639. /**
  120640. * File name for the controller model.
  120641. */
  120642. static readonly MODEL_FILENAME: string;
  120643. /**
  120644. * Creates a new GenericController from a gamepad
  120645. * @param vrGamepad the gamepad that the controller should be created from
  120646. */
  120647. constructor(vrGamepad: any);
  120648. /**
  120649. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120650. * @param scene scene in which to add meshes
  120651. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120652. */
  120653. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120654. /**
  120655. * Called once for each button that changed state since the last frame
  120656. * @param buttonIdx Which button index changed
  120657. * @param state New state of the button
  120658. * @param changes Which properties on the state changed since last frame
  120659. */
  120660. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120661. }
  120662. }
  120663. declare module BABYLON {
  120664. /**
  120665. * Oculus Touch Controller
  120666. */
  120667. export class OculusTouchController extends WebVRController {
  120668. /**
  120669. * Base Url for the controller model.
  120670. */
  120671. static MODEL_BASE_URL: string;
  120672. /**
  120673. * File name for the left controller model.
  120674. */
  120675. static MODEL_LEFT_FILENAME: string;
  120676. /**
  120677. * File name for the right controller model.
  120678. */
  120679. static MODEL_RIGHT_FILENAME: string;
  120680. /**
  120681. * Base Url for the Quest controller model.
  120682. */
  120683. static QUEST_MODEL_BASE_URL: string;
  120684. /**
  120685. * @hidden
  120686. * If the controllers are running on a device that needs the updated Quest controller models
  120687. */
  120688. static _IsQuest: boolean;
  120689. /**
  120690. * Fired when the secondary trigger on this controller is modified
  120691. */
  120692. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  120693. /**
  120694. * Fired when the thumb rest on this controller is modified
  120695. */
  120696. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  120697. /**
  120698. * Creates a new OculusTouchController from a gamepad
  120699. * @param vrGamepad the gamepad that the controller should be created from
  120700. */
  120701. constructor(vrGamepad: any);
  120702. /**
  120703. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120704. * @param scene scene in which to add meshes
  120705. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120706. */
  120707. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120708. /**
  120709. * Fired when the A button on this controller is modified
  120710. */
  120711. get onAButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120712. /**
  120713. * Fired when the B button on this controller is modified
  120714. */
  120715. get onBButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120716. /**
  120717. * Fired when the X button on this controller is modified
  120718. */
  120719. get onXButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120720. /**
  120721. * Fired when the Y button on this controller is modified
  120722. */
  120723. get onYButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120724. /**
  120725. * Called once for each button that changed state since the last frame
  120726. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  120727. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  120728. * 2) secondary trigger (same)
  120729. * 3) A (right) X (left), touch, pressed = value
  120730. * 4) B / Y
  120731. * 5) thumb rest
  120732. * @param buttonIdx Which button index changed
  120733. * @param state New state of the button
  120734. * @param changes Which properties on the state changed since last frame
  120735. */
  120736. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120737. }
  120738. }
  120739. declare module BABYLON {
  120740. /**
  120741. * Vive Controller
  120742. */
  120743. export class ViveController extends WebVRController {
  120744. /**
  120745. * Base Url for the controller model.
  120746. */
  120747. static MODEL_BASE_URL: string;
  120748. /**
  120749. * File name for the controller model.
  120750. */
  120751. static MODEL_FILENAME: string;
  120752. /**
  120753. * Creates a new ViveController from a gamepad
  120754. * @param vrGamepad the gamepad that the controller should be created from
  120755. */
  120756. constructor(vrGamepad: any);
  120757. /**
  120758. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120759. * @param scene scene in which to add meshes
  120760. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120761. */
  120762. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  120763. /**
  120764. * Fired when the left button on this controller is modified
  120765. */
  120766. get onLeftButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120767. /**
  120768. * Fired when the right button on this controller is modified
  120769. */
  120770. get onRightButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120771. /**
  120772. * Fired when the menu button on this controller is modified
  120773. */
  120774. get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120775. /**
  120776. * Called once for each button that changed state since the last frame
  120777. * Vive mapping:
  120778. * 0: touchpad
  120779. * 1: trigger
  120780. * 2: left AND right buttons
  120781. * 3: menu button
  120782. * @param buttonIdx Which button index changed
  120783. * @param state New state of the button
  120784. * @param changes Which properties on the state changed since last frame
  120785. */
  120786. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120787. }
  120788. }
  120789. declare module BABYLON {
  120790. /**
  120791. * Defines the WindowsMotionController object that the state of the windows motion controller
  120792. */
  120793. export class WindowsMotionController extends WebVRController {
  120794. /**
  120795. * The base url used to load the left and right controller models
  120796. */
  120797. static MODEL_BASE_URL: string;
  120798. /**
  120799. * The name of the left controller model file
  120800. */
  120801. static MODEL_LEFT_FILENAME: string;
  120802. /**
  120803. * The name of the right controller model file
  120804. */
  120805. static MODEL_RIGHT_FILENAME: string;
  120806. /**
  120807. * The controller name prefix for this controller type
  120808. */
  120809. static readonly GAMEPAD_ID_PREFIX: string;
  120810. /**
  120811. * The controller id pattern for this controller type
  120812. */
  120813. private static readonly GAMEPAD_ID_PATTERN;
  120814. private _loadedMeshInfo;
  120815. protected readonly _mapping: {
  120816. buttons: string[];
  120817. buttonMeshNames: {
  120818. 'trigger': string;
  120819. 'menu': string;
  120820. 'grip': string;
  120821. 'thumbstick': string;
  120822. 'trackpad': string;
  120823. };
  120824. buttonObservableNames: {
  120825. 'trigger': string;
  120826. 'menu': string;
  120827. 'grip': string;
  120828. 'thumbstick': string;
  120829. 'trackpad': string;
  120830. };
  120831. axisMeshNames: string[];
  120832. pointingPoseMeshName: string;
  120833. };
  120834. /**
  120835. * Fired when the trackpad on this controller is clicked
  120836. */
  120837. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  120838. /**
  120839. * Fired when the trackpad on this controller is modified
  120840. */
  120841. onTrackpadValuesChangedObservable: Observable<StickValues>;
  120842. /**
  120843. * The current x and y values of this controller's trackpad
  120844. */
  120845. trackpad: StickValues;
  120846. /**
  120847. * Creates a new WindowsMotionController from a gamepad
  120848. * @param vrGamepad the gamepad that the controller should be created from
  120849. */
  120850. constructor(vrGamepad: any);
  120851. /**
  120852. * Fired when the trigger on this controller is modified
  120853. */
  120854. get onTriggerButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120855. /**
  120856. * Fired when the menu button on this controller is modified
  120857. */
  120858. get onMenuButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120859. /**
  120860. * Fired when the grip button on this controller is modified
  120861. */
  120862. get onGripButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120863. /**
  120864. * Fired when the thumbstick button on this controller is modified
  120865. */
  120866. get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120867. /**
  120868. * Fired when the touchpad button on this controller is modified
  120869. */
  120870. get onTouchpadButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120871. /**
  120872. * Fired when the touchpad values on this controller are modified
  120873. */
  120874. get onTouchpadValuesChangedObservable(): Observable<StickValues>;
  120875. protected _updateTrackpad(): void;
  120876. /**
  120877. * Called once per frame by the engine.
  120878. */
  120879. update(): void;
  120880. /**
  120881. * Called once for each button that changed state since the last frame
  120882. * @param buttonIdx Which button index changed
  120883. * @param state New state of the button
  120884. * @param changes Which properties on the state changed since last frame
  120885. */
  120886. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  120887. /**
  120888. * Moves the buttons on the controller mesh based on their current state
  120889. * @param buttonName the name of the button to move
  120890. * @param buttonValue the value of the button which determines the buttons new position
  120891. */
  120892. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  120893. /**
  120894. * Moves the axis on the controller mesh based on its current state
  120895. * @param axis the index of the axis
  120896. * @param axisValue the value of the axis which determines the meshes new position
  120897. * @hidden
  120898. */
  120899. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  120900. /**
  120901. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  120902. * @param scene scene in which to add meshes
  120903. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  120904. */
  120905. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  120906. /**
  120907. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  120908. * can be transformed by button presses and axes values, based on this._mapping.
  120909. *
  120910. * @param scene scene in which the meshes exist
  120911. * @param meshes list of meshes that make up the controller model to process
  120912. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  120913. */
  120914. private processModel;
  120915. private createMeshInfo;
  120916. /**
  120917. * Gets the ray of the controller in the direction the controller is pointing
  120918. * @param length the length the resulting ray should be
  120919. * @returns a ray in the direction the controller is pointing
  120920. */
  120921. getForwardRay(length?: number): Ray;
  120922. /**
  120923. * Disposes of the controller
  120924. */
  120925. dispose(): void;
  120926. }
  120927. /**
  120928. * This class represents a new windows motion controller in XR.
  120929. */
  120930. export class XRWindowsMotionController extends WindowsMotionController {
  120931. /**
  120932. * Changing the original WIndowsMotionController mapping to fir the new mapping
  120933. */
  120934. protected readonly _mapping: {
  120935. buttons: string[];
  120936. buttonMeshNames: {
  120937. 'trigger': string;
  120938. 'menu': string;
  120939. 'grip': string;
  120940. 'thumbstick': string;
  120941. 'trackpad': string;
  120942. };
  120943. buttonObservableNames: {
  120944. 'trigger': string;
  120945. 'menu': string;
  120946. 'grip': string;
  120947. 'thumbstick': string;
  120948. 'trackpad': string;
  120949. };
  120950. axisMeshNames: string[];
  120951. pointingPoseMeshName: string;
  120952. };
  120953. /**
  120954. * Construct a new XR-Based windows motion controller
  120955. *
  120956. * @param gamepadInfo the gamepad object from the browser
  120957. */
  120958. constructor(gamepadInfo: any);
  120959. /**
  120960. * holds the thumbstick values (X,Y)
  120961. */
  120962. thumbstickValues: StickValues;
  120963. /**
  120964. * Fired when the thumbstick on this controller is clicked
  120965. */
  120966. onThumbstickStateChangedObservable: Observable<ExtendedGamepadButton>;
  120967. /**
  120968. * Fired when the thumbstick on this controller is modified
  120969. */
  120970. onThumbstickValuesChangedObservable: Observable<StickValues>;
  120971. /**
  120972. * Fired when the touchpad button on this controller is modified
  120973. */
  120974. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  120975. /**
  120976. * Fired when the touchpad values on this controller are modified
  120977. */
  120978. onTrackpadValuesChangedObservable: Observable<StickValues>;
  120979. /**
  120980. * Fired when the thumbstick button on this controller is modified
  120981. * here to prevent breaking changes
  120982. */
  120983. get onThumbstickButtonStateChangedObservable(): Observable<ExtendedGamepadButton>;
  120984. /**
  120985. * updating the thumbstick(!) and not the trackpad.
  120986. * This is named this way due to the difference between WebVR and XR and to avoid
  120987. * changing the parent class.
  120988. */
  120989. protected _updateTrackpad(): void;
  120990. /**
  120991. * Disposes the class with joy
  120992. */
  120993. dispose(): void;
  120994. }
  120995. }
  120996. declare module BABYLON {
  120997. /**
  120998. * Class containing static functions to help procedurally build meshes
  120999. */
  121000. export class PolyhedronBuilder {
  121001. /**
  121002. * Creates a polyhedron mesh
  121003. * * 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
  121004. * * The parameter `size` (positive float, default 1) sets the polygon size
  121005. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  121006. * * 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`
  121007. * * 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
  121008. * * 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)`)
  121009. * * 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
  121010. * * 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
  121011. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  121012. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  121013. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  121014. * @param name defines the name of the mesh
  121015. * @param options defines the options used to create the mesh
  121016. * @param scene defines the hosting scene
  121017. * @returns the polyhedron mesh
  121018. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  121019. */
  121020. static CreatePolyhedron(name: string, options: {
  121021. type?: number;
  121022. size?: number;
  121023. sizeX?: number;
  121024. sizeY?: number;
  121025. sizeZ?: number;
  121026. custom?: any;
  121027. faceUV?: Vector4[];
  121028. faceColors?: Color4[];
  121029. flat?: boolean;
  121030. updatable?: boolean;
  121031. sideOrientation?: number;
  121032. frontUVs?: Vector4;
  121033. backUVs?: Vector4;
  121034. }, scene?: Nullable<Scene>): Mesh;
  121035. }
  121036. }
  121037. declare module BABYLON {
  121038. /**
  121039. * Gizmo that enables scaling a mesh along 3 axis
  121040. */
  121041. export class ScaleGizmo extends Gizmo {
  121042. /**
  121043. * Internal gizmo used for interactions on the x axis
  121044. */
  121045. xGizmo: AxisScaleGizmo;
  121046. /**
  121047. * Internal gizmo used for interactions on the y axis
  121048. */
  121049. yGizmo: AxisScaleGizmo;
  121050. /**
  121051. * Internal gizmo used for interactions on the z axis
  121052. */
  121053. zGizmo: AxisScaleGizmo;
  121054. /**
  121055. * Internal gizmo used to scale all axis equally
  121056. */
  121057. uniformScaleGizmo: AxisScaleGizmo;
  121058. private _meshAttached;
  121059. private _updateGizmoRotationToMatchAttachedMesh;
  121060. private _snapDistance;
  121061. private _scaleRatio;
  121062. private _uniformScalingMesh;
  121063. private _octahedron;
  121064. private _sensitivity;
  121065. /** Fires an event when any of it's sub gizmos are dragged */
  121066. onDragStartObservable: Observable<unknown>;
  121067. /** Fires an event when any of it's sub gizmos are released from dragging */
  121068. onDragEndObservable: Observable<unknown>;
  121069. get attachedMesh(): Nullable<AbstractMesh>;
  121070. set attachedMesh(mesh: Nullable<AbstractMesh>);
  121071. /**
  121072. * Creates a ScaleGizmo
  121073. * @param gizmoLayer The utility layer the gizmo will be added to
  121074. */
  121075. constructor(gizmoLayer?: UtilityLayerRenderer);
  121076. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  121077. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  121078. /**
  121079. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  121080. */
  121081. set snapDistance(value: number);
  121082. get snapDistance(): number;
  121083. /**
  121084. * Ratio for the scale of the gizmo (Default: 1)
  121085. */
  121086. set scaleRatio(value: number);
  121087. get scaleRatio(): number;
  121088. /**
  121089. * Sensitivity factor for dragging (Default: 1)
  121090. */
  121091. set sensitivity(value: number);
  121092. get sensitivity(): number;
  121093. /**
  121094. * Disposes of the gizmo
  121095. */
  121096. dispose(): void;
  121097. }
  121098. }
  121099. declare module BABYLON {
  121100. /**
  121101. * Single axis scale gizmo
  121102. */
  121103. export class AxisScaleGizmo extends Gizmo {
  121104. /**
  121105. * Drag behavior responsible for the gizmos dragging interactions
  121106. */
  121107. dragBehavior: PointerDragBehavior;
  121108. private _pointerObserver;
  121109. /**
  121110. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  121111. */
  121112. snapDistance: number;
  121113. /**
  121114. * Event that fires each time the gizmo snaps to a new location.
  121115. * * snapDistance is the the change in distance
  121116. */
  121117. onSnapObservable: Observable<{
  121118. snapDistance: number;
  121119. }>;
  121120. /**
  121121. * If the scaling operation should be done on all axis (default: false)
  121122. */
  121123. uniformScaling: boolean;
  121124. /**
  121125. * Custom sensitivity value for the drag strength
  121126. */
  121127. sensitivity: number;
  121128. private _isEnabled;
  121129. private _parent;
  121130. private _arrow;
  121131. private _coloredMaterial;
  121132. private _hoverMaterial;
  121133. /**
  121134. * Creates an AxisScaleGizmo
  121135. * @param gizmoLayer The utility layer the gizmo will be added to
  121136. * @param dragAxis The axis which the gizmo will be able to scale on
  121137. * @param color The color of the gizmo
  121138. */
  121139. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  121140. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  121141. /**
  121142. * If the gizmo is enabled
  121143. */
  121144. set isEnabled(value: boolean);
  121145. get isEnabled(): boolean;
  121146. /**
  121147. * Disposes of the gizmo
  121148. */
  121149. dispose(): void;
  121150. /**
  121151. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  121152. * @param mesh The mesh to replace the default mesh of the gizmo
  121153. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  121154. */
  121155. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  121156. }
  121157. }
  121158. declare module BABYLON {
  121159. /**
  121160. * Bounding box gizmo
  121161. */
  121162. export class BoundingBoxGizmo extends Gizmo {
  121163. private _lineBoundingBox;
  121164. private _rotateSpheresParent;
  121165. private _scaleBoxesParent;
  121166. private _boundingDimensions;
  121167. private _renderObserver;
  121168. private _pointerObserver;
  121169. private _scaleDragSpeed;
  121170. private _tmpQuaternion;
  121171. private _tmpVector;
  121172. private _tmpRotationMatrix;
  121173. /**
  121174. * 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)
  121175. */
  121176. ignoreChildren: boolean;
  121177. /**
  121178. * 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)
  121179. */
  121180. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  121181. /**
  121182. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  121183. */
  121184. rotationSphereSize: number;
  121185. /**
  121186. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  121187. */
  121188. scaleBoxSize: number;
  121189. /**
  121190. * 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)
  121191. */
  121192. fixedDragMeshScreenSize: boolean;
  121193. /**
  121194. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  121195. */
  121196. fixedDragMeshScreenSizeDistanceFactor: number;
  121197. /**
  121198. * Fired when a rotation sphere or scale box is dragged
  121199. */
  121200. onDragStartObservable: Observable<{}>;
  121201. /**
  121202. * Fired when a scale box is dragged
  121203. */
  121204. onScaleBoxDragObservable: Observable<{}>;
  121205. /**
  121206. * Fired when a scale box drag is ended
  121207. */
  121208. onScaleBoxDragEndObservable: Observable<{}>;
  121209. /**
  121210. * Fired when a rotation sphere is dragged
  121211. */
  121212. onRotationSphereDragObservable: Observable<{}>;
  121213. /**
  121214. * Fired when a rotation sphere drag is ended
  121215. */
  121216. onRotationSphereDragEndObservable: Observable<{}>;
  121217. /**
  121218. * 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)
  121219. */
  121220. scalePivot: Nullable<Vector3>;
  121221. /**
  121222. * Mesh used as a pivot to rotate the attached mesh
  121223. */
  121224. private _anchorMesh;
  121225. private _existingMeshScale;
  121226. private _dragMesh;
  121227. private pointerDragBehavior;
  121228. private coloredMaterial;
  121229. private hoverColoredMaterial;
  121230. /**
  121231. * Sets the color of the bounding box gizmo
  121232. * @param color the color to set
  121233. */
  121234. setColor(color: Color3): void;
  121235. /**
  121236. * Creates an BoundingBoxGizmo
  121237. * @param gizmoLayer The utility layer the gizmo will be added to
  121238. * @param color The color of the gizmo
  121239. */
  121240. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  121241. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  121242. private _selectNode;
  121243. /**
  121244. * Updates the bounding box information for the Gizmo
  121245. */
  121246. updateBoundingBox(): void;
  121247. private _updateRotationSpheres;
  121248. private _updateScaleBoxes;
  121249. /**
  121250. * Enables rotation on the specified axis and disables rotation on the others
  121251. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  121252. */
  121253. setEnabledRotationAxis(axis: string): void;
  121254. /**
  121255. * Enables/disables scaling
  121256. * @param enable if scaling should be enabled
  121257. */
  121258. setEnabledScaling(enable: boolean): void;
  121259. private _updateDummy;
  121260. /**
  121261. * Enables a pointer drag behavior on the bounding box of the gizmo
  121262. */
  121263. enableDragBehavior(): void;
  121264. /**
  121265. * Disposes of the gizmo
  121266. */
  121267. dispose(): void;
  121268. /**
  121269. * 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)
  121270. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  121271. * @returns the bounding box mesh with the passed in mesh as a child
  121272. */
  121273. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  121274. /**
  121275. * CustomMeshes are not supported by this gizmo
  121276. * @param mesh The mesh to replace the default mesh of the gizmo
  121277. */
  121278. setCustomMesh(mesh: Mesh): void;
  121279. }
  121280. }
  121281. declare module BABYLON {
  121282. /**
  121283. * Single plane rotation gizmo
  121284. */
  121285. export class PlaneRotationGizmo extends Gizmo {
  121286. /**
  121287. * Drag behavior responsible for the gizmos dragging interactions
  121288. */
  121289. dragBehavior: PointerDragBehavior;
  121290. private _pointerObserver;
  121291. /**
  121292. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  121293. */
  121294. snapDistance: number;
  121295. /**
  121296. * Event that fires each time the gizmo snaps to a new location.
  121297. * * snapDistance is the the change in distance
  121298. */
  121299. onSnapObservable: Observable<{
  121300. snapDistance: number;
  121301. }>;
  121302. private _isEnabled;
  121303. private _parent;
  121304. /**
  121305. * Creates a PlaneRotationGizmo
  121306. * @param gizmoLayer The utility layer the gizmo will be added to
  121307. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  121308. * @param color The color of the gizmo
  121309. * @param tessellation Amount of tessellation to be used when creating rotation circles
  121310. * @param useEulerRotation Use and update Euler angle instead of quaternion
  121311. */
  121312. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  121313. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  121314. /**
  121315. * If the gizmo is enabled
  121316. */
  121317. set isEnabled(value: boolean);
  121318. get isEnabled(): boolean;
  121319. /**
  121320. * Disposes of the gizmo
  121321. */
  121322. dispose(): void;
  121323. }
  121324. }
  121325. declare module BABYLON {
  121326. /**
  121327. * Gizmo that enables rotating a mesh along 3 axis
  121328. */
  121329. export class RotationGizmo extends Gizmo {
  121330. /**
  121331. * Internal gizmo used for interactions on the x axis
  121332. */
  121333. xGizmo: PlaneRotationGizmo;
  121334. /**
  121335. * Internal gizmo used for interactions on the y axis
  121336. */
  121337. yGizmo: PlaneRotationGizmo;
  121338. /**
  121339. * Internal gizmo used for interactions on the z axis
  121340. */
  121341. zGizmo: PlaneRotationGizmo;
  121342. /** Fires an event when any of it's sub gizmos are dragged */
  121343. onDragStartObservable: Observable<unknown>;
  121344. /** Fires an event when any of it's sub gizmos are released from dragging */
  121345. onDragEndObservable: Observable<unknown>;
  121346. private _meshAttached;
  121347. get attachedMesh(): Nullable<AbstractMesh>;
  121348. set attachedMesh(mesh: Nullable<AbstractMesh>);
  121349. /**
  121350. * Creates a RotationGizmo
  121351. * @param gizmoLayer The utility layer the gizmo will be added to
  121352. * @param tessellation Amount of tessellation to be used when creating rotation circles
  121353. * @param useEulerRotation Use and update Euler angle instead of quaternion
  121354. */
  121355. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  121356. set updateGizmoRotationToMatchAttachedMesh(value: boolean);
  121357. get updateGizmoRotationToMatchAttachedMesh(): boolean;
  121358. /**
  121359. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  121360. */
  121361. set snapDistance(value: number);
  121362. get snapDistance(): number;
  121363. /**
  121364. * Ratio for the scale of the gizmo (Default: 1)
  121365. */
  121366. set scaleRatio(value: number);
  121367. get scaleRatio(): number;
  121368. /**
  121369. * Disposes of the gizmo
  121370. */
  121371. dispose(): void;
  121372. /**
  121373. * CustomMeshes are not supported by this gizmo
  121374. * @param mesh The mesh to replace the default mesh of the gizmo
  121375. */
  121376. setCustomMesh(mesh: Mesh): void;
  121377. }
  121378. }
  121379. declare module BABYLON {
  121380. /**
  121381. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  121382. */
  121383. export class GizmoManager implements IDisposable {
  121384. private scene;
  121385. /**
  121386. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  121387. */
  121388. gizmos: {
  121389. positionGizmo: Nullable<PositionGizmo>;
  121390. rotationGizmo: Nullable<RotationGizmo>;
  121391. scaleGizmo: Nullable<ScaleGizmo>;
  121392. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  121393. };
  121394. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  121395. clearGizmoOnEmptyPointerEvent: boolean;
  121396. /** Fires an event when the manager is attached to a mesh */
  121397. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  121398. private _gizmosEnabled;
  121399. private _pointerObserver;
  121400. private _attachedMesh;
  121401. private _boundingBoxColor;
  121402. private _defaultUtilityLayer;
  121403. private _defaultKeepDepthUtilityLayer;
  121404. /**
  121405. * When bounding box gizmo is enabled, this can be used to track drag/end events
  121406. */
  121407. boundingBoxDragBehavior: SixDofDragBehavior;
  121408. /**
  121409. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  121410. */
  121411. attachableMeshes: Nullable<Array<AbstractMesh>>;
  121412. /**
  121413. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  121414. */
  121415. usePointerToAttachGizmos: boolean;
  121416. /**
  121417. * Utility layer that the bounding box gizmo belongs to
  121418. */
  121419. get keepDepthUtilityLayer(): UtilityLayerRenderer;
  121420. /**
  121421. * Utility layer that all gizmos besides bounding box belong to
  121422. */
  121423. get utilityLayer(): UtilityLayerRenderer;
  121424. /**
  121425. * Instatiates a gizmo manager
  121426. * @param scene the scene to overlay the gizmos on top of
  121427. */
  121428. constructor(scene: Scene);
  121429. /**
  121430. * Attaches a set of gizmos to the specified mesh
  121431. * @param mesh The mesh the gizmo's should be attached to
  121432. */
  121433. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  121434. /**
  121435. * If the position gizmo is enabled
  121436. */
  121437. set positionGizmoEnabled(value: boolean);
  121438. get positionGizmoEnabled(): boolean;
  121439. /**
  121440. * If the rotation gizmo is enabled
  121441. */
  121442. set rotationGizmoEnabled(value: boolean);
  121443. get rotationGizmoEnabled(): boolean;
  121444. /**
  121445. * If the scale gizmo is enabled
  121446. */
  121447. set scaleGizmoEnabled(value: boolean);
  121448. get scaleGizmoEnabled(): boolean;
  121449. /**
  121450. * If the boundingBox gizmo is enabled
  121451. */
  121452. set boundingBoxGizmoEnabled(value: boolean);
  121453. get boundingBoxGizmoEnabled(): boolean;
  121454. /**
  121455. * Disposes of the gizmo manager
  121456. */
  121457. dispose(): void;
  121458. }
  121459. }
  121460. declare module BABYLON {
  121461. /**
  121462. * A directional light is defined by a direction (what a surprise!).
  121463. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  121464. * 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.
  121465. * Documentation: https://doc.babylonjs.com/babylon101/lights
  121466. */
  121467. export class DirectionalLight extends ShadowLight {
  121468. private _shadowFrustumSize;
  121469. /**
  121470. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  121471. */
  121472. get shadowFrustumSize(): number;
  121473. /**
  121474. * Specifies a fix frustum size for the shadow generation.
  121475. */
  121476. set shadowFrustumSize(value: number);
  121477. private _shadowOrthoScale;
  121478. /**
  121479. * Gets the shadow projection scale against the optimal computed one.
  121480. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  121481. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  121482. */
  121483. get shadowOrthoScale(): number;
  121484. /**
  121485. * Sets the shadow projection scale against the optimal computed one.
  121486. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  121487. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  121488. */
  121489. set shadowOrthoScale(value: number);
  121490. /**
  121491. * Automatically compute the projection matrix to best fit (including all the casters)
  121492. * on each frame.
  121493. */
  121494. autoUpdateExtends: boolean;
  121495. /**
  121496. * Automatically compute the shadowMinZ and shadowMaxZ for the projection matrix to best fit (including all the casters)
  121497. * on each frame. autoUpdateExtends must be set to true for this to work
  121498. */
  121499. autoCalcShadowZBounds: boolean;
  121500. private _orthoLeft;
  121501. private _orthoRight;
  121502. private _orthoTop;
  121503. private _orthoBottom;
  121504. /**
  121505. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  121506. * The directional light is emitted from everywhere in the given direction.
  121507. * It can cast shadows.
  121508. * Documentation : https://doc.babylonjs.com/babylon101/lights
  121509. * @param name The friendly name of the light
  121510. * @param direction The direction of the light
  121511. * @param scene The scene the light belongs to
  121512. */
  121513. constructor(name: string, direction: Vector3, scene: Scene);
  121514. /**
  121515. * Returns the string "DirectionalLight".
  121516. * @return The class name
  121517. */
  121518. getClassName(): string;
  121519. /**
  121520. * Returns the integer 1.
  121521. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  121522. */
  121523. getTypeID(): number;
  121524. /**
  121525. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  121526. * Returns the DirectionalLight Shadow projection matrix.
  121527. */
  121528. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  121529. /**
  121530. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  121531. * Returns the DirectionalLight Shadow projection matrix.
  121532. */
  121533. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  121534. /**
  121535. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  121536. * Returns the DirectionalLight Shadow projection matrix.
  121537. */
  121538. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  121539. protected _buildUniformLayout(): void;
  121540. /**
  121541. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  121542. * @param effect The effect to update
  121543. * @param lightIndex The index of the light in the effect to update
  121544. * @returns The directional light
  121545. */
  121546. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  121547. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  121548. /**
  121549. * Gets the minZ used for shadow according to both the scene and the light.
  121550. *
  121551. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  121552. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  121553. * @param activeCamera The camera we are returning the min for
  121554. * @returns the depth min z
  121555. */
  121556. getDepthMinZ(activeCamera: Camera): number;
  121557. /**
  121558. * Gets the maxZ used for shadow according to both the scene and the light.
  121559. *
  121560. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  121561. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  121562. * @param activeCamera The camera we are returning the max for
  121563. * @returns the depth max z
  121564. */
  121565. getDepthMaxZ(activeCamera: Camera): number;
  121566. /**
  121567. * Prepares the list of defines specific to the light type.
  121568. * @param defines the list of defines
  121569. * @param lightIndex defines the index of the light for the effect
  121570. */
  121571. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  121572. }
  121573. }
  121574. declare module BABYLON {
  121575. /**
  121576. * Class containing static functions to help procedurally build meshes
  121577. */
  121578. export class HemisphereBuilder {
  121579. /**
  121580. * Creates a hemisphere mesh
  121581. * @param name defines the name of the mesh
  121582. * @param options defines the options used to create the mesh
  121583. * @param scene defines the hosting scene
  121584. * @returns the hemisphere mesh
  121585. */
  121586. static CreateHemisphere(name: string, options: {
  121587. segments?: number;
  121588. diameter?: number;
  121589. sideOrientation?: number;
  121590. }, scene: any): Mesh;
  121591. }
  121592. }
  121593. declare module BABYLON {
  121594. /**
  121595. * A spot light is defined by a position, a direction, an angle, and an exponent.
  121596. * These values define a cone of light starting from the position, emitting toward the direction.
  121597. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  121598. * and the exponent defines the speed of the decay of the light with distance (reach).
  121599. * Documentation: https://doc.babylonjs.com/babylon101/lights
  121600. */
  121601. export class SpotLight extends ShadowLight {
  121602. private _angle;
  121603. private _innerAngle;
  121604. private _cosHalfAngle;
  121605. private _lightAngleScale;
  121606. private _lightAngleOffset;
  121607. /**
  121608. * Gets the cone angle of the spot light in Radians.
  121609. */
  121610. get angle(): number;
  121611. /**
  121612. * Sets the cone angle of the spot light in Radians.
  121613. */
  121614. set angle(value: number);
  121615. /**
  121616. * Only used in gltf falloff mode, this defines the angle where
  121617. * the directional falloff will start before cutting at angle which could be seen
  121618. * as outer angle.
  121619. */
  121620. get innerAngle(): number;
  121621. /**
  121622. * Only used in gltf falloff mode, this defines the angle where
  121623. * the directional falloff will start before cutting at angle which could be seen
  121624. * as outer angle.
  121625. */
  121626. set innerAngle(value: number);
  121627. private _shadowAngleScale;
  121628. /**
  121629. * Allows scaling the angle of the light for shadow generation only.
  121630. */
  121631. get shadowAngleScale(): number;
  121632. /**
  121633. * Allows scaling the angle of the light for shadow generation only.
  121634. */
  121635. set shadowAngleScale(value: number);
  121636. /**
  121637. * The light decay speed with the distance from the emission spot.
  121638. */
  121639. exponent: number;
  121640. private _projectionTextureMatrix;
  121641. /**
  121642. * Allows reading the projecton texture
  121643. */
  121644. get projectionTextureMatrix(): Matrix;
  121645. protected _projectionTextureLightNear: number;
  121646. /**
  121647. * Gets the near clip of the Spotlight for texture projection.
  121648. */
  121649. get projectionTextureLightNear(): number;
  121650. /**
  121651. * Sets the near clip of the Spotlight for texture projection.
  121652. */
  121653. set projectionTextureLightNear(value: number);
  121654. protected _projectionTextureLightFar: number;
  121655. /**
  121656. * Gets the far clip of the Spotlight for texture projection.
  121657. */
  121658. get projectionTextureLightFar(): number;
  121659. /**
  121660. * Sets the far clip of the Spotlight for texture projection.
  121661. */
  121662. set projectionTextureLightFar(value: number);
  121663. protected _projectionTextureUpDirection: Vector3;
  121664. /**
  121665. * Gets the Up vector of the Spotlight for texture projection.
  121666. */
  121667. get projectionTextureUpDirection(): Vector3;
  121668. /**
  121669. * Sets the Up vector of the Spotlight for texture projection.
  121670. */
  121671. set projectionTextureUpDirection(value: Vector3);
  121672. private _projectionTexture;
  121673. /**
  121674. * Gets the projection texture of the light.
  121675. */
  121676. get projectionTexture(): Nullable<BaseTexture>;
  121677. /**
  121678. * Sets the projection texture of the light.
  121679. */
  121680. set projectionTexture(value: Nullable<BaseTexture>);
  121681. private _projectionTextureViewLightDirty;
  121682. private _projectionTextureProjectionLightDirty;
  121683. private _projectionTextureDirty;
  121684. private _projectionTextureViewTargetVector;
  121685. private _projectionTextureViewLightMatrix;
  121686. private _projectionTextureProjectionLightMatrix;
  121687. private _projectionTextureScalingMatrix;
  121688. /**
  121689. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  121690. * It can cast shadows.
  121691. * Documentation : https://doc.babylonjs.com/babylon101/lights
  121692. * @param name The light friendly name
  121693. * @param position The position of the spot light in the scene
  121694. * @param direction The direction of the light in the scene
  121695. * @param angle The cone angle of the light in Radians
  121696. * @param exponent The light decay speed with the distance from the emission spot
  121697. * @param scene The scene the lights belongs to
  121698. */
  121699. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  121700. /**
  121701. * Returns the string "SpotLight".
  121702. * @returns the class name
  121703. */
  121704. getClassName(): string;
  121705. /**
  121706. * Returns the integer 2.
  121707. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  121708. */
  121709. getTypeID(): number;
  121710. /**
  121711. * Overrides the direction setter to recompute the projection texture view light Matrix.
  121712. */
  121713. protected _setDirection(value: Vector3): void;
  121714. /**
  121715. * Overrides the position setter to recompute the projection texture view light Matrix.
  121716. */
  121717. protected _setPosition(value: Vector3): void;
  121718. /**
  121719. * 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.
  121720. * Returns the SpotLight.
  121721. */
  121722. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  121723. protected _computeProjectionTextureViewLightMatrix(): void;
  121724. protected _computeProjectionTextureProjectionLightMatrix(): void;
  121725. /**
  121726. * Main function for light texture projection matrix computing.
  121727. */
  121728. protected _computeProjectionTextureMatrix(): void;
  121729. protected _buildUniformLayout(): void;
  121730. private _computeAngleValues;
  121731. /**
  121732. * Sets the passed Effect "effect" with the Light textures.
  121733. * @param effect The effect to update
  121734. * @param lightIndex The index of the light in the effect to update
  121735. * @returns The light
  121736. */
  121737. transferTexturesToEffect(effect: Effect, lightIndex: string): Light;
  121738. /**
  121739. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  121740. * @param effect The effect to update
  121741. * @param lightIndex The index of the light in the effect to update
  121742. * @returns The spot light
  121743. */
  121744. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  121745. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  121746. /**
  121747. * Disposes the light and the associated resources.
  121748. */
  121749. dispose(): void;
  121750. /**
  121751. * Prepares the list of defines specific to the light type.
  121752. * @param defines the list of defines
  121753. * @param lightIndex defines the index of the light for the effect
  121754. */
  121755. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  121756. }
  121757. }
  121758. declare module BABYLON {
  121759. /**
  121760. * Gizmo that enables viewing a light
  121761. */
  121762. export class LightGizmo extends Gizmo {
  121763. private _lightMesh;
  121764. private _material;
  121765. private _cachedPosition;
  121766. private _cachedForward;
  121767. private _attachedMeshParent;
  121768. /**
  121769. * Creates a LightGizmo
  121770. * @param gizmoLayer The utility layer the gizmo will be added to
  121771. */
  121772. constructor(gizmoLayer?: UtilityLayerRenderer);
  121773. private _light;
  121774. /**
  121775. * The light that the gizmo is attached to
  121776. */
  121777. set light(light: Nullable<Light>);
  121778. get light(): Nullable<Light>;
  121779. /**
  121780. * Gets the material used to render the light gizmo
  121781. */
  121782. get material(): StandardMaterial;
  121783. /**
  121784. * @hidden
  121785. * Updates the gizmo to match the attached mesh's position/rotation
  121786. */
  121787. protected _update(): void;
  121788. private static _Scale;
  121789. /**
  121790. * Creates the lines for a light mesh
  121791. */
  121792. private static _CreateLightLines;
  121793. /**
  121794. * Disposes of the light gizmo
  121795. */
  121796. dispose(): void;
  121797. private static _CreateHemisphericLightMesh;
  121798. private static _CreatePointLightMesh;
  121799. private static _CreateSpotLightMesh;
  121800. private static _CreateDirectionalLightMesh;
  121801. }
  121802. }
  121803. declare module BABYLON {
  121804. /** @hidden */
  121805. export var backgroundFragmentDeclaration: {
  121806. name: string;
  121807. shader: string;
  121808. };
  121809. }
  121810. declare module BABYLON {
  121811. /** @hidden */
  121812. export var backgroundUboDeclaration: {
  121813. name: string;
  121814. shader: string;
  121815. };
  121816. }
  121817. declare module BABYLON {
  121818. /** @hidden */
  121819. export var backgroundPixelShader: {
  121820. name: string;
  121821. shader: string;
  121822. };
  121823. }
  121824. declare module BABYLON {
  121825. /** @hidden */
  121826. export var backgroundVertexDeclaration: {
  121827. name: string;
  121828. shader: string;
  121829. };
  121830. }
  121831. declare module BABYLON {
  121832. /** @hidden */
  121833. export var backgroundVertexShader: {
  121834. name: string;
  121835. shader: string;
  121836. };
  121837. }
  121838. declare module BABYLON {
  121839. /**
  121840. * Background material used to create an efficient environement around your scene.
  121841. */
  121842. export class BackgroundMaterial extends PushMaterial {
  121843. /**
  121844. * Standard reflectance value at parallel view angle.
  121845. */
  121846. static StandardReflectance0: number;
  121847. /**
  121848. * Standard reflectance value at grazing angle.
  121849. */
  121850. static StandardReflectance90: number;
  121851. protected _primaryColor: Color3;
  121852. /**
  121853. * Key light Color (multiply against the environement texture)
  121854. */
  121855. primaryColor: Color3;
  121856. protected __perceptualColor: Nullable<Color3>;
  121857. /**
  121858. * Experimental Internal Use Only.
  121859. *
  121860. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  121861. * This acts as a helper to set the primary color to a more "human friendly" value.
  121862. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  121863. * output color as close as possible from the chosen value.
  121864. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  121865. * part of lighting setup.)
  121866. */
  121867. get _perceptualColor(): Nullable<Color3>;
  121868. set _perceptualColor(value: Nullable<Color3>);
  121869. protected _primaryColorShadowLevel: float;
  121870. /**
  121871. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  121872. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  121873. */
  121874. get primaryColorShadowLevel(): float;
  121875. set primaryColorShadowLevel(value: float);
  121876. protected _primaryColorHighlightLevel: float;
  121877. /**
  121878. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  121879. * The primary color is used at the level chosen to define what the white area would look.
  121880. */
  121881. get primaryColorHighlightLevel(): float;
  121882. set primaryColorHighlightLevel(value: float);
  121883. protected _reflectionTexture: Nullable<BaseTexture>;
  121884. /**
  121885. * Reflection Texture used in the material.
  121886. * Should be author in a specific way for the best result (refer to the documentation).
  121887. */
  121888. reflectionTexture: Nullable<BaseTexture>;
  121889. protected _reflectionBlur: float;
  121890. /**
  121891. * Reflection Texture level of blur.
  121892. *
  121893. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  121894. * texture twice.
  121895. */
  121896. reflectionBlur: float;
  121897. protected _diffuseTexture: Nullable<BaseTexture>;
  121898. /**
  121899. * Diffuse Texture used in the material.
  121900. * Should be author in a specific way for the best result (refer to the documentation).
  121901. */
  121902. diffuseTexture: Nullable<BaseTexture>;
  121903. protected _shadowLights: Nullable<IShadowLight[]>;
  121904. /**
  121905. * Specify the list of lights casting shadow on the material.
  121906. * All scene shadow lights will be included if null.
  121907. */
  121908. shadowLights: Nullable<IShadowLight[]>;
  121909. protected _shadowLevel: float;
  121910. /**
  121911. * Helps adjusting the shadow to a softer level if required.
  121912. * 0 means black shadows and 1 means no shadows.
  121913. */
  121914. shadowLevel: float;
  121915. protected _sceneCenter: Vector3;
  121916. /**
  121917. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  121918. * It is usually zero but might be interesting to modify according to your setup.
  121919. */
  121920. sceneCenter: Vector3;
  121921. protected _opacityFresnel: boolean;
  121922. /**
  121923. * This helps specifying that the material is falling off to the sky box at grazing angle.
  121924. * This helps ensuring a nice transition when the camera goes under the ground.
  121925. */
  121926. opacityFresnel: boolean;
  121927. protected _reflectionFresnel: boolean;
  121928. /**
  121929. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  121930. * This helps adding a mirror texture on the ground.
  121931. */
  121932. reflectionFresnel: boolean;
  121933. protected _reflectionFalloffDistance: number;
  121934. /**
  121935. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  121936. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  121937. */
  121938. reflectionFalloffDistance: number;
  121939. protected _reflectionAmount: number;
  121940. /**
  121941. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  121942. */
  121943. reflectionAmount: number;
  121944. protected _reflectionReflectance0: number;
  121945. /**
  121946. * This specifies the weight of the reflection at grazing angle.
  121947. */
  121948. reflectionReflectance0: number;
  121949. protected _reflectionReflectance90: number;
  121950. /**
  121951. * This specifies the weight of the reflection at a perpendicular point of view.
  121952. */
  121953. reflectionReflectance90: number;
  121954. /**
  121955. * Sets the reflection reflectance fresnel values according to the default standard
  121956. * empirically know to work well :-)
  121957. */
  121958. set reflectionStandardFresnelWeight(value: number);
  121959. protected _useRGBColor: boolean;
  121960. /**
  121961. * Helps to directly use the maps channels instead of their level.
  121962. */
  121963. useRGBColor: boolean;
  121964. protected _enableNoise: boolean;
  121965. /**
  121966. * This helps reducing the banding effect that could occur on the background.
  121967. */
  121968. enableNoise: boolean;
  121969. /**
  121970. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  121971. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  121972. * Recommended to be keep at 1.0 except for special cases.
  121973. */
  121974. get fovMultiplier(): number;
  121975. set fovMultiplier(value: number);
  121976. private _fovMultiplier;
  121977. /**
  121978. * Enable the FOV adjustment feature controlled by fovMultiplier.
  121979. */
  121980. useEquirectangularFOV: boolean;
  121981. private _maxSimultaneousLights;
  121982. /**
  121983. * Number of Simultaneous lights allowed on the material.
  121984. */
  121985. maxSimultaneousLights: int;
  121986. /**
  121987. * Default configuration related to image processing available in the Background Material.
  121988. */
  121989. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  121990. /**
  121991. * Keep track of the image processing observer to allow dispose and replace.
  121992. */
  121993. private _imageProcessingObserver;
  121994. /**
  121995. * Attaches a new image processing configuration to the PBR Material.
  121996. * @param configuration (if null the scene configuration will be use)
  121997. */
  121998. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  121999. /**
  122000. * Gets the image processing configuration used either in this material.
  122001. */
  122002. get imageProcessingConfiguration(): Nullable<ImageProcessingConfiguration>;
  122003. /**
  122004. * Sets the Default image processing configuration used either in the this material.
  122005. *
  122006. * If sets to null, the scene one is in use.
  122007. */
  122008. set imageProcessingConfiguration(value: Nullable<ImageProcessingConfiguration>);
  122009. /**
  122010. * Gets wether the color curves effect is enabled.
  122011. */
  122012. get cameraColorCurvesEnabled(): boolean;
  122013. /**
  122014. * Sets wether the color curves effect is enabled.
  122015. */
  122016. set cameraColorCurvesEnabled(value: boolean);
  122017. /**
  122018. * Gets wether the color grading effect is enabled.
  122019. */
  122020. get cameraColorGradingEnabled(): boolean;
  122021. /**
  122022. * Gets wether the color grading effect is enabled.
  122023. */
  122024. set cameraColorGradingEnabled(value: boolean);
  122025. /**
  122026. * Gets wether tonemapping is enabled or not.
  122027. */
  122028. get cameraToneMappingEnabled(): boolean;
  122029. /**
  122030. * Sets wether tonemapping is enabled or not
  122031. */
  122032. set cameraToneMappingEnabled(value: boolean);
  122033. /**
  122034. * The camera exposure used on this material.
  122035. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  122036. * This corresponds to a photographic exposure.
  122037. */
  122038. get cameraExposure(): float;
  122039. /**
  122040. * The camera exposure used on this material.
  122041. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  122042. * This corresponds to a photographic exposure.
  122043. */
  122044. set cameraExposure(value: float);
  122045. /**
  122046. * Gets The camera contrast used on this material.
  122047. */
  122048. get cameraContrast(): float;
  122049. /**
  122050. * Sets The camera contrast used on this material.
  122051. */
  122052. set cameraContrast(value: float);
  122053. /**
  122054. * Gets the Color Grading 2D Lookup Texture.
  122055. */
  122056. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  122057. /**
  122058. * Sets the Color Grading 2D Lookup Texture.
  122059. */
  122060. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  122061. /**
  122062. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  122063. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  122064. * 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;
  122065. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  122066. */
  122067. get cameraColorCurves(): Nullable<ColorCurves>;
  122068. /**
  122069. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  122070. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  122071. * 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;
  122072. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  122073. */
  122074. set cameraColorCurves(value: Nullable<ColorCurves>);
  122075. /**
  122076. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  122077. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  122078. */
  122079. switchToBGR: boolean;
  122080. private _renderTargets;
  122081. private _reflectionControls;
  122082. private _white;
  122083. private _primaryShadowColor;
  122084. private _primaryHighlightColor;
  122085. /**
  122086. * Instantiates a Background Material in the given scene
  122087. * @param name The friendly name of the material
  122088. * @param scene The scene to add the material to
  122089. */
  122090. constructor(name: string, scene: Scene);
  122091. /**
  122092. * Gets a boolean indicating that current material needs to register RTT
  122093. */
  122094. get hasRenderTargetTextures(): boolean;
  122095. /**
  122096. * The entire material has been created in order to prevent overdraw.
  122097. * @returns false
  122098. */
  122099. needAlphaTesting(): boolean;
  122100. /**
  122101. * The entire material has been created in order to prevent overdraw.
  122102. * @returns true if blending is enable
  122103. */
  122104. needAlphaBlending(): boolean;
  122105. /**
  122106. * Checks wether the material is ready to be rendered for a given mesh.
  122107. * @param mesh The mesh to render
  122108. * @param subMesh The submesh to check against
  122109. * @param useInstances Specify wether or not the material is used with instances
  122110. * @returns true if all the dependencies are ready (Textures, Effects...)
  122111. */
  122112. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  122113. /**
  122114. * Compute the primary color according to the chosen perceptual color.
  122115. */
  122116. private _computePrimaryColorFromPerceptualColor;
  122117. /**
  122118. * Compute the highlights and shadow colors according to their chosen levels.
  122119. */
  122120. private _computePrimaryColors;
  122121. /**
  122122. * Build the uniform buffer used in the material.
  122123. */
  122124. buildUniformLayout(): void;
  122125. /**
  122126. * Unbind the material.
  122127. */
  122128. unbind(): void;
  122129. /**
  122130. * Bind only the world matrix to the material.
  122131. * @param world The world matrix to bind.
  122132. */
  122133. bindOnlyWorldMatrix(world: Matrix): void;
  122134. /**
  122135. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  122136. * @param world The world matrix to bind.
  122137. * @param subMesh The submesh to bind for.
  122138. */
  122139. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  122140. /**
  122141. * Checks to see if a texture is used in the material.
  122142. * @param texture - Base texture to use.
  122143. * @returns - Boolean specifying if a texture is used in the material.
  122144. */
  122145. hasTexture(texture: BaseTexture): boolean;
  122146. /**
  122147. * Dispose the material.
  122148. * @param forceDisposeEffect Force disposal of the associated effect.
  122149. * @param forceDisposeTextures Force disposal of the associated textures.
  122150. */
  122151. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  122152. /**
  122153. * Clones the material.
  122154. * @param name The cloned name.
  122155. * @returns The cloned material.
  122156. */
  122157. clone(name: string): BackgroundMaterial;
  122158. /**
  122159. * Serializes the current material to its JSON representation.
  122160. * @returns The JSON representation.
  122161. */
  122162. serialize(): any;
  122163. /**
  122164. * Gets the class name of the material
  122165. * @returns "BackgroundMaterial"
  122166. */
  122167. getClassName(): string;
  122168. /**
  122169. * Parse a JSON input to create back a background material.
  122170. * @param source The JSON data to parse
  122171. * @param scene The scene to create the parsed material in
  122172. * @param rootUrl The root url of the assets the material depends upon
  122173. * @returns the instantiated BackgroundMaterial.
  122174. */
  122175. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  122176. }
  122177. }
  122178. declare module BABYLON {
  122179. /**
  122180. * Represents the different options available during the creation of
  122181. * a Environment helper.
  122182. *
  122183. * This can control the default ground, skybox and image processing setup of your scene.
  122184. */
  122185. export interface IEnvironmentHelperOptions {
  122186. /**
  122187. * Specifies wether or not to create a ground.
  122188. * True by default.
  122189. */
  122190. createGround: boolean;
  122191. /**
  122192. * Specifies the ground size.
  122193. * 15 by default.
  122194. */
  122195. groundSize: number;
  122196. /**
  122197. * The texture used on the ground for the main color.
  122198. * Comes from the BabylonJS CDN by default.
  122199. *
  122200. * Remarks: Can be either a texture or a url.
  122201. */
  122202. groundTexture: string | BaseTexture;
  122203. /**
  122204. * The color mixed in the ground texture by default.
  122205. * BabylonJS clearColor by default.
  122206. */
  122207. groundColor: Color3;
  122208. /**
  122209. * Specifies the ground opacity.
  122210. * 1 by default.
  122211. */
  122212. groundOpacity: number;
  122213. /**
  122214. * Enables the ground to receive shadows.
  122215. * True by default.
  122216. */
  122217. enableGroundShadow: boolean;
  122218. /**
  122219. * Helps preventing the shadow to be fully black on the ground.
  122220. * 0.5 by default.
  122221. */
  122222. groundShadowLevel: number;
  122223. /**
  122224. * Creates a mirror texture attach to the ground.
  122225. * false by default.
  122226. */
  122227. enableGroundMirror: boolean;
  122228. /**
  122229. * Specifies the ground mirror size ratio.
  122230. * 0.3 by default as the default kernel is 64.
  122231. */
  122232. groundMirrorSizeRatio: number;
  122233. /**
  122234. * Specifies the ground mirror blur kernel size.
  122235. * 64 by default.
  122236. */
  122237. groundMirrorBlurKernel: number;
  122238. /**
  122239. * Specifies the ground mirror visibility amount.
  122240. * 1 by default
  122241. */
  122242. groundMirrorAmount: number;
  122243. /**
  122244. * Specifies the ground mirror reflectance weight.
  122245. * This uses the standard weight of the background material to setup the fresnel effect
  122246. * of the mirror.
  122247. * 1 by default.
  122248. */
  122249. groundMirrorFresnelWeight: number;
  122250. /**
  122251. * Specifies the ground mirror Falloff distance.
  122252. * This can helps reducing the size of the reflection.
  122253. * 0 by Default.
  122254. */
  122255. groundMirrorFallOffDistance: number;
  122256. /**
  122257. * Specifies the ground mirror texture type.
  122258. * Unsigned Int by Default.
  122259. */
  122260. groundMirrorTextureType: number;
  122261. /**
  122262. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  122263. * the shown objects.
  122264. */
  122265. groundYBias: number;
  122266. /**
  122267. * Specifies wether or not to create a skybox.
  122268. * True by default.
  122269. */
  122270. createSkybox: boolean;
  122271. /**
  122272. * Specifies the skybox size.
  122273. * 20 by default.
  122274. */
  122275. skyboxSize: number;
  122276. /**
  122277. * The texture used on the skybox for the main color.
  122278. * Comes from the BabylonJS CDN by default.
  122279. *
  122280. * Remarks: Can be either a texture or a url.
  122281. */
  122282. skyboxTexture: string | BaseTexture;
  122283. /**
  122284. * The color mixed in the skybox texture by default.
  122285. * BabylonJS clearColor by default.
  122286. */
  122287. skyboxColor: Color3;
  122288. /**
  122289. * The background rotation around the Y axis of the scene.
  122290. * This helps aligning the key lights of your scene with the background.
  122291. * 0 by default.
  122292. */
  122293. backgroundYRotation: number;
  122294. /**
  122295. * Compute automatically the size of the elements to best fit with the scene.
  122296. */
  122297. sizeAuto: boolean;
  122298. /**
  122299. * Default position of the rootMesh if autoSize is not true.
  122300. */
  122301. rootPosition: Vector3;
  122302. /**
  122303. * Sets up the image processing in the scene.
  122304. * true by default.
  122305. */
  122306. setupImageProcessing: boolean;
  122307. /**
  122308. * The texture used as your environment texture in the scene.
  122309. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  122310. *
  122311. * Remarks: Can be either a texture or a url.
  122312. */
  122313. environmentTexture: string | BaseTexture;
  122314. /**
  122315. * The value of the exposure to apply to the scene.
  122316. * 0.6 by default if setupImageProcessing is true.
  122317. */
  122318. cameraExposure: number;
  122319. /**
  122320. * The value of the contrast to apply to the scene.
  122321. * 1.6 by default if setupImageProcessing is true.
  122322. */
  122323. cameraContrast: number;
  122324. /**
  122325. * Specifies wether or not tonemapping should be enabled in the scene.
  122326. * true by default if setupImageProcessing is true.
  122327. */
  122328. toneMappingEnabled: boolean;
  122329. }
  122330. /**
  122331. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  122332. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  122333. * It also helps with the default setup of your imageProcessing configuration.
  122334. */
  122335. export class EnvironmentHelper {
  122336. /**
  122337. * Default ground texture URL.
  122338. */
  122339. private static _groundTextureCDNUrl;
  122340. /**
  122341. * Default skybox texture URL.
  122342. */
  122343. private static _skyboxTextureCDNUrl;
  122344. /**
  122345. * Default environment texture URL.
  122346. */
  122347. private static _environmentTextureCDNUrl;
  122348. /**
  122349. * Creates the default options for the helper.
  122350. */
  122351. private static _getDefaultOptions;
  122352. private _rootMesh;
  122353. /**
  122354. * Gets the root mesh created by the helper.
  122355. */
  122356. get rootMesh(): Mesh;
  122357. private _skybox;
  122358. /**
  122359. * Gets the skybox created by the helper.
  122360. */
  122361. get skybox(): Nullable<Mesh>;
  122362. private _skyboxTexture;
  122363. /**
  122364. * Gets the skybox texture created by the helper.
  122365. */
  122366. get skyboxTexture(): Nullable<BaseTexture>;
  122367. private _skyboxMaterial;
  122368. /**
  122369. * Gets the skybox material created by the helper.
  122370. */
  122371. get skyboxMaterial(): Nullable<BackgroundMaterial>;
  122372. private _ground;
  122373. /**
  122374. * Gets the ground mesh created by the helper.
  122375. */
  122376. get ground(): Nullable<Mesh>;
  122377. private _groundTexture;
  122378. /**
  122379. * Gets the ground texture created by the helper.
  122380. */
  122381. get groundTexture(): Nullable<BaseTexture>;
  122382. private _groundMirror;
  122383. /**
  122384. * Gets the ground mirror created by the helper.
  122385. */
  122386. get groundMirror(): Nullable<MirrorTexture>;
  122387. /**
  122388. * Gets the ground mirror render list to helps pushing the meshes
  122389. * you wish in the ground reflection.
  122390. */
  122391. get groundMirrorRenderList(): Nullable<AbstractMesh[]>;
  122392. private _groundMaterial;
  122393. /**
  122394. * Gets the ground material created by the helper.
  122395. */
  122396. get groundMaterial(): Nullable<BackgroundMaterial>;
  122397. /**
  122398. * Stores the creation options.
  122399. */
  122400. private readonly _scene;
  122401. private _options;
  122402. /**
  122403. * This observable will be notified with any error during the creation of the environment,
  122404. * mainly texture creation errors.
  122405. */
  122406. onErrorObservable: Observable<{
  122407. message?: string;
  122408. exception?: any;
  122409. }>;
  122410. /**
  122411. * constructor
  122412. * @param options Defines the options we want to customize the helper
  122413. * @param scene The scene to add the material to
  122414. */
  122415. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  122416. /**
  122417. * Updates the background according to the new options
  122418. * @param options
  122419. */
  122420. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  122421. /**
  122422. * Sets the primary color of all the available elements.
  122423. * @param color the main color to affect to the ground and the background
  122424. */
  122425. setMainColor(color: Color3): void;
  122426. /**
  122427. * Setup the image processing according to the specified options.
  122428. */
  122429. private _setupImageProcessing;
  122430. /**
  122431. * Setup the environment texture according to the specified options.
  122432. */
  122433. private _setupEnvironmentTexture;
  122434. /**
  122435. * Setup the background according to the specified options.
  122436. */
  122437. private _setupBackground;
  122438. /**
  122439. * Get the scene sizes according to the setup.
  122440. */
  122441. private _getSceneSize;
  122442. /**
  122443. * Setup the ground according to the specified options.
  122444. */
  122445. private _setupGround;
  122446. /**
  122447. * Setup the ground material according to the specified options.
  122448. */
  122449. private _setupGroundMaterial;
  122450. /**
  122451. * Setup the ground diffuse texture according to the specified options.
  122452. */
  122453. private _setupGroundDiffuseTexture;
  122454. /**
  122455. * Setup the ground mirror texture according to the specified options.
  122456. */
  122457. private _setupGroundMirrorTexture;
  122458. /**
  122459. * Setup the ground to receive the mirror texture.
  122460. */
  122461. private _setupMirrorInGroundMaterial;
  122462. /**
  122463. * Setup the skybox according to the specified options.
  122464. */
  122465. private _setupSkybox;
  122466. /**
  122467. * Setup the skybox material according to the specified options.
  122468. */
  122469. private _setupSkyboxMaterial;
  122470. /**
  122471. * Setup the skybox reflection texture according to the specified options.
  122472. */
  122473. private _setupSkyboxReflectionTexture;
  122474. private _errorHandler;
  122475. /**
  122476. * Dispose all the elements created by the Helper.
  122477. */
  122478. dispose(): void;
  122479. }
  122480. }
  122481. declare module BABYLON {
  122482. /**
  122483. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  122484. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  122485. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  122486. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  122487. */
  122488. export class PhotoDome extends TransformNode {
  122489. /**
  122490. * Define the image as a Monoscopic panoramic 360 image.
  122491. */
  122492. static readonly MODE_MONOSCOPIC: number;
  122493. /**
  122494. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  122495. */
  122496. static readonly MODE_TOPBOTTOM: number;
  122497. /**
  122498. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  122499. */
  122500. static readonly MODE_SIDEBYSIDE: number;
  122501. private _useDirectMapping;
  122502. /**
  122503. * The texture being displayed on the sphere
  122504. */
  122505. protected _photoTexture: Texture;
  122506. /**
  122507. * Gets or sets the texture being displayed on the sphere
  122508. */
  122509. get photoTexture(): Texture;
  122510. set photoTexture(value: Texture);
  122511. /**
  122512. * Observable raised when an error occured while loading the 360 image
  122513. */
  122514. onLoadErrorObservable: Observable<string>;
  122515. /**
  122516. * The skybox material
  122517. */
  122518. protected _material: BackgroundMaterial;
  122519. /**
  122520. * The surface used for the skybox
  122521. */
  122522. protected _mesh: Mesh;
  122523. /**
  122524. * Gets the mesh used for the skybox.
  122525. */
  122526. get mesh(): Mesh;
  122527. /**
  122528. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  122529. * Also see the options.resolution property.
  122530. */
  122531. get fovMultiplier(): number;
  122532. set fovMultiplier(value: number);
  122533. private _imageMode;
  122534. /**
  122535. * Gets or set the current video mode for the video. It can be:
  122536. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  122537. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  122538. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  122539. */
  122540. get imageMode(): number;
  122541. set imageMode(value: number);
  122542. /**
  122543. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  122544. * @param name Element's name, child elements will append suffixes for their own names.
  122545. * @param urlsOfPhoto defines the url of the photo to display
  122546. * @param options defines an object containing optional or exposed sub element properties
  122547. * @param onError defines a callback called when an error occured while loading the texture
  122548. */
  122549. constructor(name: string, urlOfPhoto: string, options: {
  122550. resolution?: number;
  122551. size?: number;
  122552. useDirectMapping?: boolean;
  122553. faceForward?: boolean;
  122554. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  122555. private _onBeforeCameraRenderObserver;
  122556. private _changeImageMode;
  122557. /**
  122558. * Releases resources associated with this node.
  122559. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  122560. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  122561. */
  122562. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  122563. }
  122564. }
  122565. declare module BABYLON {
  122566. /**
  122567. * Class used to host RGBD texture specific utilities
  122568. */
  122569. export class RGBDTextureTools {
  122570. /**
  122571. * Expand the RGBD Texture from RGBD to Half Float if possible.
  122572. * @param texture the texture to expand.
  122573. */
  122574. static ExpandRGBDTexture(texture: Texture): void;
  122575. }
  122576. }
  122577. declare module BABYLON {
  122578. /**
  122579. * Class used to host texture specific utilities
  122580. */
  122581. export class BRDFTextureTools {
  122582. /**
  122583. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  122584. * @param scene defines the hosting scene
  122585. * @returns the environment BRDF texture
  122586. */
  122587. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  122588. private static _environmentBRDFBase64Texture;
  122589. }
  122590. }
  122591. declare module BABYLON {
  122592. /**
  122593. * @hidden
  122594. */
  122595. export interface IMaterialClearCoatDefines {
  122596. CLEARCOAT: boolean;
  122597. CLEARCOAT_DEFAULTIOR: boolean;
  122598. CLEARCOAT_TEXTURE: boolean;
  122599. CLEARCOAT_TEXTUREDIRECTUV: number;
  122600. CLEARCOAT_BUMP: boolean;
  122601. CLEARCOAT_BUMPDIRECTUV: number;
  122602. CLEARCOAT_TINT: boolean;
  122603. CLEARCOAT_TINT_TEXTURE: boolean;
  122604. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  122605. /** @hidden */
  122606. _areTexturesDirty: boolean;
  122607. }
  122608. /**
  122609. * Define the code related to the clear coat parameters of the pbr material.
  122610. */
  122611. export class PBRClearCoatConfiguration {
  122612. /**
  122613. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  122614. * The default fits with a polyurethane material.
  122615. */
  122616. private static readonly _DefaultIndexOfRefraction;
  122617. private _isEnabled;
  122618. /**
  122619. * Defines if the clear coat is enabled in the material.
  122620. */
  122621. isEnabled: boolean;
  122622. /**
  122623. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  122624. */
  122625. intensity: number;
  122626. /**
  122627. * Defines the clear coat layer roughness.
  122628. */
  122629. roughness: number;
  122630. private _indexOfRefraction;
  122631. /**
  122632. * Defines the index of refraction of the clear coat.
  122633. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  122634. * The default fits with a polyurethane material.
  122635. * Changing the default value is more performance intensive.
  122636. */
  122637. indexOfRefraction: number;
  122638. private _texture;
  122639. /**
  122640. * Stores the clear coat values in a texture.
  122641. */
  122642. texture: Nullable<BaseTexture>;
  122643. private _bumpTexture;
  122644. /**
  122645. * Define the clear coat specific bump texture.
  122646. */
  122647. bumpTexture: Nullable<BaseTexture>;
  122648. private _isTintEnabled;
  122649. /**
  122650. * Defines if the clear coat tint is enabled in the material.
  122651. */
  122652. isTintEnabled: boolean;
  122653. /**
  122654. * Defines the clear coat tint of the material.
  122655. * This is only use if tint is enabled
  122656. */
  122657. tintColor: Color3;
  122658. /**
  122659. * Defines the distance at which the tint color should be found in the
  122660. * clear coat media.
  122661. * This is only use if tint is enabled
  122662. */
  122663. tintColorAtDistance: number;
  122664. /**
  122665. * Defines the clear coat layer thickness.
  122666. * This is only use if tint is enabled
  122667. */
  122668. tintThickness: number;
  122669. private _tintTexture;
  122670. /**
  122671. * Stores the clear tint values in a texture.
  122672. * rgb is tint
  122673. * a is a thickness factor
  122674. */
  122675. tintTexture: Nullable<BaseTexture>;
  122676. /** @hidden */
  122677. private _internalMarkAllSubMeshesAsTexturesDirty;
  122678. /** @hidden */
  122679. _markAllSubMeshesAsTexturesDirty(): void;
  122680. /**
  122681. * Instantiate a new istance of clear coat configuration.
  122682. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  122683. */
  122684. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  122685. /**
  122686. * Gets wehter the submesh is ready to be used or not.
  122687. * @param defines the list of "defines" to update.
  122688. * @param scene defines the scene the material belongs to.
  122689. * @param engine defines the engine the material belongs to.
  122690. * @param disableBumpMap defines wether the material disables bump or not.
  122691. * @returns - boolean indicating that the submesh is ready or not.
  122692. */
  122693. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  122694. /**
  122695. * Checks to see if a texture is used in the material.
  122696. * @param defines the list of "defines" to update.
  122697. * @param scene defines the scene to the material belongs to.
  122698. */
  122699. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  122700. /**
  122701. * Binds the material data.
  122702. * @param uniformBuffer defines the Uniform buffer to fill in.
  122703. * @param scene defines the scene the material belongs to.
  122704. * @param engine defines the engine the material belongs to.
  122705. * @param disableBumpMap defines wether the material disables bump or not.
  122706. * @param isFrozen defines wether the material is frozen or not.
  122707. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  122708. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  122709. */
  122710. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  122711. /**
  122712. * Checks to see if a texture is used in the material.
  122713. * @param texture - Base texture to use.
  122714. * @returns - Boolean specifying if a texture is used in the material.
  122715. */
  122716. hasTexture(texture: BaseTexture): boolean;
  122717. /**
  122718. * Returns an array of the actively used textures.
  122719. * @param activeTextures Array of BaseTextures
  122720. */
  122721. getActiveTextures(activeTextures: BaseTexture[]): void;
  122722. /**
  122723. * Returns the animatable textures.
  122724. * @param animatables Array of animatable textures.
  122725. */
  122726. getAnimatables(animatables: IAnimatable[]): void;
  122727. /**
  122728. * Disposes the resources of the material.
  122729. * @param forceDisposeTextures - Forces the disposal of all textures.
  122730. */
  122731. dispose(forceDisposeTextures?: boolean): void;
  122732. /**
  122733. * Get the current class name of the texture useful for serialization or dynamic coding.
  122734. * @returns "PBRClearCoatConfiguration"
  122735. */
  122736. getClassName(): string;
  122737. /**
  122738. * Add fallbacks to the effect fallbacks list.
  122739. * @param defines defines the Base texture to use.
  122740. * @param fallbacks defines the current fallback list.
  122741. * @param currentRank defines the current fallback rank.
  122742. * @returns the new fallback rank.
  122743. */
  122744. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  122745. /**
  122746. * Add the required uniforms to the current list.
  122747. * @param uniforms defines the current uniform list.
  122748. */
  122749. static AddUniforms(uniforms: string[]): void;
  122750. /**
  122751. * Add the required samplers to the current list.
  122752. * @param samplers defines the current sampler list.
  122753. */
  122754. static AddSamplers(samplers: string[]): void;
  122755. /**
  122756. * Add the required uniforms to the current buffer.
  122757. * @param uniformBuffer defines the current uniform buffer.
  122758. */
  122759. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  122760. /**
  122761. * Makes a duplicate of the current configuration into another one.
  122762. * @param clearCoatConfiguration define the config where to copy the info
  122763. */
  122764. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  122765. /**
  122766. * Serializes this clear coat configuration.
  122767. * @returns - An object with the serialized config.
  122768. */
  122769. serialize(): any;
  122770. /**
  122771. * Parses a anisotropy Configuration from a serialized object.
  122772. * @param source - Serialized object.
  122773. * @param scene Defines the scene we are parsing for
  122774. * @param rootUrl Defines the rootUrl to load from
  122775. */
  122776. parse(source: any, scene: Scene, rootUrl: string): void;
  122777. }
  122778. }
  122779. declare module BABYLON {
  122780. /**
  122781. * @hidden
  122782. */
  122783. export interface IMaterialAnisotropicDefines {
  122784. ANISOTROPIC: boolean;
  122785. ANISOTROPIC_TEXTURE: boolean;
  122786. ANISOTROPIC_TEXTUREDIRECTUV: number;
  122787. MAINUV1: boolean;
  122788. _areTexturesDirty: boolean;
  122789. _needUVs: boolean;
  122790. }
  122791. /**
  122792. * Define the code related to the anisotropic parameters of the pbr material.
  122793. */
  122794. export class PBRAnisotropicConfiguration {
  122795. private _isEnabled;
  122796. /**
  122797. * Defines if the anisotropy is enabled in the material.
  122798. */
  122799. isEnabled: boolean;
  122800. /**
  122801. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  122802. */
  122803. intensity: number;
  122804. /**
  122805. * Defines if the effect is along the tangents, bitangents or in between.
  122806. * By default, the effect is "strectching" the highlights along the tangents.
  122807. */
  122808. direction: Vector2;
  122809. private _texture;
  122810. /**
  122811. * Stores the anisotropy values in a texture.
  122812. * rg is direction (like normal from -1 to 1)
  122813. * b is a intensity
  122814. */
  122815. texture: Nullable<BaseTexture>;
  122816. /** @hidden */
  122817. private _internalMarkAllSubMeshesAsTexturesDirty;
  122818. /** @hidden */
  122819. _markAllSubMeshesAsTexturesDirty(): void;
  122820. /**
  122821. * Instantiate a new istance of anisotropy configuration.
  122822. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  122823. */
  122824. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  122825. /**
  122826. * Specifies that the submesh is ready to be used.
  122827. * @param defines the list of "defines" to update.
  122828. * @param scene defines the scene the material belongs to.
  122829. * @returns - boolean indicating that the submesh is ready or not.
  122830. */
  122831. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  122832. /**
  122833. * Checks to see if a texture is used in the material.
  122834. * @param defines the list of "defines" to update.
  122835. * @param mesh the mesh we are preparing the defines for.
  122836. * @param scene defines the scene the material belongs to.
  122837. */
  122838. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  122839. /**
  122840. * Binds the material data.
  122841. * @param uniformBuffer defines the Uniform buffer to fill in.
  122842. * @param scene defines the scene the material belongs to.
  122843. * @param isFrozen defines wether the material is frozen or not.
  122844. */
  122845. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  122846. /**
  122847. * Checks to see if a texture is used in the material.
  122848. * @param texture - Base texture to use.
  122849. * @returns - Boolean specifying if a texture is used in the material.
  122850. */
  122851. hasTexture(texture: BaseTexture): boolean;
  122852. /**
  122853. * Returns an array of the actively used textures.
  122854. * @param activeTextures Array of BaseTextures
  122855. */
  122856. getActiveTextures(activeTextures: BaseTexture[]): void;
  122857. /**
  122858. * Returns the animatable textures.
  122859. * @param animatables Array of animatable textures.
  122860. */
  122861. getAnimatables(animatables: IAnimatable[]): void;
  122862. /**
  122863. * Disposes the resources of the material.
  122864. * @param forceDisposeTextures - Forces the disposal of all textures.
  122865. */
  122866. dispose(forceDisposeTextures?: boolean): void;
  122867. /**
  122868. * Get the current class name of the texture useful for serialization or dynamic coding.
  122869. * @returns "PBRAnisotropicConfiguration"
  122870. */
  122871. getClassName(): string;
  122872. /**
  122873. * Add fallbacks to the effect fallbacks list.
  122874. * @param defines defines the Base texture to use.
  122875. * @param fallbacks defines the current fallback list.
  122876. * @param currentRank defines the current fallback rank.
  122877. * @returns the new fallback rank.
  122878. */
  122879. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  122880. /**
  122881. * Add the required uniforms to the current list.
  122882. * @param uniforms defines the current uniform list.
  122883. */
  122884. static AddUniforms(uniforms: string[]): void;
  122885. /**
  122886. * Add the required uniforms to the current buffer.
  122887. * @param uniformBuffer defines the current uniform buffer.
  122888. */
  122889. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  122890. /**
  122891. * Add the required samplers to the current list.
  122892. * @param samplers defines the current sampler list.
  122893. */
  122894. static AddSamplers(samplers: string[]): void;
  122895. /**
  122896. * Makes a duplicate of the current configuration into another one.
  122897. * @param anisotropicConfiguration define the config where to copy the info
  122898. */
  122899. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  122900. /**
  122901. * Serializes this anisotropy configuration.
  122902. * @returns - An object with the serialized config.
  122903. */
  122904. serialize(): any;
  122905. /**
  122906. * Parses a anisotropy Configuration from a serialized object.
  122907. * @param source - Serialized object.
  122908. * @param scene Defines the scene we are parsing for
  122909. * @param rootUrl Defines the rootUrl to load from
  122910. */
  122911. parse(source: any, scene: Scene, rootUrl: string): void;
  122912. }
  122913. }
  122914. declare module BABYLON {
  122915. /**
  122916. * @hidden
  122917. */
  122918. export interface IMaterialBRDFDefines {
  122919. BRDF_V_HEIGHT_CORRELATED: boolean;
  122920. MS_BRDF_ENERGY_CONSERVATION: boolean;
  122921. SPHERICAL_HARMONICS: boolean;
  122922. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  122923. /** @hidden */
  122924. _areMiscDirty: boolean;
  122925. }
  122926. /**
  122927. * Define the code related to the BRDF parameters of the pbr material.
  122928. */
  122929. export class PBRBRDFConfiguration {
  122930. /**
  122931. * Default value used for the energy conservation.
  122932. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  122933. */
  122934. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  122935. /**
  122936. * Default value used for the Smith Visibility Height Correlated mode.
  122937. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  122938. */
  122939. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  122940. /**
  122941. * Default value used for the IBL diffuse part.
  122942. * This can help switching back to the polynomials mode globally which is a tiny bit
  122943. * less GPU intensive at the drawback of a lower quality.
  122944. */
  122945. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  122946. /**
  122947. * Default value used for activating energy conservation for the specular workflow.
  122948. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  122949. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  122950. */
  122951. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  122952. private _useEnergyConservation;
  122953. /**
  122954. * Defines if the material uses energy conservation.
  122955. */
  122956. useEnergyConservation: boolean;
  122957. private _useSmithVisibilityHeightCorrelated;
  122958. /**
  122959. * LEGACY Mode set to false
  122960. * Defines if the material uses height smith correlated visibility term.
  122961. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  122962. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  122963. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  122964. * Not relying on height correlated will also disable energy conservation.
  122965. */
  122966. useSmithVisibilityHeightCorrelated: boolean;
  122967. private _useSphericalHarmonics;
  122968. /**
  122969. * LEGACY Mode set to false
  122970. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  122971. * diffuse part of the IBL.
  122972. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  122973. * to the ground truth.
  122974. */
  122975. useSphericalHarmonics: boolean;
  122976. private _useSpecularGlossinessInputEnergyConservation;
  122977. /**
  122978. * Defines if the material uses energy conservation, when the specular workflow is active.
  122979. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  122980. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  122981. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  122982. */
  122983. useSpecularGlossinessInputEnergyConservation: boolean;
  122984. /** @hidden */
  122985. private _internalMarkAllSubMeshesAsMiscDirty;
  122986. /** @hidden */
  122987. _markAllSubMeshesAsMiscDirty(): void;
  122988. /**
  122989. * Instantiate a new istance of clear coat configuration.
  122990. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  122991. */
  122992. constructor(markAllSubMeshesAsMiscDirty: () => void);
  122993. /**
  122994. * Checks to see if a texture is used in the material.
  122995. * @param defines the list of "defines" to update.
  122996. */
  122997. prepareDefines(defines: IMaterialBRDFDefines): void;
  122998. /**
  122999. * Get the current class name of the texture useful for serialization or dynamic coding.
  123000. * @returns "PBRClearCoatConfiguration"
  123001. */
  123002. getClassName(): string;
  123003. /**
  123004. * Makes a duplicate of the current configuration into another one.
  123005. * @param brdfConfiguration define the config where to copy the info
  123006. */
  123007. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  123008. /**
  123009. * Serializes this BRDF configuration.
  123010. * @returns - An object with the serialized config.
  123011. */
  123012. serialize(): any;
  123013. /**
  123014. * Parses a anisotropy Configuration from a serialized object.
  123015. * @param source - Serialized object.
  123016. * @param scene Defines the scene we are parsing for
  123017. * @param rootUrl Defines the rootUrl to load from
  123018. */
  123019. parse(source: any, scene: Scene, rootUrl: string): void;
  123020. }
  123021. }
  123022. declare module BABYLON {
  123023. /**
  123024. * @hidden
  123025. */
  123026. export interface IMaterialSheenDefines {
  123027. SHEEN: boolean;
  123028. SHEEN_TEXTURE: boolean;
  123029. SHEEN_TEXTUREDIRECTUV: number;
  123030. SHEEN_LINKWITHALBEDO: boolean;
  123031. /** @hidden */
  123032. _areTexturesDirty: boolean;
  123033. }
  123034. /**
  123035. * Define the code related to the Sheen parameters of the pbr material.
  123036. */
  123037. export class PBRSheenConfiguration {
  123038. private _isEnabled;
  123039. /**
  123040. * Defines if the material uses sheen.
  123041. */
  123042. isEnabled: boolean;
  123043. private _linkSheenWithAlbedo;
  123044. /**
  123045. * Defines if the sheen is linked to the sheen color.
  123046. */
  123047. linkSheenWithAlbedo: boolean;
  123048. /**
  123049. * Defines the sheen intensity.
  123050. */
  123051. intensity: number;
  123052. /**
  123053. * Defines the sheen color.
  123054. */
  123055. color: Color3;
  123056. private _texture;
  123057. /**
  123058. * Stores the sheen tint values in a texture.
  123059. * rgb is tint
  123060. * a is a intensity
  123061. */
  123062. texture: Nullable<BaseTexture>;
  123063. /** @hidden */
  123064. private _internalMarkAllSubMeshesAsTexturesDirty;
  123065. /** @hidden */
  123066. _markAllSubMeshesAsTexturesDirty(): void;
  123067. /**
  123068. * Instantiate a new istance of clear coat configuration.
  123069. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  123070. */
  123071. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  123072. /**
  123073. * Specifies that the submesh is ready to be used.
  123074. * @param defines the list of "defines" to update.
  123075. * @param scene defines the scene the material belongs to.
  123076. * @returns - boolean indicating that the submesh is ready or not.
  123077. */
  123078. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  123079. /**
  123080. * Checks to see if a texture is used in the material.
  123081. * @param defines the list of "defines" to update.
  123082. * @param scene defines the scene the material belongs to.
  123083. */
  123084. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  123085. /**
  123086. * Binds the material data.
  123087. * @param uniformBuffer defines the Uniform buffer to fill in.
  123088. * @param scene defines the scene the material belongs to.
  123089. * @param isFrozen defines wether the material is frozen or not.
  123090. */
  123091. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  123092. /**
  123093. * Checks to see if a texture is used in the material.
  123094. * @param texture - Base texture to use.
  123095. * @returns - Boolean specifying if a texture is used in the material.
  123096. */
  123097. hasTexture(texture: BaseTexture): boolean;
  123098. /**
  123099. * Returns an array of the actively used textures.
  123100. * @param activeTextures Array of BaseTextures
  123101. */
  123102. getActiveTextures(activeTextures: BaseTexture[]): void;
  123103. /**
  123104. * Returns the animatable textures.
  123105. * @param animatables Array of animatable textures.
  123106. */
  123107. getAnimatables(animatables: IAnimatable[]): void;
  123108. /**
  123109. * Disposes the resources of the material.
  123110. * @param forceDisposeTextures - Forces the disposal of all textures.
  123111. */
  123112. dispose(forceDisposeTextures?: boolean): void;
  123113. /**
  123114. * Get the current class name of the texture useful for serialization or dynamic coding.
  123115. * @returns "PBRSheenConfiguration"
  123116. */
  123117. getClassName(): string;
  123118. /**
  123119. * Add fallbacks to the effect fallbacks list.
  123120. * @param defines defines the Base texture to use.
  123121. * @param fallbacks defines the current fallback list.
  123122. * @param currentRank defines the current fallback rank.
  123123. * @returns the new fallback rank.
  123124. */
  123125. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  123126. /**
  123127. * Add the required uniforms to the current list.
  123128. * @param uniforms defines the current uniform list.
  123129. */
  123130. static AddUniforms(uniforms: string[]): void;
  123131. /**
  123132. * Add the required uniforms to the current buffer.
  123133. * @param uniformBuffer defines the current uniform buffer.
  123134. */
  123135. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  123136. /**
  123137. * Add the required samplers to the current list.
  123138. * @param samplers defines the current sampler list.
  123139. */
  123140. static AddSamplers(samplers: string[]): void;
  123141. /**
  123142. * Makes a duplicate of the current configuration into another one.
  123143. * @param sheenConfiguration define the config where to copy the info
  123144. */
  123145. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  123146. /**
  123147. * Serializes this BRDF configuration.
  123148. * @returns - An object with the serialized config.
  123149. */
  123150. serialize(): any;
  123151. /**
  123152. * Parses a anisotropy Configuration from a serialized object.
  123153. * @param source - Serialized object.
  123154. * @param scene Defines the scene we are parsing for
  123155. * @param rootUrl Defines the rootUrl to load from
  123156. */
  123157. parse(source: any, scene: Scene, rootUrl: string): void;
  123158. }
  123159. }
  123160. declare module BABYLON {
  123161. /**
  123162. * @hidden
  123163. */
  123164. export interface IMaterialSubSurfaceDefines {
  123165. SUBSURFACE: boolean;
  123166. SS_REFRACTION: boolean;
  123167. SS_TRANSLUCENCY: boolean;
  123168. SS_SCATERRING: boolean;
  123169. SS_THICKNESSANDMASK_TEXTURE: boolean;
  123170. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  123171. SS_REFRACTIONMAP_3D: boolean;
  123172. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  123173. SS_LODINREFRACTIONALPHA: boolean;
  123174. SS_GAMMAREFRACTION: boolean;
  123175. SS_RGBDREFRACTION: boolean;
  123176. SS_LINEARSPECULARREFRACTION: boolean;
  123177. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  123178. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  123179. /** @hidden */
  123180. _areTexturesDirty: boolean;
  123181. }
  123182. /**
  123183. * Define the code related to the sub surface parameters of the pbr material.
  123184. */
  123185. export class PBRSubSurfaceConfiguration {
  123186. private _isRefractionEnabled;
  123187. /**
  123188. * Defines if the refraction is enabled in the material.
  123189. */
  123190. isRefractionEnabled: boolean;
  123191. private _isTranslucencyEnabled;
  123192. /**
  123193. * Defines if the translucency is enabled in the material.
  123194. */
  123195. isTranslucencyEnabled: boolean;
  123196. private _isScatteringEnabled;
  123197. /**
  123198. * Defines the refraction intensity of the material.
  123199. * The refraction when enabled replaces the Diffuse part of the material.
  123200. * The intensity helps transitionning between diffuse and refraction.
  123201. */
  123202. refractionIntensity: number;
  123203. /**
  123204. * Defines the translucency intensity of the material.
  123205. * When translucency has been enabled, this defines how much of the "translucency"
  123206. * is addded to the diffuse part of the material.
  123207. */
  123208. translucencyIntensity: number;
  123209. /**
  123210. * Defines the scattering intensity of the material.
  123211. * When scattering has been enabled, this defines how much of the "scattered light"
  123212. * is addded to the diffuse part of the material.
  123213. */
  123214. scatteringIntensity: number;
  123215. private _thicknessTexture;
  123216. /**
  123217. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  123218. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  123219. * 0 would mean minimumThickness
  123220. * 1 would mean maximumThickness
  123221. * The other channels might be use as a mask to vary the different effects intensity.
  123222. */
  123223. thicknessTexture: Nullable<BaseTexture>;
  123224. private _refractionTexture;
  123225. /**
  123226. * Defines the texture to use for refraction.
  123227. */
  123228. refractionTexture: Nullable<BaseTexture>;
  123229. private _indexOfRefraction;
  123230. /**
  123231. * Defines the index of refraction used in the material.
  123232. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  123233. */
  123234. indexOfRefraction: number;
  123235. private _invertRefractionY;
  123236. /**
  123237. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  123238. */
  123239. invertRefractionY: boolean;
  123240. private _linkRefractionWithTransparency;
  123241. /**
  123242. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  123243. * Materials half opaque for instance using refraction could benefit from this control.
  123244. */
  123245. linkRefractionWithTransparency: boolean;
  123246. /**
  123247. * Defines the minimum thickness stored in the thickness map.
  123248. * If no thickness map is defined, this value will be used to simulate thickness.
  123249. */
  123250. minimumThickness: number;
  123251. /**
  123252. * Defines the maximum thickness stored in the thickness map.
  123253. */
  123254. maximumThickness: number;
  123255. /**
  123256. * Defines the volume tint of the material.
  123257. * This is used for both translucency and scattering.
  123258. */
  123259. tintColor: Color3;
  123260. /**
  123261. * Defines the distance at which the tint color should be found in the media.
  123262. * This is used for refraction only.
  123263. */
  123264. tintColorAtDistance: number;
  123265. /**
  123266. * Defines how far each channel transmit through the media.
  123267. * It is defined as a color to simplify it selection.
  123268. */
  123269. diffusionDistance: Color3;
  123270. private _useMaskFromThicknessTexture;
  123271. /**
  123272. * Stores the intensity of the different subsurface effects in the thickness texture.
  123273. * * the green channel is the translucency intensity.
  123274. * * the blue channel is the scattering intensity.
  123275. * * the alpha channel is the refraction intensity.
  123276. */
  123277. useMaskFromThicknessTexture: boolean;
  123278. /** @hidden */
  123279. private _internalMarkAllSubMeshesAsTexturesDirty;
  123280. /** @hidden */
  123281. _markAllSubMeshesAsTexturesDirty(): void;
  123282. /**
  123283. * Instantiate a new istance of sub surface configuration.
  123284. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  123285. */
  123286. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  123287. /**
  123288. * Gets wehter the submesh is ready to be used or not.
  123289. * @param defines the list of "defines" to update.
  123290. * @param scene defines the scene the material belongs to.
  123291. * @returns - boolean indicating that the submesh is ready or not.
  123292. */
  123293. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  123294. /**
  123295. * Checks to see if a texture is used in the material.
  123296. * @param defines the list of "defines" to update.
  123297. * @param scene defines the scene to the material belongs to.
  123298. */
  123299. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  123300. /**
  123301. * Binds the material data.
  123302. * @param uniformBuffer defines the Uniform buffer to fill in.
  123303. * @param scene defines the scene the material belongs to.
  123304. * @param engine defines the engine the material belongs to.
  123305. * @param isFrozen defines wether the material is frozen or not.
  123306. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  123307. */
  123308. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  123309. /**
  123310. * Unbinds the material from the mesh.
  123311. * @param activeEffect defines the effect that should be unbound from.
  123312. * @returns true if unbound, otherwise false
  123313. */
  123314. unbind(activeEffect: Effect): boolean;
  123315. /**
  123316. * Returns the texture used for refraction or null if none is used.
  123317. * @param scene defines the scene the material belongs to.
  123318. * @returns - Refraction texture if present. If no refraction texture and refraction
  123319. * is linked with transparency, returns environment texture. Otherwise, returns null.
  123320. */
  123321. private _getRefractionTexture;
  123322. /**
  123323. * Returns true if alpha blending should be disabled.
  123324. */
  123325. get disableAlphaBlending(): boolean;
  123326. /**
  123327. * Fills the list of render target textures.
  123328. * @param renderTargets the list of render targets to update
  123329. */
  123330. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  123331. /**
  123332. * Checks to see if a texture is used in the material.
  123333. * @param texture - Base texture to use.
  123334. * @returns - Boolean specifying if a texture is used in the material.
  123335. */
  123336. hasTexture(texture: BaseTexture): boolean;
  123337. /**
  123338. * Gets a boolean indicating that current material needs to register RTT
  123339. * @returns true if this uses a render target otherwise false.
  123340. */
  123341. hasRenderTargetTextures(): boolean;
  123342. /**
  123343. * Returns an array of the actively used textures.
  123344. * @param activeTextures Array of BaseTextures
  123345. */
  123346. getActiveTextures(activeTextures: BaseTexture[]): void;
  123347. /**
  123348. * Returns the animatable textures.
  123349. * @param animatables Array of animatable textures.
  123350. */
  123351. getAnimatables(animatables: IAnimatable[]): void;
  123352. /**
  123353. * Disposes the resources of the material.
  123354. * @param forceDisposeTextures - Forces the disposal of all textures.
  123355. */
  123356. dispose(forceDisposeTextures?: boolean): void;
  123357. /**
  123358. * Get the current class name of the texture useful for serialization or dynamic coding.
  123359. * @returns "PBRSubSurfaceConfiguration"
  123360. */
  123361. getClassName(): string;
  123362. /**
  123363. * Add fallbacks to the effect fallbacks list.
  123364. * @param defines defines the Base texture to use.
  123365. * @param fallbacks defines the current fallback list.
  123366. * @param currentRank defines the current fallback rank.
  123367. * @returns the new fallback rank.
  123368. */
  123369. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  123370. /**
  123371. * Add the required uniforms to the current list.
  123372. * @param uniforms defines the current uniform list.
  123373. */
  123374. static AddUniforms(uniforms: string[]): void;
  123375. /**
  123376. * Add the required samplers to the current list.
  123377. * @param samplers defines the current sampler list.
  123378. */
  123379. static AddSamplers(samplers: string[]): void;
  123380. /**
  123381. * Add the required uniforms to the current buffer.
  123382. * @param uniformBuffer defines the current uniform buffer.
  123383. */
  123384. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  123385. /**
  123386. * Makes a duplicate of the current configuration into another one.
  123387. * @param configuration define the config where to copy the info
  123388. */
  123389. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  123390. /**
  123391. * Serializes this Sub Surface configuration.
  123392. * @returns - An object with the serialized config.
  123393. */
  123394. serialize(): any;
  123395. /**
  123396. * Parses a anisotropy Configuration from a serialized object.
  123397. * @param source - Serialized object.
  123398. * @param scene Defines the scene we are parsing for
  123399. * @param rootUrl Defines the rootUrl to load from
  123400. */
  123401. parse(source: any, scene: Scene, rootUrl: string): void;
  123402. }
  123403. }
  123404. declare module BABYLON {
  123405. /** @hidden */
  123406. export var pbrFragmentDeclaration: {
  123407. name: string;
  123408. shader: string;
  123409. };
  123410. }
  123411. declare module BABYLON {
  123412. /** @hidden */
  123413. export var pbrUboDeclaration: {
  123414. name: string;
  123415. shader: string;
  123416. };
  123417. }
  123418. declare module BABYLON {
  123419. /** @hidden */
  123420. export var pbrFragmentExtraDeclaration: {
  123421. name: string;
  123422. shader: string;
  123423. };
  123424. }
  123425. declare module BABYLON {
  123426. /** @hidden */
  123427. export var pbrFragmentSamplersDeclaration: {
  123428. name: string;
  123429. shader: string;
  123430. };
  123431. }
  123432. declare module BABYLON {
  123433. /** @hidden */
  123434. export var pbrHelperFunctions: {
  123435. name: string;
  123436. shader: string;
  123437. };
  123438. }
  123439. declare module BABYLON {
  123440. /** @hidden */
  123441. export var harmonicsFunctions: {
  123442. name: string;
  123443. shader: string;
  123444. };
  123445. }
  123446. declare module BABYLON {
  123447. /** @hidden */
  123448. export var pbrDirectLightingSetupFunctions: {
  123449. name: string;
  123450. shader: string;
  123451. };
  123452. }
  123453. declare module BABYLON {
  123454. /** @hidden */
  123455. export var pbrDirectLightingFalloffFunctions: {
  123456. name: string;
  123457. shader: string;
  123458. };
  123459. }
  123460. declare module BABYLON {
  123461. /** @hidden */
  123462. export var pbrBRDFFunctions: {
  123463. name: string;
  123464. shader: string;
  123465. };
  123466. }
  123467. declare module BABYLON {
  123468. /** @hidden */
  123469. export var pbrDirectLightingFunctions: {
  123470. name: string;
  123471. shader: string;
  123472. };
  123473. }
  123474. declare module BABYLON {
  123475. /** @hidden */
  123476. export var pbrIBLFunctions: {
  123477. name: string;
  123478. shader: string;
  123479. };
  123480. }
  123481. declare module BABYLON {
  123482. /** @hidden */
  123483. export var pbrDebug: {
  123484. name: string;
  123485. shader: string;
  123486. };
  123487. }
  123488. declare module BABYLON {
  123489. /** @hidden */
  123490. export var pbrPixelShader: {
  123491. name: string;
  123492. shader: string;
  123493. };
  123494. }
  123495. declare module BABYLON {
  123496. /** @hidden */
  123497. export var pbrVertexDeclaration: {
  123498. name: string;
  123499. shader: string;
  123500. };
  123501. }
  123502. declare module BABYLON {
  123503. /** @hidden */
  123504. export var pbrVertexShader: {
  123505. name: string;
  123506. shader: string;
  123507. };
  123508. }
  123509. declare module BABYLON {
  123510. /**
  123511. * Manages the defines for the PBR Material.
  123512. * @hidden
  123513. */
  123514. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  123515. PBR: boolean;
  123516. MAINUV1: boolean;
  123517. MAINUV2: boolean;
  123518. UV1: boolean;
  123519. UV2: boolean;
  123520. ALBEDO: boolean;
  123521. ALBEDODIRECTUV: number;
  123522. VERTEXCOLOR: boolean;
  123523. AMBIENT: boolean;
  123524. AMBIENTDIRECTUV: number;
  123525. AMBIENTINGRAYSCALE: boolean;
  123526. OPACITY: boolean;
  123527. VERTEXALPHA: boolean;
  123528. OPACITYDIRECTUV: number;
  123529. OPACITYRGB: boolean;
  123530. ALPHATEST: boolean;
  123531. DEPTHPREPASS: boolean;
  123532. ALPHABLEND: boolean;
  123533. ALPHAFROMALBEDO: boolean;
  123534. ALPHATESTVALUE: string;
  123535. SPECULAROVERALPHA: boolean;
  123536. RADIANCEOVERALPHA: boolean;
  123537. ALPHAFRESNEL: boolean;
  123538. LINEARALPHAFRESNEL: boolean;
  123539. PREMULTIPLYALPHA: boolean;
  123540. EMISSIVE: boolean;
  123541. EMISSIVEDIRECTUV: number;
  123542. REFLECTIVITY: boolean;
  123543. REFLECTIVITYDIRECTUV: number;
  123544. SPECULARTERM: boolean;
  123545. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  123546. MICROSURFACEAUTOMATIC: boolean;
  123547. LODBASEDMICROSFURACE: boolean;
  123548. MICROSURFACEMAP: boolean;
  123549. MICROSURFACEMAPDIRECTUV: number;
  123550. METALLICWORKFLOW: boolean;
  123551. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  123552. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  123553. METALLNESSSTOREINMETALMAPBLUE: boolean;
  123554. AOSTOREINMETALMAPRED: boolean;
  123555. METALLICF0FACTORFROMMETALLICMAP: boolean;
  123556. ENVIRONMENTBRDF: boolean;
  123557. ENVIRONMENTBRDF_RGBD: boolean;
  123558. NORMAL: boolean;
  123559. TANGENT: boolean;
  123560. BUMP: boolean;
  123561. BUMPDIRECTUV: number;
  123562. OBJECTSPACE_NORMALMAP: boolean;
  123563. PARALLAX: boolean;
  123564. PARALLAXOCCLUSION: boolean;
  123565. NORMALXYSCALE: boolean;
  123566. LIGHTMAP: boolean;
  123567. LIGHTMAPDIRECTUV: number;
  123568. USELIGHTMAPASSHADOWMAP: boolean;
  123569. GAMMALIGHTMAP: boolean;
  123570. RGBDLIGHTMAP: boolean;
  123571. REFLECTION: boolean;
  123572. REFLECTIONMAP_3D: boolean;
  123573. REFLECTIONMAP_SPHERICAL: boolean;
  123574. REFLECTIONMAP_PLANAR: boolean;
  123575. REFLECTIONMAP_CUBIC: boolean;
  123576. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  123577. REFLECTIONMAP_PROJECTION: boolean;
  123578. REFLECTIONMAP_SKYBOX: boolean;
  123579. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  123580. REFLECTIONMAP_EXPLICIT: boolean;
  123581. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  123582. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  123583. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  123584. INVERTCUBICMAP: boolean;
  123585. USESPHERICALFROMREFLECTIONMAP: boolean;
  123586. USEIRRADIANCEMAP: boolean;
  123587. SPHERICAL_HARMONICS: boolean;
  123588. USESPHERICALINVERTEX: boolean;
  123589. REFLECTIONMAP_OPPOSITEZ: boolean;
  123590. LODINREFLECTIONALPHA: boolean;
  123591. GAMMAREFLECTION: boolean;
  123592. RGBDREFLECTION: boolean;
  123593. LINEARSPECULARREFLECTION: boolean;
  123594. RADIANCEOCCLUSION: boolean;
  123595. HORIZONOCCLUSION: boolean;
  123596. INSTANCES: boolean;
  123597. NUM_BONE_INFLUENCERS: number;
  123598. BonesPerMesh: number;
  123599. BONETEXTURE: boolean;
  123600. NONUNIFORMSCALING: boolean;
  123601. MORPHTARGETS: boolean;
  123602. MORPHTARGETS_NORMAL: boolean;
  123603. MORPHTARGETS_TANGENT: boolean;
  123604. MORPHTARGETS_UV: boolean;
  123605. NUM_MORPH_INFLUENCERS: number;
  123606. IMAGEPROCESSING: boolean;
  123607. VIGNETTE: boolean;
  123608. VIGNETTEBLENDMODEMULTIPLY: boolean;
  123609. VIGNETTEBLENDMODEOPAQUE: boolean;
  123610. TONEMAPPING: boolean;
  123611. TONEMAPPING_ACES: boolean;
  123612. CONTRAST: boolean;
  123613. COLORCURVES: boolean;
  123614. COLORGRADING: boolean;
  123615. COLORGRADING3D: boolean;
  123616. SAMPLER3DGREENDEPTH: boolean;
  123617. SAMPLER3DBGRMAP: boolean;
  123618. IMAGEPROCESSINGPOSTPROCESS: boolean;
  123619. EXPOSURE: boolean;
  123620. MULTIVIEW: boolean;
  123621. USEPHYSICALLIGHTFALLOFF: boolean;
  123622. USEGLTFLIGHTFALLOFF: boolean;
  123623. TWOSIDEDLIGHTING: boolean;
  123624. SHADOWFLOAT: boolean;
  123625. CLIPPLANE: boolean;
  123626. CLIPPLANE2: boolean;
  123627. CLIPPLANE3: boolean;
  123628. CLIPPLANE4: boolean;
  123629. CLIPPLANE5: boolean;
  123630. CLIPPLANE6: boolean;
  123631. POINTSIZE: boolean;
  123632. FOG: boolean;
  123633. LOGARITHMICDEPTH: boolean;
  123634. FORCENORMALFORWARD: boolean;
  123635. SPECULARAA: boolean;
  123636. CLEARCOAT: boolean;
  123637. CLEARCOAT_DEFAULTIOR: boolean;
  123638. CLEARCOAT_TEXTURE: boolean;
  123639. CLEARCOAT_TEXTUREDIRECTUV: number;
  123640. CLEARCOAT_BUMP: boolean;
  123641. CLEARCOAT_BUMPDIRECTUV: number;
  123642. CLEARCOAT_TINT: boolean;
  123643. CLEARCOAT_TINT_TEXTURE: boolean;
  123644. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  123645. ANISOTROPIC: boolean;
  123646. ANISOTROPIC_TEXTURE: boolean;
  123647. ANISOTROPIC_TEXTUREDIRECTUV: number;
  123648. BRDF_V_HEIGHT_CORRELATED: boolean;
  123649. MS_BRDF_ENERGY_CONSERVATION: boolean;
  123650. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  123651. SHEEN: boolean;
  123652. SHEEN_TEXTURE: boolean;
  123653. SHEEN_TEXTUREDIRECTUV: number;
  123654. SHEEN_LINKWITHALBEDO: boolean;
  123655. SUBSURFACE: boolean;
  123656. SS_REFRACTION: boolean;
  123657. SS_TRANSLUCENCY: boolean;
  123658. SS_SCATERRING: boolean;
  123659. SS_THICKNESSANDMASK_TEXTURE: boolean;
  123660. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  123661. SS_REFRACTIONMAP_3D: boolean;
  123662. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  123663. SS_LODINREFRACTIONALPHA: boolean;
  123664. SS_GAMMAREFRACTION: boolean;
  123665. SS_RGBDREFRACTION: boolean;
  123666. SS_LINEARSPECULARREFRACTION: boolean;
  123667. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  123668. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  123669. UNLIT: boolean;
  123670. DEBUGMODE: number;
  123671. /**
  123672. * Initializes the PBR Material defines.
  123673. */
  123674. constructor();
  123675. /**
  123676. * Resets the PBR Material defines.
  123677. */
  123678. reset(): void;
  123679. }
  123680. /**
  123681. * The Physically based material base class of BJS.
  123682. *
  123683. * This offers the main features of a standard PBR material.
  123684. * For more information, please refer to the documentation :
  123685. * https://doc.babylonjs.com/how_to/physically_based_rendering
  123686. */
  123687. export abstract class PBRBaseMaterial extends PushMaterial {
  123688. /**
  123689. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  123690. */
  123691. static readonly PBRMATERIAL_OPAQUE: number;
  123692. /**
  123693. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  123694. */
  123695. static readonly PBRMATERIAL_ALPHATEST: number;
  123696. /**
  123697. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  123698. */
  123699. static readonly PBRMATERIAL_ALPHABLEND: number;
  123700. /**
  123701. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  123702. * They are also discarded below the alpha cutoff threshold to improve performances.
  123703. */
  123704. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  123705. /**
  123706. * Defines the default value of how much AO map is occluding the analytical lights
  123707. * (point spot...).
  123708. */
  123709. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  123710. /**
  123711. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  123712. */
  123713. static readonly LIGHTFALLOFF_PHYSICAL: number;
  123714. /**
  123715. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  123716. * to enhance interoperability with other engines.
  123717. */
  123718. static readonly LIGHTFALLOFF_GLTF: number;
  123719. /**
  123720. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  123721. * to enhance interoperability with other materials.
  123722. */
  123723. static readonly LIGHTFALLOFF_STANDARD: number;
  123724. /**
  123725. * Intensity of the direct lights e.g. the four lights available in your scene.
  123726. * This impacts both the direct diffuse and specular highlights.
  123727. */
  123728. protected _directIntensity: number;
  123729. /**
  123730. * Intensity of the emissive part of the material.
  123731. * This helps controlling the emissive effect without modifying the emissive color.
  123732. */
  123733. protected _emissiveIntensity: number;
  123734. /**
  123735. * Intensity of the environment e.g. how much the environment will light the object
  123736. * either through harmonics for rough material or through the refelction for shiny ones.
  123737. */
  123738. protected _environmentIntensity: number;
  123739. /**
  123740. * This is a special control allowing the reduction of the specular highlights coming from the
  123741. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  123742. */
  123743. protected _specularIntensity: number;
  123744. /**
  123745. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  123746. */
  123747. private _lightingInfos;
  123748. /**
  123749. * Debug Control allowing disabling the bump map on this material.
  123750. */
  123751. protected _disableBumpMap: boolean;
  123752. /**
  123753. * AKA Diffuse Texture in standard nomenclature.
  123754. */
  123755. protected _albedoTexture: Nullable<BaseTexture>;
  123756. /**
  123757. * AKA Occlusion Texture in other nomenclature.
  123758. */
  123759. protected _ambientTexture: Nullable<BaseTexture>;
  123760. /**
  123761. * AKA Occlusion Texture Intensity in other nomenclature.
  123762. */
  123763. protected _ambientTextureStrength: number;
  123764. /**
  123765. * Defines how much the AO map is occluding the analytical lights (point spot...).
  123766. * 1 means it completely occludes it
  123767. * 0 mean it has no impact
  123768. */
  123769. protected _ambientTextureImpactOnAnalyticalLights: number;
  123770. /**
  123771. * Stores the alpha values in a texture.
  123772. */
  123773. protected _opacityTexture: Nullable<BaseTexture>;
  123774. /**
  123775. * Stores the reflection values in a texture.
  123776. */
  123777. protected _reflectionTexture: Nullable<BaseTexture>;
  123778. /**
  123779. * Stores the emissive values in a texture.
  123780. */
  123781. protected _emissiveTexture: Nullable<BaseTexture>;
  123782. /**
  123783. * AKA Specular texture in other nomenclature.
  123784. */
  123785. protected _reflectivityTexture: Nullable<BaseTexture>;
  123786. /**
  123787. * Used to switch from specular/glossiness to metallic/roughness workflow.
  123788. */
  123789. protected _metallicTexture: Nullable<BaseTexture>;
  123790. /**
  123791. * Specifies the metallic scalar of the metallic/roughness workflow.
  123792. * Can also be used to scale the metalness values of the metallic texture.
  123793. */
  123794. protected _metallic: Nullable<number>;
  123795. /**
  123796. * Specifies the roughness scalar of the metallic/roughness workflow.
  123797. * Can also be used to scale the roughness values of the metallic texture.
  123798. */
  123799. protected _roughness: Nullable<number>;
  123800. /**
  123801. * Specifies the an F0 factor to help configuring the material F0.
  123802. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  123803. * to 0.5 the previously hard coded value stays the same.
  123804. * Can also be used to scale the F0 values of the metallic texture.
  123805. */
  123806. protected _metallicF0Factor: number;
  123807. /**
  123808. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  123809. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  123810. * your expectation as it multiplies with the texture data.
  123811. */
  123812. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  123813. /**
  123814. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  123815. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  123816. */
  123817. protected _microSurfaceTexture: Nullable<BaseTexture>;
  123818. /**
  123819. * Stores surface normal data used to displace a mesh in a texture.
  123820. */
  123821. protected _bumpTexture: Nullable<BaseTexture>;
  123822. /**
  123823. * Stores the pre-calculated light information of a mesh in a texture.
  123824. */
  123825. protected _lightmapTexture: Nullable<BaseTexture>;
  123826. /**
  123827. * The color of a material in ambient lighting.
  123828. */
  123829. protected _ambientColor: Color3;
  123830. /**
  123831. * AKA Diffuse Color in other nomenclature.
  123832. */
  123833. protected _albedoColor: Color3;
  123834. /**
  123835. * AKA Specular Color in other nomenclature.
  123836. */
  123837. protected _reflectivityColor: Color3;
  123838. /**
  123839. * The color applied when light is reflected from a material.
  123840. */
  123841. protected _reflectionColor: Color3;
  123842. /**
  123843. * The color applied when light is emitted from a material.
  123844. */
  123845. protected _emissiveColor: Color3;
  123846. /**
  123847. * AKA Glossiness in other nomenclature.
  123848. */
  123849. protected _microSurface: number;
  123850. /**
  123851. * Specifies that the material will use the light map as a show map.
  123852. */
  123853. protected _useLightmapAsShadowmap: boolean;
  123854. /**
  123855. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  123856. * makes the reflect vector face the model (under horizon).
  123857. */
  123858. protected _useHorizonOcclusion: boolean;
  123859. /**
  123860. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  123861. * too much the area relying on ambient texture to define their ambient occlusion.
  123862. */
  123863. protected _useRadianceOcclusion: boolean;
  123864. /**
  123865. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  123866. */
  123867. protected _useAlphaFromAlbedoTexture: boolean;
  123868. /**
  123869. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  123870. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  123871. */
  123872. protected _useSpecularOverAlpha: boolean;
  123873. /**
  123874. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  123875. */
  123876. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  123877. /**
  123878. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  123879. */
  123880. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  123881. /**
  123882. * Specifies if the metallic texture contains the roughness information in its green channel.
  123883. */
  123884. protected _useRoughnessFromMetallicTextureGreen: boolean;
  123885. /**
  123886. * Specifies if the metallic texture contains the metallness information in its blue channel.
  123887. */
  123888. protected _useMetallnessFromMetallicTextureBlue: boolean;
  123889. /**
  123890. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  123891. */
  123892. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  123893. /**
  123894. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  123895. */
  123896. protected _useAmbientInGrayScale: boolean;
  123897. /**
  123898. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  123899. * The material will try to infer what glossiness each pixel should be.
  123900. */
  123901. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  123902. /**
  123903. * Defines the falloff type used in this material.
  123904. * It by default is Physical.
  123905. */
  123906. protected _lightFalloff: number;
  123907. /**
  123908. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  123909. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  123910. */
  123911. protected _useRadianceOverAlpha: boolean;
  123912. /**
  123913. * Allows using an object space normal map (instead of tangent space).
  123914. */
  123915. protected _useObjectSpaceNormalMap: boolean;
  123916. /**
  123917. * Allows using the bump map in parallax mode.
  123918. */
  123919. protected _useParallax: boolean;
  123920. /**
  123921. * Allows using the bump map in parallax occlusion mode.
  123922. */
  123923. protected _useParallaxOcclusion: boolean;
  123924. /**
  123925. * Controls the scale bias of the parallax mode.
  123926. */
  123927. protected _parallaxScaleBias: number;
  123928. /**
  123929. * If sets to true, disables all the lights affecting the material.
  123930. */
  123931. protected _disableLighting: boolean;
  123932. /**
  123933. * Number of Simultaneous lights allowed on the material.
  123934. */
  123935. protected _maxSimultaneousLights: number;
  123936. /**
  123937. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  123938. */
  123939. protected _invertNormalMapX: boolean;
  123940. /**
  123941. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  123942. */
  123943. protected _invertNormalMapY: boolean;
  123944. /**
  123945. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  123946. */
  123947. protected _twoSidedLighting: boolean;
  123948. /**
  123949. * Defines the alpha limits in alpha test mode.
  123950. */
  123951. protected _alphaCutOff: number;
  123952. /**
  123953. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  123954. */
  123955. protected _forceAlphaTest: boolean;
  123956. /**
  123957. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  123958. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  123959. */
  123960. protected _useAlphaFresnel: boolean;
  123961. /**
  123962. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  123963. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  123964. */
  123965. protected _useLinearAlphaFresnel: boolean;
  123966. /**
  123967. * The transparency mode of the material.
  123968. */
  123969. protected _transparencyMode: Nullable<number>;
  123970. /**
  123971. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  123972. * from cos thetav and roughness:
  123973. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  123974. */
  123975. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  123976. /**
  123977. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  123978. */
  123979. protected _forceIrradianceInFragment: boolean;
  123980. /**
  123981. * Force normal to face away from face.
  123982. */
  123983. protected _forceNormalForward: boolean;
  123984. /**
  123985. * Enables specular anti aliasing in the PBR shader.
  123986. * It will both interacts on the Geometry for analytical and IBL lighting.
  123987. * It also prefilter the roughness map based on the bump values.
  123988. */
  123989. protected _enableSpecularAntiAliasing: boolean;
  123990. /**
  123991. * Default configuration related to image processing available in the PBR Material.
  123992. */
  123993. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  123994. /**
  123995. * Keep track of the image processing observer to allow dispose and replace.
  123996. */
  123997. private _imageProcessingObserver;
  123998. /**
  123999. * Attaches a new image processing configuration to the PBR Material.
  124000. * @param configuration
  124001. */
  124002. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  124003. /**
  124004. * Stores the available render targets.
  124005. */
  124006. private _renderTargets;
  124007. /**
  124008. * Sets the global ambient color for the material used in lighting calculations.
  124009. */
  124010. private _globalAmbientColor;
  124011. /**
  124012. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  124013. */
  124014. private _useLogarithmicDepth;
  124015. /**
  124016. * If set to true, no lighting calculations will be applied.
  124017. */
  124018. private _unlit;
  124019. private _debugMode;
  124020. /**
  124021. * @hidden
  124022. * This is reserved for the inspector.
  124023. * Defines the material debug mode.
  124024. * It helps seeing only some components of the material while troubleshooting.
  124025. */
  124026. debugMode: number;
  124027. /**
  124028. * @hidden
  124029. * This is reserved for the inspector.
  124030. * Specify from where on screen the debug mode should start.
  124031. * The value goes from -1 (full screen) to 1 (not visible)
  124032. * It helps with side by side comparison against the final render
  124033. * This defaults to -1
  124034. */
  124035. private debugLimit;
  124036. /**
  124037. * @hidden
  124038. * This is reserved for the inspector.
  124039. * As the default viewing range might not be enough (if the ambient is really small for instance)
  124040. * You can use the factor to better multiply the final value.
  124041. */
  124042. private debugFactor;
  124043. /**
  124044. * Defines the clear coat layer parameters for the material.
  124045. */
  124046. readonly clearCoat: PBRClearCoatConfiguration;
  124047. /**
  124048. * Defines the anisotropic parameters for the material.
  124049. */
  124050. readonly anisotropy: PBRAnisotropicConfiguration;
  124051. /**
  124052. * Defines the BRDF parameters for the material.
  124053. */
  124054. readonly brdf: PBRBRDFConfiguration;
  124055. /**
  124056. * Defines the Sheen parameters for the material.
  124057. */
  124058. readonly sheen: PBRSheenConfiguration;
  124059. /**
  124060. * Defines the SubSurface parameters for the material.
  124061. */
  124062. readonly subSurface: PBRSubSurfaceConfiguration;
  124063. /**
  124064. * Custom callback helping to override the default shader used in the material.
  124065. */
  124066. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  124067. protected _rebuildInParallel: boolean;
  124068. /**
  124069. * Instantiates a new PBRMaterial instance.
  124070. *
  124071. * @param name The material name
  124072. * @param scene The scene the material will be use in.
  124073. */
  124074. constructor(name: string, scene: Scene);
  124075. /**
  124076. * Gets a boolean indicating that current material needs to register RTT
  124077. */
  124078. get hasRenderTargetTextures(): boolean;
  124079. /**
  124080. * Gets the name of the material class.
  124081. */
  124082. getClassName(): string;
  124083. /**
  124084. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  124085. */
  124086. get useLogarithmicDepth(): boolean;
  124087. /**
  124088. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  124089. */
  124090. set useLogarithmicDepth(value: boolean);
  124091. /**
  124092. * Gets the current transparency mode.
  124093. */
  124094. get transparencyMode(): Nullable<number>;
  124095. /**
  124096. * Sets the transparency mode of the material.
  124097. *
  124098. * | Value | Type | Description |
  124099. * | ----- | ----------------------------------- | ----------- |
  124100. * | 0 | OPAQUE | |
  124101. * | 1 | ALPHATEST | |
  124102. * | 2 | ALPHABLEND | |
  124103. * | 3 | ALPHATESTANDBLEND | |
  124104. *
  124105. */
  124106. set transparencyMode(value: Nullable<number>);
  124107. /**
  124108. * Returns true if alpha blending should be disabled.
  124109. */
  124110. private get _disableAlphaBlending();
  124111. /**
  124112. * Specifies whether or not this material should be rendered in alpha blend mode.
  124113. */
  124114. needAlphaBlending(): boolean;
  124115. /**
  124116. * Specifies if the mesh will require alpha blending.
  124117. * @param mesh - BJS mesh.
  124118. */
  124119. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  124120. /**
  124121. * Specifies whether or not this material should be rendered in alpha test mode.
  124122. */
  124123. needAlphaTesting(): boolean;
  124124. /**
  124125. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  124126. */
  124127. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  124128. /**
  124129. * Gets the texture used for the alpha test.
  124130. */
  124131. getAlphaTestTexture(): Nullable<BaseTexture>;
  124132. /**
  124133. * Specifies that the submesh is ready to be used.
  124134. * @param mesh - BJS mesh.
  124135. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  124136. * @param useInstances - Specifies that instances should be used.
  124137. * @returns - boolean indicating that the submesh is ready or not.
  124138. */
  124139. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  124140. /**
  124141. * Specifies if the material uses metallic roughness workflow.
  124142. * @returns boolean specifiying if the material uses metallic roughness workflow.
  124143. */
  124144. isMetallicWorkflow(): boolean;
  124145. private _prepareEffect;
  124146. private _prepareDefines;
  124147. /**
  124148. * Force shader compilation
  124149. */
  124150. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  124151. /**
  124152. * Initializes the uniform buffer layout for the shader.
  124153. */
  124154. buildUniformLayout(): void;
  124155. /**
  124156. * Unbinds the material from the mesh
  124157. */
  124158. unbind(): void;
  124159. /**
  124160. * Binds the submesh data.
  124161. * @param world - The world matrix.
  124162. * @param mesh - The BJS mesh.
  124163. * @param subMesh - A submesh of the BJS mesh.
  124164. */
  124165. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  124166. /**
  124167. * Returns the animatable textures.
  124168. * @returns - Array of animatable textures.
  124169. */
  124170. getAnimatables(): IAnimatable[];
  124171. /**
  124172. * Returns the texture used for reflections.
  124173. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  124174. */
  124175. private _getReflectionTexture;
  124176. /**
  124177. * Returns an array of the actively used textures.
  124178. * @returns - Array of BaseTextures
  124179. */
  124180. getActiveTextures(): BaseTexture[];
  124181. /**
  124182. * Checks to see if a texture is used in the material.
  124183. * @param texture - Base texture to use.
  124184. * @returns - Boolean specifying if a texture is used in the material.
  124185. */
  124186. hasTexture(texture: BaseTexture): boolean;
  124187. /**
  124188. * Disposes the resources of the material.
  124189. * @param forceDisposeEffect - Forces the disposal of effects.
  124190. * @param forceDisposeTextures - Forces the disposal of all textures.
  124191. */
  124192. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  124193. }
  124194. }
  124195. declare module BABYLON {
  124196. /**
  124197. * The Physically based material of BJS.
  124198. *
  124199. * This offers the main features of a standard PBR material.
  124200. * For more information, please refer to the documentation :
  124201. * https://doc.babylonjs.com/how_to/physically_based_rendering
  124202. */
  124203. export class PBRMaterial extends PBRBaseMaterial {
  124204. /**
  124205. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  124206. */
  124207. static readonly PBRMATERIAL_OPAQUE: number;
  124208. /**
  124209. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  124210. */
  124211. static readonly PBRMATERIAL_ALPHATEST: number;
  124212. /**
  124213. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  124214. */
  124215. static readonly PBRMATERIAL_ALPHABLEND: number;
  124216. /**
  124217. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  124218. * They are also discarded below the alpha cutoff threshold to improve performances.
  124219. */
  124220. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  124221. /**
  124222. * Defines the default value of how much AO map is occluding the analytical lights
  124223. * (point spot...).
  124224. */
  124225. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  124226. /**
  124227. * Intensity of the direct lights e.g. the four lights available in your scene.
  124228. * This impacts both the direct diffuse and specular highlights.
  124229. */
  124230. directIntensity: number;
  124231. /**
  124232. * Intensity of the emissive part of the material.
  124233. * This helps controlling the emissive effect without modifying the emissive color.
  124234. */
  124235. emissiveIntensity: number;
  124236. /**
  124237. * Intensity of the environment e.g. how much the environment will light the object
  124238. * either through harmonics for rough material or through the refelction for shiny ones.
  124239. */
  124240. environmentIntensity: number;
  124241. /**
  124242. * This is a special control allowing the reduction of the specular highlights coming from the
  124243. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  124244. */
  124245. specularIntensity: number;
  124246. /**
  124247. * Debug Control allowing disabling the bump map on this material.
  124248. */
  124249. disableBumpMap: boolean;
  124250. /**
  124251. * AKA Diffuse Texture in standard nomenclature.
  124252. */
  124253. albedoTexture: BaseTexture;
  124254. /**
  124255. * AKA Occlusion Texture in other nomenclature.
  124256. */
  124257. ambientTexture: BaseTexture;
  124258. /**
  124259. * AKA Occlusion Texture Intensity in other nomenclature.
  124260. */
  124261. ambientTextureStrength: number;
  124262. /**
  124263. * Defines how much the AO map is occluding the analytical lights (point spot...).
  124264. * 1 means it completely occludes it
  124265. * 0 mean it has no impact
  124266. */
  124267. ambientTextureImpactOnAnalyticalLights: number;
  124268. /**
  124269. * Stores the alpha values in a texture. Use luminance if texture.getAlphaFromRGB is true.
  124270. */
  124271. opacityTexture: BaseTexture;
  124272. /**
  124273. * Stores the reflection values in a texture.
  124274. */
  124275. reflectionTexture: Nullable<BaseTexture>;
  124276. /**
  124277. * Stores the emissive values in a texture.
  124278. */
  124279. emissiveTexture: BaseTexture;
  124280. /**
  124281. * AKA Specular texture in other nomenclature.
  124282. */
  124283. reflectivityTexture: BaseTexture;
  124284. /**
  124285. * Used to switch from specular/glossiness to metallic/roughness workflow.
  124286. */
  124287. metallicTexture: BaseTexture;
  124288. /**
  124289. * Specifies the metallic scalar of the metallic/roughness workflow.
  124290. * Can also be used to scale the metalness values of the metallic texture.
  124291. */
  124292. metallic: Nullable<number>;
  124293. /**
  124294. * Specifies the roughness scalar of the metallic/roughness workflow.
  124295. * Can also be used to scale the roughness values of the metallic texture.
  124296. */
  124297. roughness: Nullable<number>;
  124298. /**
  124299. * Specifies the an F0 factor to help configuring the material F0.
  124300. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  124301. * to 0.5 the previously hard coded value stays the same.
  124302. * Can also be used to scale the F0 values of the metallic texture.
  124303. */
  124304. metallicF0Factor: number;
  124305. /**
  124306. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  124307. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  124308. * your expectation as it multiplies with the texture data.
  124309. */
  124310. useMetallicF0FactorFromMetallicTexture: boolean;
  124311. /**
  124312. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  124313. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  124314. */
  124315. microSurfaceTexture: BaseTexture;
  124316. /**
  124317. * Stores surface normal data used to displace a mesh in a texture.
  124318. */
  124319. bumpTexture: BaseTexture;
  124320. /**
  124321. * Stores the pre-calculated light information of a mesh in a texture.
  124322. */
  124323. lightmapTexture: BaseTexture;
  124324. /**
  124325. * Stores the refracted light information in a texture.
  124326. */
  124327. get refractionTexture(): Nullable<BaseTexture>;
  124328. set refractionTexture(value: Nullable<BaseTexture>);
  124329. /**
  124330. * The color of a material in ambient lighting.
  124331. */
  124332. ambientColor: Color3;
  124333. /**
  124334. * AKA Diffuse Color in other nomenclature.
  124335. */
  124336. albedoColor: Color3;
  124337. /**
  124338. * AKA Specular Color in other nomenclature.
  124339. */
  124340. reflectivityColor: Color3;
  124341. /**
  124342. * The color reflected from the material.
  124343. */
  124344. reflectionColor: Color3;
  124345. /**
  124346. * The color emitted from the material.
  124347. */
  124348. emissiveColor: Color3;
  124349. /**
  124350. * AKA Glossiness in other nomenclature.
  124351. */
  124352. microSurface: number;
  124353. /**
  124354. * source material index of refraction (IOR)' / 'destination material IOR.
  124355. */
  124356. get indexOfRefraction(): number;
  124357. set indexOfRefraction(value: number);
  124358. /**
  124359. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  124360. */
  124361. get invertRefractionY(): boolean;
  124362. set invertRefractionY(value: boolean);
  124363. /**
  124364. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  124365. * Materials half opaque for instance using refraction could benefit from this control.
  124366. */
  124367. get linkRefractionWithTransparency(): boolean;
  124368. set linkRefractionWithTransparency(value: boolean);
  124369. /**
  124370. * If true, the light map contains occlusion information instead of lighting info.
  124371. */
  124372. useLightmapAsShadowmap: boolean;
  124373. /**
  124374. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  124375. */
  124376. useAlphaFromAlbedoTexture: boolean;
  124377. /**
  124378. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  124379. */
  124380. forceAlphaTest: boolean;
  124381. /**
  124382. * Defines the alpha limits in alpha test mode.
  124383. */
  124384. alphaCutOff: number;
  124385. /**
  124386. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  124387. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  124388. */
  124389. useSpecularOverAlpha: boolean;
  124390. /**
  124391. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  124392. */
  124393. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  124394. /**
  124395. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  124396. */
  124397. useRoughnessFromMetallicTextureAlpha: boolean;
  124398. /**
  124399. * Specifies if the metallic texture contains the roughness information in its green channel.
  124400. */
  124401. useRoughnessFromMetallicTextureGreen: boolean;
  124402. /**
  124403. * Specifies if the metallic texture contains the metallness information in its blue channel.
  124404. */
  124405. useMetallnessFromMetallicTextureBlue: boolean;
  124406. /**
  124407. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  124408. */
  124409. useAmbientOcclusionFromMetallicTextureRed: boolean;
  124410. /**
  124411. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  124412. */
  124413. useAmbientInGrayScale: boolean;
  124414. /**
  124415. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  124416. * The material will try to infer what glossiness each pixel should be.
  124417. */
  124418. useAutoMicroSurfaceFromReflectivityMap: boolean;
  124419. /**
  124420. * BJS is using an harcoded light falloff based on a manually sets up range.
  124421. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  124422. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  124423. */
  124424. get usePhysicalLightFalloff(): boolean;
  124425. /**
  124426. * BJS is using an harcoded light falloff based on a manually sets up range.
  124427. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  124428. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  124429. */
  124430. set usePhysicalLightFalloff(value: boolean);
  124431. /**
  124432. * In order to support the falloff compatibility with gltf, a special mode has been added
  124433. * to reproduce the gltf light falloff.
  124434. */
  124435. get useGLTFLightFalloff(): boolean;
  124436. /**
  124437. * In order to support the falloff compatibility with gltf, a special mode has been added
  124438. * to reproduce the gltf light falloff.
  124439. */
  124440. set useGLTFLightFalloff(value: boolean);
  124441. /**
  124442. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  124443. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  124444. */
  124445. useRadianceOverAlpha: boolean;
  124446. /**
  124447. * Allows using an object space normal map (instead of tangent space).
  124448. */
  124449. useObjectSpaceNormalMap: boolean;
  124450. /**
  124451. * Allows using the bump map in parallax mode.
  124452. */
  124453. useParallax: boolean;
  124454. /**
  124455. * Allows using the bump map in parallax occlusion mode.
  124456. */
  124457. useParallaxOcclusion: boolean;
  124458. /**
  124459. * Controls the scale bias of the parallax mode.
  124460. */
  124461. parallaxScaleBias: number;
  124462. /**
  124463. * If sets to true, disables all the lights affecting the material.
  124464. */
  124465. disableLighting: boolean;
  124466. /**
  124467. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  124468. */
  124469. forceIrradianceInFragment: boolean;
  124470. /**
  124471. * Number of Simultaneous lights allowed on the material.
  124472. */
  124473. maxSimultaneousLights: number;
  124474. /**
  124475. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  124476. */
  124477. invertNormalMapX: boolean;
  124478. /**
  124479. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  124480. */
  124481. invertNormalMapY: boolean;
  124482. /**
  124483. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  124484. */
  124485. twoSidedLighting: boolean;
  124486. /**
  124487. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  124488. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  124489. */
  124490. useAlphaFresnel: boolean;
  124491. /**
  124492. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  124493. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  124494. */
  124495. useLinearAlphaFresnel: boolean;
  124496. /**
  124497. * Let user defines the brdf lookup texture used for IBL.
  124498. * A default 8bit version is embedded but you could point at :
  124499. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  124500. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  124501. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  124502. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  124503. */
  124504. environmentBRDFTexture: Nullable<BaseTexture>;
  124505. /**
  124506. * Force normal to face away from face.
  124507. */
  124508. forceNormalForward: boolean;
  124509. /**
  124510. * Enables specular anti aliasing in the PBR shader.
  124511. * It will both interacts on the Geometry for analytical and IBL lighting.
  124512. * It also prefilter the roughness map based on the bump values.
  124513. */
  124514. enableSpecularAntiAliasing: boolean;
  124515. /**
  124516. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  124517. * makes the reflect vector face the model (under horizon).
  124518. */
  124519. useHorizonOcclusion: boolean;
  124520. /**
  124521. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  124522. * too much the area relying on ambient texture to define their ambient occlusion.
  124523. */
  124524. useRadianceOcclusion: boolean;
  124525. /**
  124526. * If set to true, no lighting calculations will be applied.
  124527. */
  124528. unlit: boolean;
  124529. /**
  124530. * Gets the image processing configuration used either in this material.
  124531. */
  124532. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  124533. /**
  124534. * Sets the Default image processing configuration used either in the this material.
  124535. *
  124536. * If sets to null, the scene one is in use.
  124537. */
  124538. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  124539. /**
  124540. * Gets wether the color curves effect is enabled.
  124541. */
  124542. get cameraColorCurvesEnabled(): boolean;
  124543. /**
  124544. * Sets wether the color curves effect is enabled.
  124545. */
  124546. set cameraColorCurvesEnabled(value: boolean);
  124547. /**
  124548. * Gets wether the color grading effect is enabled.
  124549. */
  124550. get cameraColorGradingEnabled(): boolean;
  124551. /**
  124552. * Gets wether the color grading effect is enabled.
  124553. */
  124554. set cameraColorGradingEnabled(value: boolean);
  124555. /**
  124556. * Gets wether tonemapping is enabled or not.
  124557. */
  124558. get cameraToneMappingEnabled(): boolean;
  124559. /**
  124560. * Sets wether tonemapping is enabled or not
  124561. */
  124562. set cameraToneMappingEnabled(value: boolean);
  124563. /**
  124564. * The camera exposure used on this material.
  124565. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  124566. * This corresponds to a photographic exposure.
  124567. */
  124568. get cameraExposure(): number;
  124569. /**
  124570. * The camera exposure used on this material.
  124571. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  124572. * This corresponds to a photographic exposure.
  124573. */
  124574. set cameraExposure(value: number);
  124575. /**
  124576. * Gets The camera contrast used on this material.
  124577. */
  124578. get cameraContrast(): number;
  124579. /**
  124580. * Sets The camera contrast used on this material.
  124581. */
  124582. set cameraContrast(value: number);
  124583. /**
  124584. * Gets the Color Grading 2D Lookup Texture.
  124585. */
  124586. get cameraColorGradingTexture(): Nullable<BaseTexture>;
  124587. /**
  124588. * Sets the Color Grading 2D Lookup Texture.
  124589. */
  124590. set cameraColorGradingTexture(value: Nullable<BaseTexture>);
  124591. /**
  124592. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  124593. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  124594. * 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;
  124595. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  124596. */
  124597. get cameraColorCurves(): Nullable<ColorCurves>;
  124598. /**
  124599. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  124600. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  124601. * 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;
  124602. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  124603. */
  124604. set cameraColorCurves(value: Nullable<ColorCurves>);
  124605. /**
  124606. * Instantiates a new PBRMaterial instance.
  124607. *
  124608. * @param name The material name
  124609. * @param scene The scene the material will be use in.
  124610. */
  124611. constructor(name: string, scene: Scene);
  124612. /**
  124613. * Returns the name of this material class.
  124614. */
  124615. getClassName(): string;
  124616. /**
  124617. * Makes a duplicate of the current material.
  124618. * @param name - name to use for the new material.
  124619. */
  124620. clone(name: string): PBRMaterial;
  124621. /**
  124622. * Serializes this PBR Material.
  124623. * @returns - An object with the serialized material.
  124624. */
  124625. serialize(): any;
  124626. /**
  124627. * Parses a PBR Material from a serialized object.
  124628. * @param source - Serialized object.
  124629. * @param scene - BJS scene instance.
  124630. * @param rootUrl - url for the scene object
  124631. * @returns - PBRMaterial
  124632. */
  124633. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  124634. }
  124635. }
  124636. declare module BABYLON {
  124637. /**
  124638. * Direct draw surface info
  124639. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  124640. */
  124641. export interface DDSInfo {
  124642. /**
  124643. * Width of the texture
  124644. */
  124645. width: number;
  124646. /**
  124647. * Width of the texture
  124648. */
  124649. height: number;
  124650. /**
  124651. * Number of Mipmaps for the texture
  124652. * @see https://en.wikipedia.org/wiki/Mipmap
  124653. */
  124654. mipmapCount: number;
  124655. /**
  124656. * If the textures format is a known fourCC format
  124657. * @see https://www.fourcc.org/
  124658. */
  124659. isFourCC: boolean;
  124660. /**
  124661. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  124662. */
  124663. isRGB: boolean;
  124664. /**
  124665. * If the texture is a lumincance format
  124666. */
  124667. isLuminance: boolean;
  124668. /**
  124669. * If this is a cube texture
  124670. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  124671. */
  124672. isCube: boolean;
  124673. /**
  124674. * If the texture is a compressed format eg. FOURCC_DXT1
  124675. */
  124676. isCompressed: boolean;
  124677. /**
  124678. * The dxgiFormat of the texture
  124679. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  124680. */
  124681. dxgiFormat: number;
  124682. /**
  124683. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  124684. */
  124685. textureType: number;
  124686. /**
  124687. * Sphericle polynomial created for the dds texture
  124688. */
  124689. sphericalPolynomial?: SphericalPolynomial;
  124690. }
  124691. /**
  124692. * Class used to provide DDS decompression tools
  124693. */
  124694. export class DDSTools {
  124695. /**
  124696. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  124697. */
  124698. static StoreLODInAlphaChannel: boolean;
  124699. /**
  124700. * Gets DDS information from an array buffer
  124701. * @param arrayBuffer defines the array buffer to read data from
  124702. * @returns the DDS information
  124703. */
  124704. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  124705. private static _FloatView;
  124706. private static _Int32View;
  124707. private static _ToHalfFloat;
  124708. private static _FromHalfFloat;
  124709. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  124710. private static _GetHalfFloatRGBAArrayBuffer;
  124711. private static _GetFloatRGBAArrayBuffer;
  124712. private static _GetFloatAsUIntRGBAArrayBuffer;
  124713. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  124714. private static _GetRGBAArrayBuffer;
  124715. private static _ExtractLongWordOrder;
  124716. private static _GetRGBArrayBuffer;
  124717. private static _GetLuminanceArrayBuffer;
  124718. /**
  124719. * Uploads DDS Levels to a Babylon Texture
  124720. * @hidden
  124721. */
  124722. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  124723. }
  124724. interface ThinEngine {
  124725. /**
  124726. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  124727. * @param rootUrl defines the url where the file to load is located
  124728. * @param scene defines the current scene
  124729. * @param lodScale defines scale to apply to the mip map selection
  124730. * @param lodOffset defines offset to apply to the mip map selection
  124731. * @param onLoad defines an optional callback raised when the texture is loaded
  124732. * @param onError defines an optional callback raised if there is an issue to load the texture
  124733. * @param format defines the format of the data
  124734. * @param forcedExtension defines the extension to use to pick the right loader
  124735. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  124736. * @returns the cube texture as an InternalTexture
  124737. */
  124738. 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;
  124739. }
  124740. }
  124741. declare module BABYLON {
  124742. /**
  124743. * Implementation of the DDS Texture Loader.
  124744. * @hidden
  124745. */
  124746. export class _DDSTextureLoader implements IInternalTextureLoader {
  124747. /**
  124748. * Defines wether the loader supports cascade loading the different faces.
  124749. */
  124750. readonly supportCascades: boolean;
  124751. /**
  124752. * This returns if the loader support the current file information.
  124753. * @param extension defines the file extension of the file being loaded
  124754. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124755. * @param fallback defines the fallback internal texture if any
  124756. * @param isBase64 defines whether the texture is encoded as a base64
  124757. * @param isBuffer defines whether the texture data are stored as a buffer
  124758. * @returns true if the loader can load the specified file
  124759. */
  124760. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  124761. /**
  124762. * Transform the url before loading if required.
  124763. * @param rootUrl the url of the texture
  124764. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124765. * @returns the transformed texture
  124766. */
  124767. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  124768. /**
  124769. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  124770. * @param rootUrl the url of the texture
  124771. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124772. * @returns the fallback texture
  124773. */
  124774. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  124775. /**
  124776. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  124777. * @param data contains the texture data
  124778. * @param texture defines the BabylonJS internal texture
  124779. * @param createPolynomials will be true if polynomials have been requested
  124780. * @param onLoad defines the callback to trigger once the texture is ready
  124781. * @param onError defines the callback to trigger in case of error
  124782. */
  124783. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  124784. /**
  124785. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  124786. * @param data contains the texture data
  124787. * @param texture defines the BabylonJS internal texture
  124788. * @param callback defines the method to call once ready to upload
  124789. */
  124790. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  124791. }
  124792. }
  124793. declare module BABYLON {
  124794. /**
  124795. * Implementation of the ENV Texture Loader.
  124796. * @hidden
  124797. */
  124798. export class _ENVTextureLoader implements IInternalTextureLoader {
  124799. /**
  124800. * Defines wether the loader supports cascade loading the different faces.
  124801. */
  124802. readonly supportCascades: boolean;
  124803. /**
  124804. * This returns if the loader support the current file information.
  124805. * @param extension defines the file extension of the file being loaded
  124806. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124807. * @param fallback defines the fallback internal texture if any
  124808. * @param isBase64 defines whether the texture is encoded as a base64
  124809. * @param isBuffer defines whether the texture data are stored as a buffer
  124810. * @returns true if the loader can load the specified file
  124811. */
  124812. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  124813. /**
  124814. * Transform the url before loading if required.
  124815. * @param rootUrl the url of the texture
  124816. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124817. * @returns the transformed texture
  124818. */
  124819. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  124820. /**
  124821. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  124822. * @param rootUrl the url of the texture
  124823. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124824. * @returns the fallback texture
  124825. */
  124826. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  124827. /**
  124828. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  124829. * @param data contains the texture data
  124830. * @param texture defines the BabylonJS internal texture
  124831. * @param createPolynomials will be true if polynomials have been requested
  124832. * @param onLoad defines the callback to trigger once the texture is ready
  124833. * @param onError defines the callback to trigger in case of error
  124834. */
  124835. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  124836. /**
  124837. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  124838. * @param data contains the texture data
  124839. * @param texture defines the BabylonJS internal texture
  124840. * @param callback defines the method to call once ready to upload
  124841. */
  124842. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  124843. }
  124844. }
  124845. declare module BABYLON {
  124846. /**
  124847. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  124848. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  124849. */
  124850. export class KhronosTextureContainer {
  124851. /** contents of the KTX container file */
  124852. arrayBuffer: any;
  124853. private static HEADER_LEN;
  124854. private static COMPRESSED_2D;
  124855. private static COMPRESSED_3D;
  124856. private static TEX_2D;
  124857. private static TEX_3D;
  124858. /**
  124859. * Gets the openGL type
  124860. */
  124861. glType: number;
  124862. /**
  124863. * Gets the openGL type size
  124864. */
  124865. glTypeSize: number;
  124866. /**
  124867. * Gets the openGL format
  124868. */
  124869. glFormat: number;
  124870. /**
  124871. * Gets the openGL internal format
  124872. */
  124873. glInternalFormat: number;
  124874. /**
  124875. * Gets the base internal format
  124876. */
  124877. glBaseInternalFormat: number;
  124878. /**
  124879. * Gets image width in pixel
  124880. */
  124881. pixelWidth: number;
  124882. /**
  124883. * Gets image height in pixel
  124884. */
  124885. pixelHeight: number;
  124886. /**
  124887. * Gets image depth in pixels
  124888. */
  124889. pixelDepth: number;
  124890. /**
  124891. * Gets the number of array elements
  124892. */
  124893. numberOfArrayElements: number;
  124894. /**
  124895. * Gets the number of faces
  124896. */
  124897. numberOfFaces: number;
  124898. /**
  124899. * Gets the number of mipmap levels
  124900. */
  124901. numberOfMipmapLevels: number;
  124902. /**
  124903. * Gets the bytes of key value data
  124904. */
  124905. bytesOfKeyValueData: number;
  124906. /**
  124907. * Gets the load type
  124908. */
  124909. loadType: number;
  124910. /**
  124911. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  124912. */
  124913. isInvalid: boolean;
  124914. /**
  124915. * Creates a new KhronosTextureContainer
  124916. * @param arrayBuffer contents of the KTX container file
  124917. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  124918. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  124919. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  124920. */
  124921. constructor(
  124922. /** contents of the KTX container file */
  124923. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  124924. /**
  124925. * Uploads KTX content to a Babylon Texture.
  124926. * It is assumed that the texture has already been created & is currently bound
  124927. * @hidden
  124928. */
  124929. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  124930. private _upload2DCompressedLevels;
  124931. }
  124932. }
  124933. declare module BABYLON {
  124934. /**
  124935. * Implementation of the KTX Texture Loader.
  124936. * @hidden
  124937. */
  124938. export class _KTXTextureLoader implements IInternalTextureLoader {
  124939. /**
  124940. * Defines wether the loader supports cascade loading the different faces.
  124941. */
  124942. readonly supportCascades: boolean;
  124943. /**
  124944. * This returns if the loader support the current file information.
  124945. * @param extension defines the file extension of the file being loaded
  124946. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124947. * @param fallback defines the fallback internal texture if any
  124948. * @param isBase64 defines whether the texture is encoded as a base64
  124949. * @param isBuffer defines whether the texture data are stored as a buffer
  124950. * @returns true if the loader can load the specified file
  124951. */
  124952. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  124953. /**
  124954. * Transform the url before loading if required.
  124955. * @param rootUrl the url of the texture
  124956. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124957. * @returns the transformed texture
  124958. */
  124959. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  124960. /**
  124961. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  124962. * @param rootUrl the url of the texture
  124963. * @param textureFormatInUse defines the current compressed format in use iun the engine
  124964. * @returns the fallback texture
  124965. */
  124966. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  124967. /**
  124968. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  124969. * @param data contains the texture data
  124970. * @param texture defines the BabylonJS internal texture
  124971. * @param createPolynomials will be true if polynomials have been requested
  124972. * @param onLoad defines the callback to trigger once the texture is ready
  124973. * @param onError defines the callback to trigger in case of error
  124974. */
  124975. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  124976. /**
  124977. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  124978. * @param data contains the texture data
  124979. * @param texture defines the BabylonJS internal texture
  124980. * @param callback defines the method to call once ready to upload
  124981. */
  124982. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  124983. }
  124984. }
  124985. declare module BABYLON {
  124986. /** @hidden */
  124987. export var _forceSceneHelpersToBundle: boolean;
  124988. interface Scene {
  124989. /**
  124990. * Creates a default light for the scene.
  124991. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  124992. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  124993. */
  124994. createDefaultLight(replace?: boolean): void;
  124995. /**
  124996. * Creates a default camera for the scene.
  124997. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  124998. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  124999. * @param replace has default false, when true replaces the active camera in the scene
  125000. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  125001. */
  125002. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  125003. /**
  125004. * Creates a default camera and a default light.
  125005. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  125006. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  125007. * @param replace has the default false, when true replaces the active camera/light in the scene
  125008. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  125009. */
  125010. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  125011. /**
  125012. * Creates a new sky box
  125013. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  125014. * @param environmentTexture defines the texture to use as environment texture
  125015. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  125016. * @param scale defines the overall scale of the skybox
  125017. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  125018. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  125019. * @returns a new mesh holding the sky box
  125020. */
  125021. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  125022. /**
  125023. * Creates a new environment
  125024. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  125025. * @param options defines the options you can use to configure the environment
  125026. * @returns the new EnvironmentHelper
  125027. */
  125028. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  125029. /**
  125030. * Creates a new VREXperienceHelper
  125031. * @see http://doc.babylonjs.com/how_to/webvr_helper
  125032. * @param webVROptions defines the options used to create the new VREXperienceHelper
  125033. * @returns a new VREXperienceHelper
  125034. */
  125035. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  125036. /**
  125037. * Creates a new WebXRDefaultExperience
  125038. * @see http://doc.babylonjs.com/how_to/webxr
  125039. * @param options experience options
  125040. * @returns a promise for a new WebXRDefaultExperience
  125041. */
  125042. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  125043. }
  125044. }
  125045. declare module BABYLON {
  125046. /**
  125047. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  125048. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  125049. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  125050. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  125051. */
  125052. export class VideoDome extends TransformNode {
  125053. /**
  125054. * Define the video source as a Monoscopic panoramic 360 video.
  125055. */
  125056. static readonly MODE_MONOSCOPIC: number;
  125057. /**
  125058. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  125059. */
  125060. static readonly MODE_TOPBOTTOM: number;
  125061. /**
  125062. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  125063. */
  125064. static readonly MODE_SIDEBYSIDE: number;
  125065. private _halfDome;
  125066. private _useDirectMapping;
  125067. /**
  125068. * The video texture being displayed on the sphere
  125069. */
  125070. protected _videoTexture: VideoTexture;
  125071. /**
  125072. * Gets the video texture being displayed on the sphere
  125073. */
  125074. get videoTexture(): VideoTexture;
  125075. /**
  125076. * The skybox material
  125077. */
  125078. protected _material: BackgroundMaterial;
  125079. /**
  125080. * The surface used for the skybox
  125081. */
  125082. protected _mesh: Mesh;
  125083. /**
  125084. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  125085. */
  125086. private _halfDomeMask;
  125087. /**
  125088. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  125089. * Also see the options.resolution property.
  125090. */
  125091. get fovMultiplier(): number;
  125092. set fovMultiplier(value: number);
  125093. private _videoMode;
  125094. /**
  125095. * Gets or set the current video mode for the video. It can be:
  125096. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  125097. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  125098. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  125099. */
  125100. get videoMode(): number;
  125101. set videoMode(value: number);
  125102. /**
  125103. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  125104. *
  125105. */
  125106. get halfDome(): boolean;
  125107. /**
  125108. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  125109. */
  125110. set halfDome(enabled: boolean);
  125111. /**
  125112. * Oberserver used in Stereoscopic VR Mode.
  125113. */
  125114. private _onBeforeCameraRenderObserver;
  125115. /**
  125116. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  125117. * @param name Element's name, child elements will append suffixes for their own names.
  125118. * @param urlsOrVideo defines the url(s) or the video element to use
  125119. * @param options An object containing optional or exposed sub element properties
  125120. */
  125121. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  125122. resolution?: number;
  125123. clickToPlay?: boolean;
  125124. autoPlay?: boolean;
  125125. loop?: boolean;
  125126. size?: number;
  125127. poster?: string;
  125128. faceForward?: boolean;
  125129. useDirectMapping?: boolean;
  125130. halfDomeMode?: boolean;
  125131. }, scene: Scene);
  125132. private _changeVideoMode;
  125133. /**
  125134. * Releases resources associated with this node.
  125135. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  125136. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  125137. */
  125138. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  125139. }
  125140. }
  125141. declare module BABYLON {
  125142. /**
  125143. * This class can be used to get instrumentation data from a Babylon engine
  125144. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  125145. */
  125146. export class EngineInstrumentation implements IDisposable {
  125147. /**
  125148. * Define the instrumented engine.
  125149. */
  125150. engine: Engine;
  125151. private _captureGPUFrameTime;
  125152. private _gpuFrameTimeToken;
  125153. private _gpuFrameTime;
  125154. private _captureShaderCompilationTime;
  125155. private _shaderCompilationTime;
  125156. private _onBeginFrameObserver;
  125157. private _onEndFrameObserver;
  125158. private _onBeforeShaderCompilationObserver;
  125159. private _onAfterShaderCompilationObserver;
  125160. /**
  125161. * Gets the perf counter used for GPU frame time
  125162. */
  125163. get gpuFrameTimeCounter(): PerfCounter;
  125164. /**
  125165. * Gets the GPU frame time capture status
  125166. */
  125167. get captureGPUFrameTime(): boolean;
  125168. /**
  125169. * Enable or disable the GPU frame time capture
  125170. */
  125171. set captureGPUFrameTime(value: boolean);
  125172. /**
  125173. * Gets the perf counter used for shader compilation time
  125174. */
  125175. get shaderCompilationTimeCounter(): PerfCounter;
  125176. /**
  125177. * Gets the shader compilation time capture status
  125178. */
  125179. get captureShaderCompilationTime(): boolean;
  125180. /**
  125181. * Enable or disable the shader compilation time capture
  125182. */
  125183. set captureShaderCompilationTime(value: boolean);
  125184. /**
  125185. * Instantiates a new engine instrumentation.
  125186. * This class can be used to get instrumentation data from a Babylon engine
  125187. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  125188. * @param engine Defines the engine to instrument
  125189. */
  125190. constructor(
  125191. /**
  125192. * Define the instrumented engine.
  125193. */
  125194. engine: Engine);
  125195. /**
  125196. * Dispose and release associated resources.
  125197. */
  125198. dispose(): void;
  125199. }
  125200. }
  125201. declare module BABYLON {
  125202. /**
  125203. * This class can be used to get instrumentation data from a Babylon engine
  125204. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  125205. */
  125206. export class SceneInstrumentation implements IDisposable {
  125207. /**
  125208. * Defines the scene to instrument
  125209. */
  125210. scene: Scene;
  125211. private _captureActiveMeshesEvaluationTime;
  125212. private _activeMeshesEvaluationTime;
  125213. private _captureRenderTargetsRenderTime;
  125214. private _renderTargetsRenderTime;
  125215. private _captureFrameTime;
  125216. private _frameTime;
  125217. private _captureRenderTime;
  125218. private _renderTime;
  125219. private _captureInterFrameTime;
  125220. private _interFrameTime;
  125221. private _captureParticlesRenderTime;
  125222. private _particlesRenderTime;
  125223. private _captureSpritesRenderTime;
  125224. private _spritesRenderTime;
  125225. private _capturePhysicsTime;
  125226. private _physicsTime;
  125227. private _captureAnimationsTime;
  125228. private _animationsTime;
  125229. private _captureCameraRenderTime;
  125230. private _cameraRenderTime;
  125231. private _onBeforeActiveMeshesEvaluationObserver;
  125232. private _onAfterActiveMeshesEvaluationObserver;
  125233. private _onBeforeRenderTargetsRenderObserver;
  125234. private _onAfterRenderTargetsRenderObserver;
  125235. private _onAfterRenderObserver;
  125236. private _onBeforeDrawPhaseObserver;
  125237. private _onAfterDrawPhaseObserver;
  125238. private _onBeforeAnimationsObserver;
  125239. private _onBeforeParticlesRenderingObserver;
  125240. private _onAfterParticlesRenderingObserver;
  125241. private _onBeforeSpritesRenderingObserver;
  125242. private _onAfterSpritesRenderingObserver;
  125243. private _onBeforePhysicsObserver;
  125244. private _onAfterPhysicsObserver;
  125245. private _onAfterAnimationsObserver;
  125246. private _onBeforeCameraRenderObserver;
  125247. private _onAfterCameraRenderObserver;
  125248. /**
  125249. * Gets the perf counter used for active meshes evaluation time
  125250. */
  125251. get activeMeshesEvaluationTimeCounter(): PerfCounter;
  125252. /**
  125253. * Gets the active meshes evaluation time capture status
  125254. */
  125255. get captureActiveMeshesEvaluationTime(): boolean;
  125256. /**
  125257. * Enable or disable the active meshes evaluation time capture
  125258. */
  125259. set captureActiveMeshesEvaluationTime(value: boolean);
  125260. /**
  125261. * Gets the perf counter used for render targets render time
  125262. */
  125263. get renderTargetsRenderTimeCounter(): PerfCounter;
  125264. /**
  125265. * Gets the render targets render time capture status
  125266. */
  125267. get captureRenderTargetsRenderTime(): boolean;
  125268. /**
  125269. * Enable or disable the render targets render time capture
  125270. */
  125271. set captureRenderTargetsRenderTime(value: boolean);
  125272. /**
  125273. * Gets the perf counter used for particles render time
  125274. */
  125275. get particlesRenderTimeCounter(): PerfCounter;
  125276. /**
  125277. * Gets the particles render time capture status
  125278. */
  125279. get captureParticlesRenderTime(): boolean;
  125280. /**
  125281. * Enable or disable the particles render time capture
  125282. */
  125283. set captureParticlesRenderTime(value: boolean);
  125284. /**
  125285. * Gets the perf counter used for sprites render time
  125286. */
  125287. get spritesRenderTimeCounter(): PerfCounter;
  125288. /**
  125289. * Gets the sprites render time capture status
  125290. */
  125291. get captureSpritesRenderTime(): boolean;
  125292. /**
  125293. * Enable or disable the sprites render time capture
  125294. */
  125295. set captureSpritesRenderTime(value: boolean);
  125296. /**
  125297. * Gets the perf counter used for physics time
  125298. */
  125299. get physicsTimeCounter(): PerfCounter;
  125300. /**
  125301. * Gets the physics time capture status
  125302. */
  125303. get capturePhysicsTime(): boolean;
  125304. /**
  125305. * Enable or disable the physics time capture
  125306. */
  125307. set capturePhysicsTime(value: boolean);
  125308. /**
  125309. * Gets the perf counter used for animations time
  125310. */
  125311. get animationsTimeCounter(): PerfCounter;
  125312. /**
  125313. * Gets the animations time capture status
  125314. */
  125315. get captureAnimationsTime(): boolean;
  125316. /**
  125317. * Enable or disable the animations time capture
  125318. */
  125319. set captureAnimationsTime(value: boolean);
  125320. /**
  125321. * Gets the perf counter used for frame time capture
  125322. */
  125323. get frameTimeCounter(): PerfCounter;
  125324. /**
  125325. * Gets the frame time capture status
  125326. */
  125327. get captureFrameTime(): boolean;
  125328. /**
  125329. * Enable or disable the frame time capture
  125330. */
  125331. set captureFrameTime(value: boolean);
  125332. /**
  125333. * Gets the perf counter used for inter-frames time capture
  125334. */
  125335. get interFrameTimeCounter(): PerfCounter;
  125336. /**
  125337. * Gets the inter-frames time capture status
  125338. */
  125339. get captureInterFrameTime(): boolean;
  125340. /**
  125341. * Enable or disable the inter-frames time capture
  125342. */
  125343. set captureInterFrameTime(value: boolean);
  125344. /**
  125345. * Gets the perf counter used for render time capture
  125346. */
  125347. get renderTimeCounter(): PerfCounter;
  125348. /**
  125349. * Gets the render time capture status
  125350. */
  125351. get captureRenderTime(): boolean;
  125352. /**
  125353. * Enable or disable the render time capture
  125354. */
  125355. set captureRenderTime(value: boolean);
  125356. /**
  125357. * Gets the perf counter used for camera render time capture
  125358. */
  125359. get cameraRenderTimeCounter(): PerfCounter;
  125360. /**
  125361. * Gets the camera render time capture status
  125362. */
  125363. get captureCameraRenderTime(): boolean;
  125364. /**
  125365. * Enable or disable the camera render time capture
  125366. */
  125367. set captureCameraRenderTime(value: boolean);
  125368. /**
  125369. * Gets the perf counter used for draw calls
  125370. */
  125371. get drawCallsCounter(): PerfCounter;
  125372. /**
  125373. * Instantiates a new scene instrumentation.
  125374. * This class can be used to get instrumentation data from a Babylon engine
  125375. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  125376. * @param scene Defines the scene to instrument
  125377. */
  125378. constructor(
  125379. /**
  125380. * Defines the scene to instrument
  125381. */
  125382. scene: Scene);
  125383. /**
  125384. * Dispose and release associated resources.
  125385. */
  125386. dispose(): void;
  125387. }
  125388. }
  125389. declare module BABYLON {
  125390. /** @hidden */
  125391. export var glowMapGenerationPixelShader: {
  125392. name: string;
  125393. shader: string;
  125394. };
  125395. }
  125396. declare module BABYLON {
  125397. /** @hidden */
  125398. export var glowMapGenerationVertexShader: {
  125399. name: string;
  125400. shader: string;
  125401. };
  125402. }
  125403. declare module BABYLON {
  125404. /**
  125405. * Effect layer options. This helps customizing the behaviour
  125406. * of the effect layer.
  125407. */
  125408. export interface IEffectLayerOptions {
  125409. /**
  125410. * Multiplication factor apply to the canvas size to compute the render target size
  125411. * used to generated the objects (the smaller the faster).
  125412. */
  125413. mainTextureRatio: number;
  125414. /**
  125415. * Enforces a fixed size texture to ensure effect stability across devices.
  125416. */
  125417. mainTextureFixedSize?: number;
  125418. /**
  125419. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  125420. */
  125421. alphaBlendingMode: number;
  125422. /**
  125423. * The camera attached to the layer.
  125424. */
  125425. camera: Nullable<Camera>;
  125426. /**
  125427. * The rendering group to draw the layer in.
  125428. */
  125429. renderingGroupId: number;
  125430. }
  125431. /**
  125432. * The effect layer Helps adding post process effect blended with the main pass.
  125433. *
  125434. * This can be for instance use to generate glow or higlight effects on the scene.
  125435. *
  125436. * The effect layer class can not be used directly and is intented to inherited from to be
  125437. * customized per effects.
  125438. */
  125439. export abstract class EffectLayer {
  125440. private _vertexBuffers;
  125441. private _indexBuffer;
  125442. private _cachedDefines;
  125443. private _effectLayerMapGenerationEffect;
  125444. private _effectLayerOptions;
  125445. private _mergeEffect;
  125446. protected _scene: Scene;
  125447. protected _engine: Engine;
  125448. protected _maxSize: number;
  125449. protected _mainTextureDesiredSize: ISize;
  125450. protected _mainTexture: RenderTargetTexture;
  125451. protected _shouldRender: boolean;
  125452. protected _postProcesses: PostProcess[];
  125453. protected _textures: BaseTexture[];
  125454. protected _emissiveTextureAndColor: {
  125455. texture: Nullable<BaseTexture>;
  125456. color: Color4;
  125457. };
  125458. /**
  125459. * The name of the layer
  125460. */
  125461. name: string;
  125462. /**
  125463. * The clear color of the texture used to generate the glow map.
  125464. */
  125465. neutralColor: Color4;
  125466. /**
  125467. * Specifies wether the highlight layer is enabled or not.
  125468. */
  125469. isEnabled: boolean;
  125470. /**
  125471. * Gets the camera attached to the layer.
  125472. */
  125473. get camera(): Nullable<Camera>;
  125474. /**
  125475. * Gets the rendering group id the layer should render in.
  125476. */
  125477. get renderingGroupId(): number;
  125478. set renderingGroupId(renderingGroupId: number);
  125479. /**
  125480. * An event triggered when the effect layer has been disposed.
  125481. */
  125482. onDisposeObservable: Observable<EffectLayer>;
  125483. /**
  125484. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  125485. */
  125486. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  125487. /**
  125488. * An event triggered when the generated texture is being merged in the scene.
  125489. */
  125490. onBeforeComposeObservable: Observable<EffectLayer>;
  125491. /**
  125492. * An event triggered when the mesh is rendered into the effect render target.
  125493. */
  125494. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  125495. /**
  125496. * An event triggered after the mesh has been rendered into the effect render target.
  125497. */
  125498. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  125499. /**
  125500. * An event triggered when the generated texture has been merged in the scene.
  125501. */
  125502. onAfterComposeObservable: Observable<EffectLayer>;
  125503. /**
  125504. * An event triggered when the efffect layer changes its size.
  125505. */
  125506. onSizeChangedObservable: Observable<EffectLayer>;
  125507. /** @hidden */
  125508. static _SceneComponentInitialization: (scene: Scene) => void;
  125509. /**
  125510. * Instantiates a new effect Layer and references it in the scene.
  125511. * @param name The name of the layer
  125512. * @param scene The scene to use the layer in
  125513. */
  125514. constructor(
  125515. /** The Friendly of the effect in the scene */
  125516. name: string, scene: Scene);
  125517. /**
  125518. * Get the effect name of the layer.
  125519. * @return The effect name
  125520. */
  125521. abstract getEffectName(): string;
  125522. /**
  125523. * Checks for the readiness of the element composing the layer.
  125524. * @param subMesh the mesh to check for
  125525. * @param useInstances specify wether or not to use instances to render the mesh
  125526. * @return true if ready otherwise, false
  125527. */
  125528. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125529. /**
  125530. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  125531. * @returns true if the effect requires stencil during the main canvas render pass.
  125532. */
  125533. abstract needStencil(): boolean;
  125534. /**
  125535. * Create the merge effect. This is the shader use to blit the information back
  125536. * to the main canvas at the end of the scene rendering.
  125537. * @returns The effect containing the shader used to merge the effect on the main canvas
  125538. */
  125539. protected abstract _createMergeEffect(): Effect;
  125540. /**
  125541. * Creates the render target textures and post processes used in the effect layer.
  125542. */
  125543. protected abstract _createTextureAndPostProcesses(): void;
  125544. /**
  125545. * Implementation specific of rendering the generating effect on the main canvas.
  125546. * @param effect The effect used to render through
  125547. */
  125548. protected abstract _internalRender(effect: Effect): void;
  125549. /**
  125550. * Sets the required values for both the emissive texture and and the main color.
  125551. */
  125552. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  125553. /**
  125554. * Free any resources and references associated to a mesh.
  125555. * Internal use
  125556. * @param mesh The mesh to free.
  125557. */
  125558. abstract _disposeMesh(mesh: Mesh): void;
  125559. /**
  125560. * Serializes this layer (Glow or Highlight for example)
  125561. * @returns a serialized layer object
  125562. */
  125563. abstract serialize?(): any;
  125564. /**
  125565. * Initializes the effect layer with the required options.
  125566. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  125567. */
  125568. protected _init(options: Partial<IEffectLayerOptions>): void;
  125569. /**
  125570. * Generates the index buffer of the full screen quad blending to the main canvas.
  125571. */
  125572. private _generateIndexBuffer;
  125573. /**
  125574. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  125575. */
  125576. private _generateVertexBuffer;
  125577. /**
  125578. * Sets the main texture desired size which is the closest power of two
  125579. * of the engine canvas size.
  125580. */
  125581. private _setMainTextureSize;
  125582. /**
  125583. * Creates the main texture for the effect layer.
  125584. */
  125585. protected _createMainTexture(): void;
  125586. /**
  125587. * Adds specific effects defines.
  125588. * @param defines The defines to add specifics to.
  125589. */
  125590. protected _addCustomEffectDefines(defines: string[]): void;
  125591. /**
  125592. * Checks for the readiness of the element composing the layer.
  125593. * @param subMesh the mesh to check for
  125594. * @param useInstances specify wether or not to use instances to render the mesh
  125595. * @param emissiveTexture the associated emissive texture used to generate the glow
  125596. * @return true if ready otherwise, false
  125597. */
  125598. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  125599. /**
  125600. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  125601. */
  125602. render(): void;
  125603. /**
  125604. * Determine if a given mesh will be used in the current effect.
  125605. * @param mesh mesh to test
  125606. * @returns true if the mesh will be used
  125607. */
  125608. hasMesh(mesh: AbstractMesh): boolean;
  125609. /**
  125610. * Returns true if the layer contains information to display, otherwise false.
  125611. * @returns true if the glow layer should be rendered
  125612. */
  125613. shouldRender(): boolean;
  125614. /**
  125615. * Returns true if the mesh should render, otherwise false.
  125616. * @param mesh The mesh to render
  125617. * @returns true if it should render otherwise false
  125618. */
  125619. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  125620. /**
  125621. * Returns true if the mesh can be rendered, otherwise false.
  125622. * @param mesh The mesh to render
  125623. * @param material The material used on the mesh
  125624. * @returns true if it can be rendered otherwise false
  125625. */
  125626. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  125627. /**
  125628. * Returns true if the mesh should render, otherwise false.
  125629. * @param mesh The mesh to render
  125630. * @returns true if it should render otherwise false
  125631. */
  125632. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  125633. /**
  125634. * Renders the submesh passed in parameter to the generation map.
  125635. */
  125636. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  125637. /**
  125638. * Defines wether the current material of the mesh should be use to render the effect.
  125639. * @param mesh defines the current mesh to render
  125640. */
  125641. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  125642. /**
  125643. * Rebuild the required buffers.
  125644. * @hidden Internal use only.
  125645. */
  125646. _rebuild(): void;
  125647. /**
  125648. * Dispose only the render target textures and post process.
  125649. */
  125650. private _disposeTextureAndPostProcesses;
  125651. /**
  125652. * Dispose the highlight layer and free resources.
  125653. */
  125654. dispose(): void;
  125655. /**
  125656. * Gets the class name of the effect layer
  125657. * @returns the string with the class name of the effect layer
  125658. */
  125659. getClassName(): string;
  125660. /**
  125661. * Creates an effect layer from parsed effect layer data
  125662. * @param parsedEffectLayer defines effect layer data
  125663. * @param scene defines the current scene
  125664. * @param rootUrl defines the root URL containing the effect layer information
  125665. * @returns a parsed effect Layer
  125666. */
  125667. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  125668. }
  125669. }
  125670. declare module BABYLON {
  125671. interface AbstractScene {
  125672. /**
  125673. * The list of effect layers (highlights/glow) added to the scene
  125674. * @see http://doc.babylonjs.com/how_to/highlight_layer
  125675. * @see http://doc.babylonjs.com/how_to/glow_layer
  125676. */
  125677. effectLayers: Array<EffectLayer>;
  125678. /**
  125679. * Removes the given effect layer from this scene.
  125680. * @param toRemove defines the effect layer to remove
  125681. * @returns the index of the removed effect layer
  125682. */
  125683. removeEffectLayer(toRemove: EffectLayer): number;
  125684. /**
  125685. * Adds the given effect layer to this scene
  125686. * @param newEffectLayer defines the effect layer to add
  125687. */
  125688. addEffectLayer(newEffectLayer: EffectLayer): void;
  125689. }
  125690. /**
  125691. * Defines the layer scene component responsible to manage any effect layers
  125692. * in a given scene.
  125693. */
  125694. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  125695. /**
  125696. * The component name helpfull to identify the component in the list of scene components.
  125697. */
  125698. readonly name: string;
  125699. /**
  125700. * The scene the component belongs to.
  125701. */
  125702. scene: Scene;
  125703. private _engine;
  125704. private _renderEffects;
  125705. private _needStencil;
  125706. private _previousStencilState;
  125707. /**
  125708. * Creates a new instance of the component for the given scene
  125709. * @param scene Defines the scene to register the component in
  125710. */
  125711. constructor(scene: Scene);
  125712. /**
  125713. * Registers the component in a given scene
  125714. */
  125715. register(): void;
  125716. /**
  125717. * Rebuilds the elements related to this component in case of
  125718. * context lost for instance.
  125719. */
  125720. rebuild(): void;
  125721. /**
  125722. * Serializes the component data to the specified json object
  125723. * @param serializationObject The object to serialize to
  125724. */
  125725. serialize(serializationObject: any): void;
  125726. /**
  125727. * Adds all the elements from the container to the scene
  125728. * @param container the container holding the elements
  125729. */
  125730. addFromContainer(container: AbstractScene): void;
  125731. /**
  125732. * Removes all the elements in the container from the scene
  125733. * @param container contains the elements to remove
  125734. * @param dispose if the removed element should be disposed (default: false)
  125735. */
  125736. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  125737. /**
  125738. * Disposes the component and the associated ressources.
  125739. */
  125740. dispose(): void;
  125741. private _isReadyForMesh;
  125742. private _renderMainTexture;
  125743. private _setStencil;
  125744. private _setStencilBack;
  125745. private _draw;
  125746. private _drawCamera;
  125747. private _drawRenderingGroup;
  125748. }
  125749. }
  125750. declare module BABYLON {
  125751. /** @hidden */
  125752. export var glowMapMergePixelShader: {
  125753. name: string;
  125754. shader: string;
  125755. };
  125756. }
  125757. declare module BABYLON {
  125758. /** @hidden */
  125759. export var glowMapMergeVertexShader: {
  125760. name: string;
  125761. shader: string;
  125762. };
  125763. }
  125764. declare module BABYLON {
  125765. interface AbstractScene {
  125766. /**
  125767. * Return a the first highlight layer of the scene with a given name.
  125768. * @param name The name of the highlight layer to look for.
  125769. * @return The highlight layer if found otherwise null.
  125770. */
  125771. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  125772. }
  125773. /**
  125774. * Glow layer options. This helps customizing the behaviour
  125775. * of the glow layer.
  125776. */
  125777. export interface IGlowLayerOptions {
  125778. /**
  125779. * Multiplication factor apply to the canvas size to compute the render target size
  125780. * used to generated the glowing objects (the smaller the faster).
  125781. */
  125782. mainTextureRatio: number;
  125783. /**
  125784. * Enforces a fixed size texture to ensure resize independant blur.
  125785. */
  125786. mainTextureFixedSize?: number;
  125787. /**
  125788. * How big is the kernel of the blur texture.
  125789. */
  125790. blurKernelSize: number;
  125791. /**
  125792. * The camera attached to the layer.
  125793. */
  125794. camera: Nullable<Camera>;
  125795. /**
  125796. * Enable MSAA by chosing the number of samples.
  125797. */
  125798. mainTextureSamples?: number;
  125799. /**
  125800. * The rendering group to draw the layer in.
  125801. */
  125802. renderingGroupId: number;
  125803. }
  125804. /**
  125805. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  125806. *
  125807. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  125808. *
  125809. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  125810. */
  125811. export class GlowLayer extends EffectLayer {
  125812. /**
  125813. * Effect Name of the layer.
  125814. */
  125815. static readonly EffectName: string;
  125816. /**
  125817. * The default blur kernel size used for the glow.
  125818. */
  125819. static DefaultBlurKernelSize: number;
  125820. /**
  125821. * The default texture size ratio used for the glow.
  125822. */
  125823. static DefaultTextureRatio: number;
  125824. /**
  125825. * Sets the kernel size of the blur.
  125826. */
  125827. set blurKernelSize(value: number);
  125828. /**
  125829. * Gets the kernel size of the blur.
  125830. */
  125831. get blurKernelSize(): number;
  125832. /**
  125833. * Sets the glow intensity.
  125834. */
  125835. set intensity(value: number);
  125836. /**
  125837. * Gets the glow intensity.
  125838. */
  125839. get intensity(): number;
  125840. private _options;
  125841. private _intensity;
  125842. private _horizontalBlurPostprocess1;
  125843. private _verticalBlurPostprocess1;
  125844. private _horizontalBlurPostprocess2;
  125845. private _verticalBlurPostprocess2;
  125846. private _blurTexture1;
  125847. private _blurTexture2;
  125848. private _postProcesses1;
  125849. private _postProcesses2;
  125850. private _includedOnlyMeshes;
  125851. private _excludedMeshes;
  125852. private _meshesUsingTheirOwnMaterials;
  125853. /**
  125854. * Callback used to let the user override the color selection on a per mesh basis
  125855. */
  125856. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  125857. /**
  125858. * Callback used to let the user override the texture selection on a per mesh basis
  125859. */
  125860. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  125861. /**
  125862. * Instantiates a new glow Layer and references it to the scene.
  125863. * @param name The name of the layer
  125864. * @param scene The scene to use the layer in
  125865. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  125866. */
  125867. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  125868. /**
  125869. * Get the effect name of the layer.
  125870. * @return The effect name
  125871. */
  125872. getEffectName(): string;
  125873. /**
  125874. * Create the merge effect. This is the shader use to blit the information back
  125875. * to the main canvas at the end of the scene rendering.
  125876. */
  125877. protected _createMergeEffect(): Effect;
  125878. /**
  125879. * Creates the render target textures and post processes used in the glow layer.
  125880. */
  125881. protected _createTextureAndPostProcesses(): void;
  125882. /**
  125883. * Checks for the readiness of the element composing the layer.
  125884. * @param subMesh the mesh to check for
  125885. * @param useInstances specify wether or not to use instances to render the mesh
  125886. * @param emissiveTexture the associated emissive texture used to generate the glow
  125887. * @return true if ready otherwise, false
  125888. */
  125889. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  125890. /**
  125891. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  125892. */
  125893. needStencil(): boolean;
  125894. /**
  125895. * Returns true if the mesh can be rendered, otherwise false.
  125896. * @param mesh The mesh to render
  125897. * @param material The material used on the mesh
  125898. * @returns true if it can be rendered otherwise false
  125899. */
  125900. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  125901. /**
  125902. * Implementation specific of rendering the generating effect on the main canvas.
  125903. * @param effect The effect used to render through
  125904. */
  125905. protected _internalRender(effect: Effect): void;
  125906. /**
  125907. * Sets the required values for both the emissive texture and and the main color.
  125908. */
  125909. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  125910. /**
  125911. * Returns true if the mesh should render, otherwise false.
  125912. * @param mesh The mesh to render
  125913. * @returns true if it should render otherwise false
  125914. */
  125915. protected _shouldRenderMesh(mesh: Mesh): boolean;
  125916. /**
  125917. * Adds specific effects defines.
  125918. * @param defines The defines to add specifics to.
  125919. */
  125920. protected _addCustomEffectDefines(defines: string[]): void;
  125921. /**
  125922. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  125923. * @param mesh The mesh to exclude from the glow layer
  125924. */
  125925. addExcludedMesh(mesh: Mesh): void;
  125926. /**
  125927. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  125928. * @param mesh The mesh to remove
  125929. */
  125930. removeExcludedMesh(mesh: Mesh): void;
  125931. /**
  125932. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  125933. * @param mesh The mesh to include in the glow layer
  125934. */
  125935. addIncludedOnlyMesh(mesh: Mesh): void;
  125936. /**
  125937. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  125938. * @param mesh The mesh to remove
  125939. */
  125940. removeIncludedOnlyMesh(mesh: Mesh): void;
  125941. /**
  125942. * Determine if a given mesh will be used in the glow layer
  125943. * @param mesh The mesh to test
  125944. * @returns true if the mesh will be highlighted by the current glow layer
  125945. */
  125946. hasMesh(mesh: AbstractMesh): boolean;
  125947. /**
  125948. * Defines wether the current material of the mesh should be use to render the effect.
  125949. * @param mesh defines the current mesh to render
  125950. */
  125951. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  125952. /**
  125953. * Add a mesh to be rendered through its own material and not with emissive only.
  125954. * @param mesh The mesh for which we need to use its material
  125955. */
  125956. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  125957. /**
  125958. * Remove a mesh from being rendered through its own material and not with emissive only.
  125959. * @param mesh The mesh for which we need to not use its material
  125960. */
  125961. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  125962. /**
  125963. * Free any resources and references associated to a mesh.
  125964. * Internal use
  125965. * @param mesh The mesh to free.
  125966. * @hidden
  125967. */
  125968. _disposeMesh(mesh: Mesh): void;
  125969. /**
  125970. * Gets the class name of the effect layer
  125971. * @returns the string with the class name of the effect layer
  125972. */
  125973. getClassName(): string;
  125974. /**
  125975. * Serializes this glow layer
  125976. * @returns a serialized glow layer object
  125977. */
  125978. serialize(): any;
  125979. /**
  125980. * Creates a Glow Layer from parsed glow layer data
  125981. * @param parsedGlowLayer defines glow layer data
  125982. * @param scene defines the current scene
  125983. * @param rootUrl defines the root URL containing the glow layer information
  125984. * @returns a parsed Glow Layer
  125985. */
  125986. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  125987. }
  125988. }
  125989. declare module BABYLON {
  125990. /** @hidden */
  125991. export var glowBlurPostProcessPixelShader: {
  125992. name: string;
  125993. shader: string;
  125994. };
  125995. }
  125996. declare module BABYLON {
  125997. interface AbstractScene {
  125998. /**
  125999. * Return a the first highlight layer of the scene with a given name.
  126000. * @param name The name of the highlight layer to look for.
  126001. * @return The highlight layer if found otherwise null.
  126002. */
  126003. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  126004. }
  126005. /**
  126006. * Highlight layer options. This helps customizing the behaviour
  126007. * of the highlight layer.
  126008. */
  126009. export interface IHighlightLayerOptions {
  126010. /**
  126011. * Multiplication factor apply to the canvas size to compute the render target size
  126012. * used to generated the glowing objects (the smaller the faster).
  126013. */
  126014. mainTextureRatio: number;
  126015. /**
  126016. * Enforces a fixed size texture to ensure resize independant blur.
  126017. */
  126018. mainTextureFixedSize?: number;
  126019. /**
  126020. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  126021. * of the picture to blur (the smaller the faster).
  126022. */
  126023. blurTextureSizeRatio: number;
  126024. /**
  126025. * How big in texel of the blur texture is the vertical blur.
  126026. */
  126027. blurVerticalSize: number;
  126028. /**
  126029. * How big in texel of the blur texture is the horizontal blur.
  126030. */
  126031. blurHorizontalSize: number;
  126032. /**
  126033. * Alpha blending mode used to apply the blur. Default is combine.
  126034. */
  126035. alphaBlendingMode: number;
  126036. /**
  126037. * The camera attached to the layer.
  126038. */
  126039. camera: Nullable<Camera>;
  126040. /**
  126041. * Should we display highlight as a solid stroke?
  126042. */
  126043. isStroke?: boolean;
  126044. /**
  126045. * The rendering group to draw the layer in.
  126046. */
  126047. renderingGroupId: number;
  126048. }
  126049. /**
  126050. * The highlight layer Helps adding a glow effect around a mesh.
  126051. *
  126052. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  126053. * glowy meshes to your scene.
  126054. *
  126055. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  126056. */
  126057. export class HighlightLayer extends EffectLayer {
  126058. name: string;
  126059. /**
  126060. * Effect Name of the highlight layer.
  126061. */
  126062. static readonly EffectName: string;
  126063. /**
  126064. * The neutral color used during the preparation of the glow effect.
  126065. * This is black by default as the blend operation is a blend operation.
  126066. */
  126067. static NeutralColor: Color4;
  126068. /**
  126069. * Stencil value used for glowing meshes.
  126070. */
  126071. static GlowingMeshStencilReference: number;
  126072. /**
  126073. * Stencil value used for the other meshes in the scene.
  126074. */
  126075. static NormalMeshStencilReference: number;
  126076. /**
  126077. * Specifies whether or not the inner glow is ACTIVE in the layer.
  126078. */
  126079. innerGlow: boolean;
  126080. /**
  126081. * Specifies whether or not the outer glow is ACTIVE in the layer.
  126082. */
  126083. outerGlow: boolean;
  126084. /**
  126085. * Specifies the horizontal size of the blur.
  126086. */
  126087. set blurHorizontalSize(value: number);
  126088. /**
  126089. * Specifies the vertical size of the blur.
  126090. */
  126091. set blurVerticalSize(value: number);
  126092. /**
  126093. * Gets the horizontal size of the blur.
  126094. */
  126095. get blurHorizontalSize(): number;
  126096. /**
  126097. * Gets the vertical size of the blur.
  126098. */
  126099. get blurVerticalSize(): number;
  126100. /**
  126101. * An event triggered when the highlight layer is being blurred.
  126102. */
  126103. onBeforeBlurObservable: Observable<HighlightLayer>;
  126104. /**
  126105. * An event triggered when the highlight layer has been blurred.
  126106. */
  126107. onAfterBlurObservable: Observable<HighlightLayer>;
  126108. private _instanceGlowingMeshStencilReference;
  126109. private _options;
  126110. private _downSamplePostprocess;
  126111. private _horizontalBlurPostprocess;
  126112. private _verticalBlurPostprocess;
  126113. private _blurTexture;
  126114. private _meshes;
  126115. private _excludedMeshes;
  126116. /**
  126117. * Instantiates a new highlight Layer and references it to the scene..
  126118. * @param name The name of the layer
  126119. * @param scene The scene to use the layer in
  126120. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  126121. */
  126122. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  126123. /**
  126124. * Get the effect name of the layer.
  126125. * @return The effect name
  126126. */
  126127. getEffectName(): string;
  126128. /**
  126129. * Create the merge effect. This is the shader use to blit the information back
  126130. * to the main canvas at the end of the scene rendering.
  126131. */
  126132. protected _createMergeEffect(): Effect;
  126133. /**
  126134. * Creates the render target textures and post processes used in the highlight layer.
  126135. */
  126136. protected _createTextureAndPostProcesses(): void;
  126137. /**
  126138. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  126139. */
  126140. needStencil(): boolean;
  126141. /**
  126142. * Checks for the readiness of the element composing the layer.
  126143. * @param subMesh the mesh to check for
  126144. * @param useInstances specify wether or not to use instances to render the mesh
  126145. * @param emissiveTexture the associated emissive texture used to generate the glow
  126146. * @return true if ready otherwise, false
  126147. */
  126148. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126149. /**
  126150. * Implementation specific of rendering the generating effect on the main canvas.
  126151. * @param effect The effect used to render through
  126152. */
  126153. protected _internalRender(effect: Effect): void;
  126154. /**
  126155. * Returns true if the layer contains information to display, otherwise false.
  126156. */
  126157. shouldRender(): boolean;
  126158. /**
  126159. * Returns true if the mesh should render, otherwise false.
  126160. * @param mesh The mesh to render
  126161. * @returns true if it should render otherwise false
  126162. */
  126163. protected _shouldRenderMesh(mesh: Mesh): boolean;
  126164. /**
  126165. * Sets the required values for both the emissive texture and and the main color.
  126166. */
  126167. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  126168. /**
  126169. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  126170. * @param mesh The mesh to exclude from the highlight layer
  126171. */
  126172. addExcludedMesh(mesh: Mesh): void;
  126173. /**
  126174. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  126175. * @param mesh The mesh to highlight
  126176. */
  126177. removeExcludedMesh(mesh: Mesh): void;
  126178. /**
  126179. * Determine if a given mesh will be highlighted by the current HighlightLayer
  126180. * @param mesh mesh to test
  126181. * @returns true if the mesh will be highlighted by the current HighlightLayer
  126182. */
  126183. hasMesh(mesh: AbstractMesh): boolean;
  126184. /**
  126185. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  126186. * @param mesh The mesh to highlight
  126187. * @param color The color of the highlight
  126188. * @param glowEmissiveOnly Extract the glow from the emissive texture
  126189. */
  126190. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  126191. /**
  126192. * Remove a mesh from the highlight layer in order to make it stop glowing.
  126193. * @param mesh The mesh to highlight
  126194. */
  126195. removeMesh(mesh: Mesh): void;
  126196. /**
  126197. * Force the stencil to the normal expected value for none glowing parts
  126198. */
  126199. private _defaultStencilReference;
  126200. /**
  126201. * Free any resources and references associated to a mesh.
  126202. * Internal use
  126203. * @param mesh The mesh to free.
  126204. * @hidden
  126205. */
  126206. _disposeMesh(mesh: Mesh): void;
  126207. /**
  126208. * Dispose the highlight layer and free resources.
  126209. */
  126210. dispose(): void;
  126211. /**
  126212. * Gets the class name of the effect layer
  126213. * @returns the string with the class name of the effect layer
  126214. */
  126215. getClassName(): string;
  126216. /**
  126217. * Serializes this Highlight layer
  126218. * @returns a serialized Highlight layer object
  126219. */
  126220. serialize(): any;
  126221. /**
  126222. * Creates a Highlight layer from parsed Highlight layer data
  126223. * @param parsedHightlightLayer defines the Highlight layer data
  126224. * @param scene defines the current scene
  126225. * @param rootUrl defines the root URL containing the Highlight layer information
  126226. * @returns a parsed Highlight layer
  126227. */
  126228. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  126229. }
  126230. }
  126231. declare module BABYLON {
  126232. interface AbstractScene {
  126233. /**
  126234. * The list of layers (background and foreground) of the scene
  126235. */
  126236. layers: Array<Layer>;
  126237. }
  126238. /**
  126239. * Defines the layer scene component responsible to manage any layers
  126240. * in a given scene.
  126241. */
  126242. export class LayerSceneComponent implements ISceneComponent {
  126243. /**
  126244. * The component name helpfull to identify the component in the list of scene components.
  126245. */
  126246. readonly name: string;
  126247. /**
  126248. * The scene the component belongs to.
  126249. */
  126250. scene: Scene;
  126251. private _engine;
  126252. /**
  126253. * Creates a new instance of the component for the given scene
  126254. * @param scene Defines the scene to register the component in
  126255. */
  126256. constructor(scene: Scene);
  126257. /**
  126258. * Registers the component in a given scene
  126259. */
  126260. register(): void;
  126261. /**
  126262. * Rebuilds the elements related to this component in case of
  126263. * context lost for instance.
  126264. */
  126265. rebuild(): void;
  126266. /**
  126267. * Disposes the component and the associated ressources.
  126268. */
  126269. dispose(): void;
  126270. private _draw;
  126271. private _drawCameraPredicate;
  126272. private _drawCameraBackground;
  126273. private _drawCameraForeground;
  126274. private _drawRenderTargetPredicate;
  126275. private _drawRenderTargetBackground;
  126276. private _drawRenderTargetForeground;
  126277. /**
  126278. * Adds all the elements from the container to the scene
  126279. * @param container the container holding the elements
  126280. */
  126281. addFromContainer(container: AbstractScene): void;
  126282. /**
  126283. * Removes all the elements in the container from the scene
  126284. * @param container contains the elements to remove
  126285. * @param dispose if the removed element should be disposed (default: false)
  126286. */
  126287. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  126288. }
  126289. }
  126290. declare module BABYLON {
  126291. /** @hidden */
  126292. export var layerPixelShader: {
  126293. name: string;
  126294. shader: string;
  126295. };
  126296. }
  126297. declare module BABYLON {
  126298. /** @hidden */
  126299. export var layerVertexShader: {
  126300. name: string;
  126301. shader: string;
  126302. };
  126303. }
  126304. declare module BABYLON {
  126305. /**
  126306. * This represents a full screen 2d layer.
  126307. * This can be useful to display a picture in the background of your scene for instance.
  126308. * @see https://www.babylonjs-playground.com/#08A2BS#1
  126309. */
  126310. export class Layer {
  126311. /**
  126312. * Define the name of the layer.
  126313. */
  126314. name: string;
  126315. /**
  126316. * Define the texture the layer should display.
  126317. */
  126318. texture: Nullable<Texture>;
  126319. /**
  126320. * Is the layer in background or foreground.
  126321. */
  126322. isBackground: boolean;
  126323. /**
  126324. * Define the color of the layer (instead of texture).
  126325. */
  126326. color: Color4;
  126327. /**
  126328. * Define the scale of the layer in order to zoom in out of the texture.
  126329. */
  126330. scale: Vector2;
  126331. /**
  126332. * Define an offset for the layer in order to shift the texture.
  126333. */
  126334. offset: Vector2;
  126335. /**
  126336. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  126337. */
  126338. alphaBlendingMode: number;
  126339. /**
  126340. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  126341. * Alpha test will not mix with the background color in case of transparency.
  126342. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  126343. */
  126344. alphaTest: boolean;
  126345. /**
  126346. * Define a mask to restrict the layer to only some of the scene cameras.
  126347. */
  126348. layerMask: number;
  126349. /**
  126350. * Define the list of render target the layer is visible into.
  126351. */
  126352. renderTargetTextures: RenderTargetTexture[];
  126353. /**
  126354. * Define if the layer is only used in renderTarget or if it also
  126355. * renders in the main frame buffer of the canvas.
  126356. */
  126357. renderOnlyInRenderTargetTextures: boolean;
  126358. private _scene;
  126359. private _vertexBuffers;
  126360. private _indexBuffer;
  126361. private _effect;
  126362. private _previousDefines;
  126363. /**
  126364. * An event triggered when the layer is disposed.
  126365. */
  126366. onDisposeObservable: Observable<Layer>;
  126367. private _onDisposeObserver;
  126368. /**
  126369. * Back compatibility with callback before the onDisposeObservable existed.
  126370. * The set callback will be triggered when the layer has been disposed.
  126371. */
  126372. set onDispose(callback: () => void);
  126373. /**
  126374. * An event triggered before rendering the scene
  126375. */
  126376. onBeforeRenderObservable: Observable<Layer>;
  126377. private _onBeforeRenderObserver;
  126378. /**
  126379. * Back compatibility with callback before the onBeforeRenderObservable existed.
  126380. * The set callback will be triggered just before rendering the layer.
  126381. */
  126382. set onBeforeRender(callback: () => void);
  126383. /**
  126384. * An event triggered after rendering the scene
  126385. */
  126386. onAfterRenderObservable: Observable<Layer>;
  126387. private _onAfterRenderObserver;
  126388. /**
  126389. * Back compatibility with callback before the onAfterRenderObservable existed.
  126390. * The set callback will be triggered just after rendering the layer.
  126391. */
  126392. set onAfterRender(callback: () => void);
  126393. /**
  126394. * Instantiates a new layer.
  126395. * This represents a full screen 2d layer.
  126396. * This can be useful to display a picture in the background of your scene for instance.
  126397. * @see https://www.babylonjs-playground.com/#08A2BS#1
  126398. * @param name Define the name of the layer in the scene
  126399. * @param imgUrl Define the url of the texture to display in the layer
  126400. * @param scene Define the scene the layer belongs to
  126401. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  126402. * @param color Defines a color for the layer
  126403. */
  126404. constructor(
  126405. /**
  126406. * Define the name of the layer.
  126407. */
  126408. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  126409. private _createIndexBuffer;
  126410. /** @hidden */
  126411. _rebuild(): void;
  126412. /**
  126413. * Renders the layer in the scene.
  126414. */
  126415. render(): void;
  126416. /**
  126417. * Disposes and releases the associated ressources.
  126418. */
  126419. dispose(): void;
  126420. }
  126421. }
  126422. declare module BABYLON {
  126423. /** @hidden */
  126424. export var lensFlarePixelShader: {
  126425. name: string;
  126426. shader: string;
  126427. };
  126428. }
  126429. declare module BABYLON {
  126430. /** @hidden */
  126431. export var lensFlareVertexShader: {
  126432. name: string;
  126433. shader: string;
  126434. };
  126435. }
  126436. declare module BABYLON {
  126437. /**
  126438. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  126439. * It is usually composed of several `lensFlare`.
  126440. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126441. */
  126442. export class LensFlareSystem {
  126443. /**
  126444. * Define the name of the lens flare system
  126445. */
  126446. name: string;
  126447. /**
  126448. * List of lens flares used in this system.
  126449. */
  126450. lensFlares: LensFlare[];
  126451. /**
  126452. * Define a limit from the border the lens flare can be visible.
  126453. */
  126454. borderLimit: number;
  126455. /**
  126456. * Define a viewport border we do not want to see the lens flare in.
  126457. */
  126458. viewportBorder: number;
  126459. /**
  126460. * Define a predicate which could limit the list of meshes able to occlude the effect.
  126461. */
  126462. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  126463. /**
  126464. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  126465. */
  126466. layerMask: number;
  126467. /**
  126468. * Define the id of the lens flare system in the scene.
  126469. * (equal to name by default)
  126470. */
  126471. id: string;
  126472. private _scene;
  126473. private _emitter;
  126474. private _vertexBuffers;
  126475. private _indexBuffer;
  126476. private _effect;
  126477. private _positionX;
  126478. private _positionY;
  126479. private _isEnabled;
  126480. /** @hidden */
  126481. static _SceneComponentInitialization: (scene: Scene) => void;
  126482. /**
  126483. * Instantiates a lens flare system.
  126484. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  126485. * It is usually composed of several `lensFlare`.
  126486. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126487. * @param name Define the name of the lens flare system in the scene
  126488. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  126489. * @param scene Define the scene the lens flare system belongs to
  126490. */
  126491. constructor(
  126492. /**
  126493. * Define the name of the lens flare system
  126494. */
  126495. name: string, emitter: any, scene: Scene);
  126496. /**
  126497. * Define if the lens flare system is enabled.
  126498. */
  126499. get isEnabled(): boolean;
  126500. set isEnabled(value: boolean);
  126501. /**
  126502. * Get the scene the effects belongs to.
  126503. * @returns the scene holding the lens flare system
  126504. */
  126505. getScene(): Scene;
  126506. /**
  126507. * Get the emitter of the lens flare system.
  126508. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  126509. * @returns the emitter of the lens flare system
  126510. */
  126511. getEmitter(): any;
  126512. /**
  126513. * Set the emitter of the lens flare system.
  126514. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  126515. * @param newEmitter Define the new emitter of the system
  126516. */
  126517. setEmitter(newEmitter: any): void;
  126518. /**
  126519. * Get the lens flare system emitter position.
  126520. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  126521. * @returns the position
  126522. */
  126523. getEmitterPosition(): Vector3;
  126524. /**
  126525. * @hidden
  126526. */
  126527. computeEffectivePosition(globalViewport: Viewport): boolean;
  126528. /** @hidden */
  126529. _isVisible(): boolean;
  126530. /**
  126531. * @hidden
  126532. */
  126533. render(): boolean;
  126534. /**
  126535. * Dispose and release the lens flare with its associated resources.
  126536. */
  126537. dispose(): void;
  126538. /**
  126539. * Parse a lens flare system from a JSON repressentation
  126540. * @param parsedLensFlareSystem Define the JSON to parse
  126541. * @param scene Define the scene the parsed system should be instantiated in
  126542. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  126543. * @returns the parsed system
  126544. */
  126545. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  126546. /**
  126547. * Serialize the current Lens Flare System into a JSON representation.
  126548. * @returns the serialized JSON
  126549. */
  126550. serialize(): any;
  126551. }
  126552. }
  126553. declare module BABYLON {
  126554. /**
  126555. * This represents one of the lens effect in a `lensFlareSystem`.
  126556. * It controls one of the indiviual texture used in the effect.
  126557. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126558. */
  126559. export class LensFlare {
  126560. /**
  126561. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  126562. */
  126563. size: number;
  126564. /**
  126565. * 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.
  126566. */
  126567. position: number;
  126568. /**
  126569. * Define the lens color.
  126570. */
  126571. color: Color3;
  126572. /**
  126573. * Define the lens texture.
  126574. */
  126575. texture: Nullable<Texture>;
  126576. /**
  126577. * Define the alpha mode to render this particular lens.
  126578. */
  126579. alphaMode: number;
  126580. private _system;
  126581. /**
  126582. * Creates a new Lens Flare.
  126583. * This represents one of the lens effect in a `lensFlareSystem`.
  126584. * It controls one of the indiviual texture used in the effect.
  126585. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126586. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  126587. * @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.
  126588. * @param color Define the lens color
  126589. * @param imgUrl Define the lens texture url
  126590. * @param system Define the `lensFlareSystem` this flare is part of
  126591. * @returns The newly created Lens Flare
  126592. */
  126593. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  126594. /**
  126595. * Instantiates a new Lens Flare.
  126596. * This represents one of the lens effect in a `lensFlareSystem`.
  126597. * It controls one of the indiviual texture used in the effect.
  126598. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126599. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  126600. * @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.
  126601. * @param color Define the lens color
  126602. * @param imgUrl Define the lens texture url
  126603. * @param system Define the `lensFlareSystem` this flare is part of
  126604. */
  126605. constructor(
  126606. /**
  126607. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  126608. */
  126609. size: number,
  126610. /**
  126611. * 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.
  126612. */
  126613. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  126614. /**
  126615. * Dispose and release the lens flare with its associated resources.
  126616. */
  126617. dispose(): void;
  126618. }
  126619. }
  126620. declare module BABYLON {
  126621. interface AbstractScene {
  126622. /**
  126623. * The list of lens flare system added to the scene
  126624. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  126625. */
  126626. lensFlareSystems: Array<LensFlareSystem>;
  126627. /**
  126628. * Removes the given lens flare system from this scene.
  126629. * @param toRemove The lens flare system to remove
  126630. * @returns The index of the removed lens flare system
  126631. */
  126632. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  126633. /**
  126634. * Adds the given lens flare system to this scene
  126635. * @param newLensFlareSystem The lens flare system to add
  126636. */
  126637. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  126638. /**
  126639. * Gets a lens flare system using its name
  126640. * @param name defines the name to look for
  126641. * @returns the lens flare system or null if not found
  126642. */
  126643. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  126644. /**
  126645. * Gets a lens flare system using its id
  126646. * @param id defines the id to look for
  126647. * @returns the lens flare system or null if not found
  126648. */
  126649. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  126650. }
  126651. /**
  126652. * Defines the lens flare scene component responsible to manage any lens flares
  126653. * in a given scene.
  126654. */
  126655. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  126656. /**
  126657. * The component name helpfull to identify the component in the list of scene components.
  126658. */
  126659. readonly name: string;
  126660. /**
  126661. * The scene the component belongs to.
  126662. */
  126663. scene: Scene;
  126664. /**
  126665. * Creates a new instance of the component for the given scene
  126666. * @param scene Defines the scene to register the component in
  126667. */
  126668. constructor(scene: Scene);
  126669. /**
  126670. * Registers the component in a given scene
  126671. */
  126672. register(): void;
  126673. /**
  126674. * Rebuilds the elements related to this component in case of
  126675. * context lost for instance.
  126676. */
  126677. rebuild(): void;
  126678. /**
  126679. * Adds all the elements from the container to the scene
  126680. * @param container the container holding the elements
  126681. */
  126682. addFromContainer(container: AbstractScene): void;
  126683. /**
  126684. * Removes all the elements in the container from the scene
  126685. * @param container contains the elements to remove
  126686. * @param dispose if the removed element should be disposed (default: false)
  126687. */
  126688. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  126689. /**
  126690. * Serializes the component data to the specified json object
  126691. * @param serializationObject The object to serialize to
  126692. */
  126693. serialize(serializationObject: any): void;
  126694. /**
  126695. * Disposes the component and the associated ressources.
  126696. */
  126697. dispose(): void;
  126698. private _draw;
  126699. }
  126700. }
  126701. declare module BABYLON {
  126702. /** @hidden */
  126703. export var depthPixelShader: {
  126704. name: string;
  126705. shader: string;
  126706. };
  126707. }
  126708. declare module BABYLON {
  126709. /** @hidden */
  126710. export var depthVertexShader: {
  126711. name: string;
  126712. shader: string;
  126713. };
  126714. }
  126715. declare module BABYLON {
  126716. /**
  126717. * This represents a depth renderer in Babylon.
  126718. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  126719. */
  126720. export class DepthRenderer {
  126721. private _scene;
  126722. private _depthMap;
  126723. private _effect;
  126724. private readonly _storeNonLinearDepth;
  126725. private readonly _clearColor;
  126726. /** Get if the depth renderer is using packed depth or not */
  126727. readonly isPacked: boolean;
  126728. private _cachedDefines;
  126729. private _camera;
  126730. /** Enable or disable the depth renderer. When disabled, the depth texture is not updated */
  126731. enabled: boolean;
  126732. /**
  126733. * Specifiess that the depth renderer will only be used within
  126734. * the camera it is created for.
  126735. * This can help forcing its rendering during the camera processing.
  126736. */
  126737. useOnlyInActiveCamera: boolean;
  126738. /** @hidden */
  126739. static _SceneComponentInitialization: (scene: Scene) => void;
  126740. /**
  126741. * Instantiates a depth renderer
  126742. * @param scene The scene the renderer belongs to
  126743. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  126744. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  126745. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  126746. */
  126747. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  126748. /**
  126749. * Creates the depth rendering effect and checks if the effect is ready.
  126750. * @param subMesh The submesh to be used to render the depth map of
  126751. * @param useInstances If multiple world instances should be used
  126752. * @returns if the depth renderer is ready to render the depth map
  126753. */
  126754. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  126755. /**
  126756. * Gets the texture which the depth map will be written to.
  126757. * @returns The depth map texture
  126758. */
  126759. getDepthMap(): RenderTargetTexture;
  126760. /**
  126761. * Disposes of the depth renderer.
  126762. */
  126763. dispose(): void;
  126764. }
  126765. }
  126766. declare module BABYLON {
  126767. /** @hidden */
  126768. export var minmaxReduxPixelShader: {
  126769. name: string;
  126770. shader: string;
  126771. };
  126772. }
  126773. declare module BABYLON {
  126774. /**
  126775. * This class computes a min/max reduction from a texture: it means it computes the minimum
  126776. * and maximum values from all values of the texture.
  126777. * It is performed on the GPU for better performances, thanks to a succession of post processes.
  126778. * The source values are read from the red channel of the texture.
  126779. */
  126780. export class MinMaxReducer {
  126781. /**
  126782. * Observable triggered when the computation has been performed
  126783. */
  126784. onAfterReductionPerformed: Observable<{
  126785. min: number;
  126786. max: number;
  126787. }>;
  126788. protected _camera: Camera;
  126789. protected _sourceTexture: Nullable<RenderTargetTexture>;
  126790. protected _reductionSteps: Nullable<Array<PostProcess>>;
  126791. protected _postProcessManager: PostProcessManager;
  126792. protected _onAfterUnbindObserver: Nullable<Observer<RenderTargetTexture>>;
  126793. protected _forceFullscreenViewport: boolean;
  126794. /**
  126795. * Creates a min/max reducer
  126796. * @param camera The camera to use for the post processes
  126797. */
  126798. constructor(camera: Camera);
  126799. /**
  126800. * Gets the texture used to read the values from.
  126801. */
  126802. get sourceTexture(): Nullable<RenderTargetTexture>;
  126803. /**
  126804. * Sets the source texture to read the values from.
  126805. * One must indicate if the texture is a depth texture or not through the depthRedux parameter
  126806. * because in such textures '1' value must not be taken into account to compute the maximum
  126807. * as this value is used to clear the texture.
  126808. * Note that the computation is not activated by calling this function, you must call activate() for that!
  126809. * @param sourceTexture The texture to read the values from. The values should be in the red channel.
  126810. * @param depthRedux Indicates if the texture is a depth texture or not
  126811. * @param type The type of the textures created for the reduction (defaults to TEXTURETYPE_HALF_FLOAT)
  126812. * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)
  126813. */
  126814. setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
  126815. /**
  126816. * Defines the refresh rate of the computation.
  126817. * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
  126818. */
  126819. get refreshRate(): number;
  126820. set refreshRate(value: number);
  126821. protected _activated: boolean;
  126822. /**
  126823. * Gets the activation status of the reducer
  126824. */
  126825. get activated(): boolean;
  126826. /**
  126827. * Activates the reduction computation.
  126828. * When activated, the observers registered in onAfterReductionPerformed are
  126829. * called after the compuation is performed
  126830. */
  126831. activate(): void;
  126832. /**
  126833. * Deactivates the reduction computation.
  126834. */
  126835. deactivate(): void;
  126836. /**
  126837. * Disposes the min/max reducer
  126838. * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.
  126839. */
  126840. dispose(disposeAll?: boolean): void;
  126841. }
  126842. }
  126843. declare module BABYLON {
  126844. /**
  126845. * This class is a small wrapper around the MinMaxReducer class to compute the min/max values of a depth texture
  126846. */
  126847. export class DepthReducer extends MinMaxReducer {
  126848. private _depthRenderer;
  126849. private _depthRendererId;
  126850. /**
  126851. * Gets the depth renderer used for the computation.
  126852. * Note that the result is null if you provide your own renderer when calling setDepthRenderer.
  126853. */
  126854. get depthRenderer(): Nullable<DepthRenderer>;
  126855. /**
  126856. * Creates a depth reducer
  126857. * @param camera The camera used to render the depth texture
  126858. */
  126859. constructor(camera: Camera);
  126860. /**
  126861. * Sets the depth renderer to use to generate the depth map
  126862. * @param depthRenderer The depth renderer to use. If not provided, a new one will be created automatically
  126863. * @param type The texture type of the depth map (default: TEXTURETYPE_HALF_FLOAT)
  126864. * @param forceFullscreenViewport Forces the post processes used for the reduction to be applied without taking into account viewport (defaults to true)
  126865. */
  126866. setDepthRenderer(depthRenderer?: Nullable<DepthRenderer>, type?: number, forceFullscreenViewport?: boolean): void;
  126867. /** @hidden */
  126868. setSourceTexture(sourceTexture: RenderTargetTexture, depthRedux: boolean, type?: number, forceFullscreenViewport?: boolean): void;
  126869. /**
  126870. * Activates the reduction computation.
  126871. * When activated, the observers registered in onAfterReductionPerformed are
  126872. * called after the compuation is performed
  126873. */
  126874. activate(): void;
  126875. /**
  126876. * Deactivates the reduction computation.
  126877. */
  126878. deactivate(): void;
  126879. /**
  126880. * Disposes the depth reducer
  126881. * @param disposeAll true to dispose all the resources. You should always call this function with true as the parameter (or without any parameter as it is the default one). This flag is meant to be used internally.
  126882. */
  126883. dispose(disposeAll?: boolean): void;
  126884. }
  126885. }
  126886. declare module BABYLON {
  126887. /**
  126888. * A CSM implementation allowing casting shadows on large scenes.
  126889. * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
  126890. * Based on: https://github.com/TheRealMJP/Shadows and https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/
  126891. */
  126892. export class CascadedShadowGenerator implements IShadowGenerator {
  126893. private static readonly frustumCornersNDCSpace;
  126894. /**
  126895. * Defines the default number of cascades used by the CSM.
  126896. */
  126897. static readonly DEFAULT_CASCADES_COUNT: number;
  126898. /**
  126899. * Defines the minimum number of cascades used by the CSM.
  126900. */
  126901. static readonly MIN_CASCADES_COUNT: number;
  126902. /**
  126903. * Defines the maximum number of cascades used by the CSM.
  126904. */
  126905. static readonly MAX_CASCADES_COUNT: number;
  126906. /**
  126907. * Shadow generator mode None: no filtering applied.
  126908. */
  126909. static readonly FILTER_NONE: number;
  126910. /**
  126911. * Shadow generator mode PCF: Percentage Closer Filtering
  126912. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  126913. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  126914. */
  126915. static readonly FILTER_PCF: number;
  126916. /**
  126917. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  126918. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  126919. * Contact Hardening
  126920. */
  126921. static readonly FILTER_PCSS: number;
  126922. /**
  126923. * Reserved for PCF and PCSS
  126924. * Highest Quality.
  126925. *
  126926. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  126927. *
  126928. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  126929. */
  126930. static readonly QUALITY_HIGH: number;
  126931. /**
  126932. * Reserved for PCF and PCSS
  126933. * Good tradeoff for quality/perf cross devices
  126934. *
  126935. * Execute PCF on a 3*3 kernel.
  126936. *
  126937. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  126938. */
  126939. static readonly QUALITY_MEDIUM: number;
  126940. /**
  126941. * Reserved for PCF and PCSS
  126942. * The lowest quality but the fastest.
  126943. *
  126944. * Execute PCF on a 1*1 kernel.
  126945. *
  126946. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  126947. */
  126948. static readonly QUALITY_LOW: number;
  126949. private static readonly _CLEARONE;
  126950. /**
  126951. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  126952. */
  126953. onBeforeShadowMapRenderObservable: Observable<Effect>;
  126954. /**
  126955. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  126956. */
  126957. onAfterShadowMapRenderObservable: Observable<Effect>;
  126958. /**
  126959. * Observable triggered before a mesh is rendered in the shadow map.
  126960. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  126961. */
  126962. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  126963. /**
  126964. * Observable triggered after a mesh is rendered in the shadow map.
  126965. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  126966. */
  126967. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  126968. private _bias;
  126969. /**
  126970. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  126971. */
  126972. get bias(): number;
  126973. /**
  126974. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  126975. */
  126976. set bias(bias: number);
  126977. private _normalBias;
  126978. /**
  126979. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  126980. */
  126981. get normalBias(): number;
  126982. /**
  126983. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  126984. */
  126985. set normalBias(normalBias: number);
  126986. private _filter;
  126987. /**
  126988. * Gets the current mode of the shadow generator (normal, PCF, PCSS...).
  126989. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  126990. */
  126991. get filter(): number;
  126992. /**
  126993. * Sets the current mode of the shadow generator (normal, PCF, PCSS...).
  126994. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  126995. */
  126996. set filter(value: number);
  126997. /**
  126998. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  126999. */
  127000. get usePercentageCloserFiltering(): boolean;
  127001. /**
  127002. * Sets the current filter to "PCF" (percentage closer filtering).
  127003. */
  127004. set usePercentageCloserFiltering(value: boolean);
  127005. private _filteringQuality;
  127006. /**
  127007. * Gets the PCF or PCSS Quality.
  127008. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  127009. */
  127010. get filteringQuality(): number;
  127011. /**
  127012. * Sets the PCF or PCSS Quality.
  127013. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  127014. */
  127015. set filteringQuality(filteringQuality: number);
  127016. /**
  127017. * Gets if the current filter is set to "PCSS" (contact hardening).
  127018. */
  127019. get useContactHardeningShadow(): boolean;
  127020. /**
  127021. * Sets the current filter to "PCSS" (contact hardening).
  127022. */
  127023. set useContactHardeningShadow(value: boolean);
  127024. private _contactHardeningLightSizeUVRatio;
  127025. /**
  127026. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  127027. * Using a ratio helps keeping shape stability independently of the map size.
  127028. *
  127029. * It does not account for the light projection as it was having too much
  127030. * instability during the light setup or during light position changes.
  127031. *
  127032. * Only valid if useContactHardeningShadow is true.
  127033. */
  127034. get contactHardeningLightSizeUVRatio(): number;
  127035. /**
  127036. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  127037. * Using a ratio helps keeping shape stability independently of the map size.
  127038. *
  127039. * It does not account for the light projection as it was having too much
  127040. * instability during the light setup or during light position changes.
  127041. *
  127042. * Only valid if useContactHardeningShadow is true.
  127043. */
  127044. set contactHardeningLightSizeUVRatio(contactHardeningLightSizeUVRatio: number);
  127045. private _darkness;
  127046. /** Gets or sets the actual darkness of a shadow */
  127047. get darkness(): number;
  127048. set darkness(value: number);
  127049. /**
  127050. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  127051. * 0 means strongest and 1 would means no shadow.
  127052. * @returns the darkness.
  127053. */
  127054. getDarkness(): number;
  127055. /**
  127056. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  127057. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  127058. * @returns the shadow generator allowing fluent coding.
  127059. */
  127060. setDarkness(darkness: number): CascadedShadowGenerator;
  127061. /**
  127062. * Gets or sets the actual darkness of the soft shadows while using PCSS filtering (value between 0. and 1.)
  127063. */
  127064. penumbraDarkness: number;
  127065. private _transparencyShadow;
  127066. /** Gets or sets the ability to have transparent shadow */
  127067. get transparencyShadow(): boolean;
  127068. set transparencyShadow(value: boolean);
  127069. /**
  127070. * Sets the ability to have transparent shadow (boolean).
  127071. * @param transparent True if transparent else False
  127072. * @returns the shadow generator allowing fluent coding
  127073. */
  127074. setTransparencyShadow(transparent: boolean): CascadedShadowGenerator;
  127075. private _numCascades;
  127076. /**
  127077. * Gets or set the number of cascades used by the CSM.
  127078. */
  127079. get numCascades(): number;
  127080. set numCascades(value: number);
  127081. /**
  127082. * Sets this to true if you want that the edges of the shadows don't "swimm" / "shimmer" when rotating the camera.
  127083. * The trade off is that you loose some precision in the shadow rendering when enabling this setting.
  127084. */
  127085. stabilizeCascades: boolean;
  127086. private _shadowMap;
  127087. /**
  127088. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  127089. * @returns The render target texture if present otherwise, null
  127090. */
  127091. getShadowMap(): Nullable<RenderTargetTexture>;
  127092. protected _freezeShadowCastersBoundingInfo: boolean;
  127093. private _freezeShadowCastersBoundingInfoObservable;
  127094. /**
  127095. * Enables or disables the shadow casters bounding info computation.
  127096. * If your shadow casters don't move, you can disable this feature.
  127097. * If it is enabled, the bounding box computation is done every frame.
  127098. */
  127099. get freezeShadowCastersBoundingInfo(): boolean;
  127100. set freezeShadowCastersBoundingInfo(freeze: boolean);
  127101. private _scbiMin;
  127102. private _scbiMax;
  127103. protected _computeShadowCastersBoundingInfo(): void;
  127104. protected _shadowCastersBoundingInfo: BoundingInfo;
  127105. /**
  127106. * Gets or sets the shadow casters bounding info.
  127107. * If you provide your own shadow casters bounding info, first enable freezeShadowCastersBoundingInfo
  127108. * so that the system won't overwrite the bounds you provide
  127109. */
  127110. get shadowCastersBoundingInfo(): BoundingInfo;
  127111. set shadowCastersBoundingInfo(boundingInfo: BoundingInfo);
  127112. protected _breaksAreDirty: boolean;
  127113. protected _minDistance: number;
  127114. protected _maxDistance: number;
  127115. /**
  127116. * Sets the minimal and maximal distances to use when computing the cascade breaks.
  127117. *
  127118. * The values of min / max are typically the depth zmin and zmax values of your scene, for a given frame.
  127119. * If you don't know these values, simply leave them to their defaults and don't call this function.
  127120. * @param min minimal distance for the breaks (default to 0.)
  127121. * @param max maximal distance for the breaks (default to 1.)
  127122. */
  127123. setMinMaxDistance(min: number, max: number): void;
  127124. /** Gets the minimal distance used in the cascade break computation */
  127125. get minDistance(): number;
  127126. /** Gets the maximal distance used in the cascade break computation */
  127127. get maxDistance(): number;
  127128. /**
  127129. * Gets the class name of that object
  127130. * @returns "ShadowGenerator"
  127131. */
  127132. getClassName(): string;
  127133. /**
  127134. * Helper function to add a mesh and its descendants to the list of shadow casters.
  127135. * @param mesh Mesh to add
  127136. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  127137. * @returns the Shadow Generator itself
  127138. */
  127139. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
  127140. /**
  127141. * Helper function to remove a mesh and its descendants from the list of shadow casters
  127142. * @param mesh Mesh to remove
  127143. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  127144. * @returns the Shadow Generator itself
  127145. */
  127146. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): CascadedShadowGenerator;
  127147. /**
  127148. * Controls the extent to which the shadows fade out at the edge of the frustum
  127149. */
  127150. frustumEdgeFalloff: number;
  127151. private _light;
  127152. /**
  127153. * Returns the associated light object.
  127154. * @returns the light generating the shadow
  127155. */
  127156. getLight(): DirectionalLight;
  127157. /**
  127158. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  127159. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  127160. * It might on the other hand introduce peter panning.
  127161. */
  127162. forceBackFacesOnly: boolean;
  127163. private _cascadeMinExtents;
  127164. private _cascadeMaxExtents;
  127165. /**
  127166. * Gets a cascade minimum extents
  127167. * @param cascadeIndex index of the cascade
  127168. * @returns the minimum cascade extents
  127169. */
  127170. getCascadeMinExtents(cascadeIndex: number): Nullable<Vector3>;
  127171. /**
  127172. * Gets a cascade maximum extents
  127173. * @param cascadeIndex index of the cascade
  127174. * @returns the maximum cascade extents
  127175. */
  127176. getCascadeMaxExtents(cascadeIndex: number): Nullable<Vector3>;
  127177. private _scene;
  127178. private _lightDirection;
  127179. private _effect;
  127180. private _cascades;
  127181. private _cachedDirection;
  127182. private _cachedDefines;
  127183. private _mapSize;
  127184. private _currentLayer;
  127185. private _textureType;
  127186. private _defaultTextureMatrix;
  127187. private _storedUniqueId;
  127188. private _viewSpaceFrustumsZ;
  127189. private _viewMatrices;
  127190. private _projectionMatrices;
  127191. private _transformMatrices;
  127192. private _transformMatricesAsArray;
  127193. private _frustumLengths;
  127194. private _lightSizeUVCorrection;
  127195. private _depthCorrection;
  127196. private _frustumCornersWorldSpace;
  127197. private _frustumCenter;
  127198. private _shadowCameraPos;
  127199. private _shadowMaxZ;
  127200. /**
  127201. * Gets the shadow max z distance. It's the limit beyond which shadows are not displayed.
  127202. * It defaults to camera.maxZ
  127203. */
  127204. get shadowMaxZ(): number;
  127205. /**
  127206. * Sets the shadow max z distance.
  127207. */
  127208. set shadowMaxZ(value: number);
  127209. protected _debug: boolean;
  127210. /**
  127211. * Gets or sets the debug flag.
  127212. * When enabled, the cascades are materialized by different colors on the screen.
  127213. */
  127214. get debug(): boolean;
  127215. set debug(dbg: boolean);
  127216. private _depthClamp;
  127217. /**
  127218. * Gets or sets the depth clamping value.
  127219. *
  127220. * When enabled, it improves the shadow quality because the near z plane of the light frustum don't need to be adjusted
  127221. * to account for the shadow casters far away.
  127222. *
  127223. * Note that this property is incompatible with PCSS filtering, so it won't be used in that case.
  127224. */
  127225. get depthClamp(): boolean;
  127226. set depthClamp(value: boolean);
  127227. private _cascadeBlendPercentage;
  127228. /**
  127229. * Gets or sets the percentage of blending between two cascades (value between 0. and 1.).
  127230. * It defaults to 0.1 (10% blending).
  127231. */
  127232. get cascadeBlendPercentage(): number;
  127233. set cascadeBlendPercentage(value: number);
  127234. private _lambda;
  127235. /**
  127236. * Gets or set the lambda parameter.
  127237. * This parameter is used to split the camera frustum and create the cascades.
  127238. * It's a value between 0. and 1.: If 0, the split is a uniform split of the frustum, if 1 it is a logarithmic split.
  127239. * For all values in-between, it's a linear combination of the uniform and logarithm split algorithm.
  127240. */
  127241. get lambda(): number;
  127242. set lambda(value: number);
  127243. /**
  127244. * Gets the view matrix corresponding to a given cascade
  127245. * @param cascadeNum cascade to retrieve the view matrix from
  127246. * @returns the cascade view matrix
  127247. */
  127248. getCascadeViewMatrix(cascadeNum: number): Nullable<Matrix>;
  127249. /**
  127250. * Gets the projection matrix corresponding to a given cascade
  127251. * @param cascadeNum cascade to retrieve the projection matrix from
  127252. * @returns the cascade projection matrix
  127253. */
  127254. getCascadeProjectionMatrix(cascadeNum: number): Nullable<Matrix>;
  127255. private _depthRenderer;
  127256. /**
  127257. * Sets the depth renderer to use when autoCalcDepthBounds is enabled.
  127258. *
  127259. * Note that if no depth renderer is set, a new one will be automatically created internally when necessary.
  127260. *
  127261. * You should call this function if you already have a depth renderer enabled in your scene, to avoid
  127262. * doing multiple depth rendering each frame. If you provide your own depth renderer, make sure it stores linear depth!
  127263. * @param depthRenderer The depth renderer to use when autoCalcDepthBounds is enabled. If you pass null or don't call this function at all, a depth renderer will be automatically created
  127264. */
  127265. setDepthRenderer(depthRenderer: Nullable<DepthRenderer>): void;
  127266. private _depthReducer;
  127267. private _autoCalcDepthBounds;
  127268. /**
  127269. * Gets or sets the autoCalcDepthBounds property.
  127270. *
  127271. * When enabled, a depth rendering pass is first performed (with an internally created depth renderer or with the one
  127272. * you provide by calling setDepthRenderer). Then, a min/max reducing is applied on the depth map to compute the
  127273. * minimal and maximal depth of the map and those values are used as inputs for the setMinMaxDistance() function.
  127274. * It can greatly enhance the shadow quality, at the expense of more GPU works.
  127275. * When using this option, you should increase the value of the lambda parameter, and even set it to 1 for best results.
  127276. */
  127277. get autoCalcDepthBounds(): boolean;
  127278. set autoCalcDepthBounds(value: boolean);
  127279. /**
  127280. * Defines the refresh rate of the min/max computation used when autoCalcDepthBounds is set to true
  127281. * Use 0 to compute just once, 1 to compute on every frame, 2 to compute every two frames and so on...
  127282. * Note that if you provided your own depth renderer through a call to setDepthRenderer, you are responsible
  127283. * for setting the refresh rate on the renderer yourself!
  127284. */
  127285. get autoCalcDepthBoundsRefreshRate(): number;
  127286. set autoCalcDepthBoundsRefreshRate(value: number);
  127287. /**
  127288. * Create the cascade breaks according to the lambda, shadowMaxZ and min/max distance properties, as well as the camera near and far planes.
  127289. * This function is automatically called when updating lambda, shadowMaxZ and min/max distances, however you should call it yourself if
  127290. * you change the camera near/far planes!
  127291. */
  127292. splitFrustum(): void;
  127293. private _splitFrustum;
  127294. /**
  127295. * Gets the CSM transformation matrix used to project the meshes into the map from the light point of view.
  127296. * (eq to view projection * shadow projection matrices)
  127297. * @param cascadeIndex index number of the cascaded shadow map
  127298. * @returns The transform matrix used to create the CSM shadow map
  127299. */
  127300. getCSMTransformMatrix(cascadeIndex: number): Matrix;
  127301. private _computeMatrices;
  127302. private _computeFrustumInWorldSpace;
  127303. private _computeCascadeFrustum;
  127304. /** @hidden */
  127305. static _SceneComponentInitialization: (scene: Scene) => void;
  127306. /**
  127307. * Creates a Cascaded Shadow Generator object.
  127308. * A ShadowGenerator is the required tool to use the shadows.
  127309. * Each directional light casting shadows needs to use its own ShadowGenerator.
  127310. * Documentation : https://doc.babylonjs.com/babylon101/cascadedShadows
  127311. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  127312. * @param light The directional light object generating the shadows.
  127313. * @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.
  127314. */
  127315. constructor(mapSize: number, light: DirectionalLight, usefulFloatFirst?: boolean);
  127316. private _initializeGenerator;
  127317. private _initializeShadowMap;
  127318. private _renderForShadowMap;
  127319. private _renderSubMeshForShadowMap;
  127320. private _applyFilterValues;
  127321. /**
  127322. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  127323. * @param onCompiled Callback triggered at the and of the effects compilation
  127324. * @param options Sets of optional options forcing the compilation with different modes
  127325. */
  127326. forceCompilation(onCompiled?: (generator: IShadowGenerator) => void, options?: Partial<{
  127327. useInstances: boolean;
  127328. }>): void;
  127329. /**
  127330. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  127331. * @param options Sets of optional options forcing the compilation with different modes
  127332. * @returns A promise that resolves when the compilation completes
  127333. */
  127334. forceCompilationAsync(options?: Partial<{
  127335. useInstances: boolean;
  127336. }>): Promise<void>;
  127337. /**
  127338. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  127339. * @param subMesh The submesh we want to render in the shadow map
  127340. * @param useInstances Defines wether will draw in the map using instances
  127341. * @returns true if ready otherwise, false
  127342. */
  127343. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  127344. /**
  127345. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  127346. * @param defines Defines of the material we want to update
  127347. * @param lightIndex Index of the light in the enabled light list of the material
  127348. */
  127349. prepareDefines(defines: any, lightIndex: number): void;
  127350. /**
  127351. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  127352. * defined in the generator but impacting the effect).
  127353. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  127354. * @param effect The effect we are binfing the information for
  127355. */
  127356. bindShadowLight(lightIndex: string, effect: Effect): void;
  127357. /**
  127358. * Gets the transformation matrix of the first cascade used to project the meshes into the map from the light point of view.
  127359. * (eq to view projection * shadow projection matrices)
  127360. * @returns The transform matrix used to create the shadow map
  127361. */
  127362. getTransformMatrix(): Matrix;
  127363. /**
  127364. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  127365. * Cube and 2D textures for instance.
  127366. */
  127367. recreateShadowMap(): void;
  127368. private _disposeRTT;
  127369. /**
  127370. * Disposes the ShadowGenerator.
  127371. * Returns nothing.
  127372. */
  127373. dispose(): void;
  127374. /**
  127375. * Serializes the shadow generator setup to a json object.
  127376. * @returns The serialized JSON object
  127377. */
  127378. serialize(): any;
  127379. /**
  127380. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  127381. * @param parsedShadowGenerator The JSON object to parse
  127382. * @param scene The scene to create the shadow map for
  127383. * @returns The parsed shadow generator
  127384. */
  127385. static Parse(parsedShadowGenerator: any, scene: Scene): CascadedShadowGenerator;
  127386. }
  127387. }
  127388. declare module BABYLON {
  127389. /**
  127390. * Defines the shadow generator component responsible to manage any shadow generators
  127391. * in a given scene.
  127392. */
  127393. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  127394. /**
  127395. * The component name helpfull to identify the component in the list of scene components.
  127396. */
  127397. readonly name: string;
  127398. /**
  127399. * The scene the component belongs to.
  127400. */
  127401. scene: Scene;
  127402. /**
  127403. * Creates a new instance of the component for the given scene
  127404. * @param scene Defines the scene to register the component in
  127405. */
  127406. constructor(scene: Scene);
  127407. /**
  127408. * Registers the component in a given scene
  127409. */
  127410. register(): void;
  127411. /**
  127412. * Rebuilds the elements related to this component in case of
  127413. * context lost for instance.
  127414. */
  127415. rebuild(): void;
  127416. /**
  127417. * Serializes the component data to the specified json object
  127418. * @param serializationObject The object to serialize to
  127419. */
  127420. serialize(serializationObject: any): void;
  127421. /**
  127422. * Adds all the elements from the container to the scene
  127423. * @param container the container holding the elements
  127424. */
  127425. addFromContainer(container: AbstractScene): void;
  127426. /**
  127427. * Removes all the elements in the container from the scene
  127428. * @param container contains the elements to remove
  127429. * @param dispose if the removed element should be disposed (default: false)
  127430. */
  127431. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  127432. /**
  127433. * Rebuilds the elements related to this component in case of
  127434. * context lost for instance.
  127435. */
  127436. dispose(): void;
  127437. private _gatherRenderTargets;
  127438. }
  127439. }
  127440. declare module BABYLON {
  127441. /**
  127442. * A point light is a light defined by an unique point in world space.
  127443. * The light is emitted in every direction from this point.
  127444. * A good example of a point light is a standard light bulb.
  127445. * Documentation: https://doc.babylonjs.com/babylon101/lights
  127446. */
  127447. export class PointLight extends ShadowLight {
  127448. private _shadowAngle;
  127449. /**
  127450. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  127451. * This specifies what angle the shadow will use to be created.
  127452. *
  127453. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  127454. */
  127455. get shadowAngle(): number;
  127456. /**
  127457. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  127458. * This specifies what angle the shadow will use to be created.
  127459. *
  127460. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  127461. */
  127462. set shadowAngle(value: number);
  127463. /**
  127464. * Gets the direction if it has been set.
  127465. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  127466. */
  127467. get direction(): Vector3;
  127468. /**
  127469. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  127470. */
  127471. set direction(value: Vector3);
  127472. /**
  127473. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  127474. * A PointLight emits the light in every direction.
  127475. * It can cast shadows.
  127476. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  127477. * ```javascript
  127478. * var pointLight = new PointLight("pl", camera.position, scene);
  127479. * ```
  127480. * Documentation : https://doc.babylonjs.com/babylon101/lights
  127481. * @param name The light friendly name
  127482. * @param position The position of the point light in the scene
  127483. * @param scene The scene the lights belongs to
  127484. */
  127485. constructor(name: string, position: Vector3, scene: Scene);
  127486. /**
  127487. * Returns the string "PointLight"
  127488. * @returns the class name
  127489. */
  127490. getClassName(): string;
  127491. /**
  127492. * Returns the integer 0.
  127493. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  127494. */
  127495. getTypeID(): number;
  127496. /**
  127497. * Specifies wether or not the shadowmap should be a cube texture.
  127498. * @returns true if the shadowmap needs to be a cube texture.
  127499. */
  127500. needCube(): boolean;
  127501. /**
  127502. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  127503. * @param faceIndex The index of the face we are computed the direction to generate shadow
  127504. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  127505. */
  127506. getShadowDirection(faceIndex?: number): Vector3;
  127507. /**
  127508. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  127509. * - fov = PI / 2
  127510. * - aspect ratio : 1.0
  127511. * - z-near and far equal to the active camera minZ and maxZ.
  127512. * Returns the PointLight.
  127513. */
  127514. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  127515. protected _buildUniformLayout(): void;
  127516. /**
  127517. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  127518. * @param effect The effect to update
  127519. * @param lightIndex The index of the light in the effect to update
  127520. * @returns The point light
  127521. */
  127522. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  127523. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  127524. /**
  127525. * Prepares the list of defines specific to the light type.
  127526. * @param defines the list of defines
  127527. * @param lightIndex defines the index of the light for the effect
  127528. */
  127529. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  127530. }
  127531. }
  127532. declare module BABYLON {
  127533. /**
  127534. * Header information of HDR texture files.
  127535. */
  127536. export interface HDRInfo {
  127537. /**
  127538. * The height of the texture in pixels.
  127539. */
  127540. height: number;
  127541. /**
  127542. * The width of the texture in pixels.
  127543. */
  127544. width: number;
  127545. /**
  127546. * The index of the beginning of the data in the binary file.
  127547. */
  127548. dataPosition: number;
  127549. }
  127550. /**
  127551. * This groups tools to convert HDR texture to native colors array.
  127552. */
  127553. export class HDRTools {
  127554. private static Ldexp;
  127555. private static Rgbe2float;
  127556. private static readStringLine;
  127557. /**
  127558. * Reads header information from an RGBE texture stored in a native array.
  127559. * More information on this format are available here:
  127560. * https://en.wikipedia.org/wiki/RGBE_image_format
  127561. *
  127562. * @param uint8array The binary file stored in native array.
  127563. * @return The header information.
  127564. */
  127565. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  127566. /**
  127567. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  127568. * This RGBE texture needs to store the information as a panorama.
  127569. *
  127570. * More information on this format are available here:
  127571. * https://en.wikipedia.org/wiki/RGBE_image_format
  127572. *
  127573. * @param buffer The binary file stored in an array buffer.
  127574. * @param size The expected size of the extracted cubemap.
  127575. * @return The Cube Map information.
  127576. */
  127577. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  127578. /**
  127579. * Returns the pixels data extracted from an RGBE texture.
  127580. * This pixels will be stored left to right up to down in the R G B order in one array.
  127581. *
  127582. * More information on this format are available here:
  127583. * https://en.wikipedia.org/wiki/RGBE_image_format
  127584. *
  127585. * @param uint8array The binary file stored in an array buffer.
  127586. * @param hdrInfo The header information of the file.
  127587. * @return The pixels data in RGB right to left up to down order.
  127588. */
  127589. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  127590. private static RGBE_ReadPixels_RLE;
  127591. }
  127592. }
  127593. declare module BABYLON {
  127594. /**
  127595. * This represents a texture coming from an HDR input.
  127596. *
  127597. * The only supported format is currently panorama picture stored in RGBE format.
  127598. * Example of such files can be found on HDRLib: http://hdrlib.com/
  127599. */
  127600. export class HDRCubeTexture extends BaseTexture {
  127601. private static _facesMapping;
  127602. private _generateHarmonics;
  127603. private _noMipmap;
  127604. private _textureMatrix;
  127605. private _size;
  127606. private _onLoad;
  127607. private _onError;
  127608. /**
  127609. * The texture URL.
  127610. */
  127611. url: string;
  127612. /**
  127613. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  127614. */
  127615. coordinatesMode: number;
  127616. protected _isBlocking: boolean;
  127617. /**
  127618. * Sets wether or not the texture is blocking during loading.
  127619. */
  127620. set isBlocking(value: boolean);
  127621. /**
  127622. * Gets wether or not the texture is blocking during loading.
  127623. */
  127624. get isBlocking(): boolean;
  127625. protected _rotationY: number;
  127626. /**
  127627. * Sets texture matrix rotation angle around Y axis in radians.
  127628. */
  127629. set rotationY(value: number);
  127630. /**
  127631. * Gets texture matrix rotation angle around Y axis radians.
  127632. */
  127633. get rotationY(): number;
  127634. /**
  127635. * Gets or sets the center of the bounding box associated with the cube texture
  127636. * It must define where the camera used to render the texture was set
  127637. */
  127638. boundingBoxPosition: Vector3;
  127639. private _boundingBoxSize;
  127640. /**
  127641. * Gets or sets the size of the bounding box associated with the cube texture
  127642. * When defined, the cubemap will switch to local mode
  127643. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  127644. * @example https://www.babylonjs-playground.com/#RNASML
  127645. */
  127646. set boundingBoxSize(value: Vector3);
  127647. get boundingBoxSize(): Vector3;
  127648. /**
  127649. * Instantiates an HDRTexture from the following parameters.
  127650. *
  127651. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  127652. * @param scene The scene the texture will be used in
  127653. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  127654. * @param noMipmap Forces to not generate the mipmap if true
  127655. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  127656. * @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)
  127657. * @param reserved Reserved flag for internal use.
  127658. */
  127659. 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>);
  127660. /**
  127661. * Get the current class name of the texture useful for serialization or dynamic coding.
  127662. * @returns "HDRCubeTexture"
  127663. */
  127664. getClassName(): string;
  127665. /**
  127666. * Occurs when the file is raw .hdr file.
  127667. */
  127668. private loadTexture;
  127669. clone(): HDRCubeTexture;
  127670. delayLoad(): void;
  127671. /**
  127672. * Get the texture reflection matrix used to rotate/transform the reflection.
  127673. * @returns the reflection matrix
  127674. */
  127675. getReflectionTextureMatrix(): Matrix;
  127676. /**
  127677. * Set the texture reflection matrix used to rotate/transform the reflection.
  127678. * @param value Define the reflection matrix to set
  127679. */
  127680. setReflectionTextureMatrix(value: Matrix): void;
  127681. /**
  127682. * Parses a JSON representation of an HDR Texture in order to create the texture
  127683. * @param parsedTexture Define the JSON representation
  127684. * @param scene Define the scene the texture should be created in
  127685. * @param rootUrl Define the root url in case we need to load relative dependencies
  127686. * @returns the newly created texture after parsing
  127687. */
  127688. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  127689. serialize(): any;
  127690. }
  127691. }
  127692. declare module BABYLON {
  127693. /**
  127694. * Class used to control physics engine
  127695. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  127696. */
  127697. export class PhysicsEngine implements IPhysicsEngine {
  127698. private _physicsPlugin;
  127699. /**
  127700. * Global value used to control the smallest number supported by the simulation
  127701. */
  127702. static Epsilon: number;
  127703. private _impostors;
  127704. private _joints;
  127705. private _subTimeStep;
  127706. /**
  127707. * Gets the gravity vector used by the simulation
  127708. */
  127709. gravity: Vector3;
  127710. /**
  127711. * Factory used to create the default physics plugin.
  127712. * @returns The default physics plugin
  127713. */
  127714. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  127715. /**
  127716. * Creates a new Physics Engine
  127717. * @param gravity defines the gravity vector used by the simulation
  127718. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  127719. */
  127720. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  127721. /**
  127722. * Sets the gravity vector used by the simulation
  127723. * @param gravity defines the gravity vector to use
  127724. */
  127725. setGravity(gravity: Vector3): void;
  127726. /**
  127727. * Set the time step of the physics engine.
  127728. * Default is 1/60.
  127729. * To slow it down, enter 1/600 for example.
  127730. * To speed it up, 1/30
  127731. * @param newTimeStep defines the new timestep to apply to this world.
  127732. */
  127733. setTimeStep(newTimeStep?: number): void;
  127734. /**
  127735. * Get the time step of the physics engine.
  127736. * @returns the current time step
  127737. */
  127738. getTimeStep(): number;
  127739. /**
  127740. * Set the sub time step of the physics engine.
  127741. * Default is 0 meaning there is no sub steps
  127742. * To increase physics resolution precision, set a small value (like 1 ms)
  127743. * @param subTimeStep defines the new sub timestep used for physics resolution.
  127744. */
  127745. setSubTimeStep(subTimeStep?: number): void;
  127746. /**
  127747. * Get the sub time step of the physics engine.
  127748. * @returns the current sub time step
  127749. */
  127750. getSubTimeStep(): number;
  127751. /**
  127752. * Release all resources
  127753. */
  127754. dispose(): void;
  127755. /**
  127756. * Gets the name of the current physics plugin
  127757. * @returns the name of the plugin
  127758. */
  127759. getPhysicsPluginName(): string;
  127760. /**
  127761. * Adding a new impostor for the impostor tracking.
  127762. * This will be done by the impostor itself.
  127763. * @param impostor the impostor to add
  127764. */
  127765. addImpostor(impostor: PhysicsImpostor): void;
  127766. /**
  127767. * Remove an impostor from the engine.
  127768. * This impostor and its mesh will not longer be updated by the physics engine.
  127769. * @param impostor the impostor to remove
  127770. */
  127771. removeImpostor(impostor: PhysicsImpostor): void;
  127772. /**
  127773. * Add a joint to the physics engine
  127774. * @param mainImpostor defines the main impostor to which the joint is added.
  127775. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  127776. * @param joint defines the joint that will connect both impostors.
  127777. */
  127778. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  127779. /**
  127780. * Removes a joint from the simulation
  127781. * @param mainImpostor defines the impostor used with the joint
  127782. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  127783. * @param joint defines the joint to remove
  127784. */
  127785. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  127786. /**
  127787. * Called by the scene. No need to call it.
  127788. * @param delta defines the timespam between frames
  127789. */
  127790. _step(delta: number): void;
  127791. /**
  127792. * Gets the current plugin used to run the simulation
  127793. * @returns current plugin
  127794. */
  127795. getPhysicsPlugin(): IPhysicsEnginePlugin;
  127796. /**
  127797. * Gets the list of physic impostors
  127798. * @returns an array of PhysicsImpostor
  127799. */
  127800. getImpostors(): Array<PhysicsImpostor>;
  127801. /**
  127802. * Gets the impostor for a physics enabled object
  127803. * @param object defines the object impersonated by the impostor
  127804. * @returns the PhysicsImpostor or null if not found
  127805. */
  127806. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  127807. /**
  127808. * Gets the impostor for a physics body object
  127809. * @param body defines physics body used by the impostor
  127810. * @returns the PhysicsImpostor or null if not found
  127811. */
  127812. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  127813. /**
  127814. * Does a raycast in the physics world
  127815. * @param from when should the ray start?
  127816. * @param to when should the ray end?
  127817. * @returns PhysicsRaycastResult
  127818. */
  127819. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  127820. }
  127821. }
  127822. declare module BABYLON {
  127823. /** @hidden */
  127824. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  127825. private _useDeltaForWorldStep;
  127826. world: any;
  127827. name: string;
  127828. private _physicsMaterials;
  127829. private _fixedTimeStep;
  127830. private _cannonRaycastResult;
  127831. private _raycastResult;
  127832. private _physicsBodysToRemoveAfterStep;
  127833. BJSCANNON: any;
  127834. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  127835. setGravity(gravity: Vector3): void;
  127836. setTimeStep(timeStep: number): void;
  127837. getTimeStep(): number;
  127838. executeStep(delta: number): void;
  127839. private _removeMarkedPhysicsBodiesFromWorld;
  127840. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  127841. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  127842. generatePhysicsBody(impostor: PhysicsImpostor): void;
  127843. private _processChildMeshes;
  127844. removePhysicsBody(impostor: PhysicsImpostor): void;
  127845. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  127846. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  127847. private _addMaterial;
  127848. private _checkWithEpsilon;
  127849. private _createShape;
  127850. private _createHeightmap;
  127851. private _minus90X;
  127852. private _plus90X;
  127853. private _tmpPosition;
  127854. private _tmpDeltaPosition;
  127855. private _tmpUnityRotation;
  127856. private _updatePhysicsBodyTransformation;
  127857. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  127858. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  127859. isSupported(): boolean;
  127860. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  127861. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  127862. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  127863. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  127864. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  127865. getBodyMass(impostor: PhysicsImpostor): number;
  127866. getBodyFriction(impostor: PhysicsImpostor): number;
  127867. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  127868. getBodyRestitution(impostor: PhysicsImpostor): number;
  127869. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  127870. sleepBody(impostor: PhysicsImpostor): void;
  127871. wakeUpBody(impostor: PhysicsImpostor): void;
  127872. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  127873. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  127874. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  127875. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  127876. getRadius(impostor: PhysicsImpostor): number;
  127877. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  127878. dispose(): void;
  127879. private _extendNamespace;
  127880. /**
  127881. * Does a raycast in the physics world
  127882. * @param from when should the ray start?
  127883. * @param to when should the ray end?
  127884. * @returns PhysicsRaycastResult
  127885. */
  127886. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  127887. }
  127888. }
  127889. declare module BABYLON {
  127890. /** @hidden */
  127891. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  127892. world: any;
  127893. name: string;
  127894. BJSOIMO: any;
  127895. private _raycastResult;
  127896. constructor(iterations?: number, oimoInjection?: any);
  127897. setGravity(gravity: Vector3): void;
  127898. setTimeStep(timeStep: number): void;
  127899. getTimeStep(): number;
  127900. private _tmpImpostorsArray;
  127901. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  127902. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  127903. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  127904. generatePhysicsBody(impostor: PhysicsImpostor): void;
  127905. private _tmpPositionVector;
  127906. removePhysicsBody(impostor: PhysicsImpostor): void;
  127907. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  127908. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  127909. isSupported(): boolean;
  127910. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  127911. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  127912. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  127913. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  127914. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  127915. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  127916. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  127917. getBodyMass(impostor: PhysicsImpostor): number;
  127918. getBodyFriction(impostor: PhysicsImpostor): number;
  127919. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  127920. getBodyRestitution(impostor: PhysicsImpostor): number;
  127921. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  127922. sleepBody(impostor: PhysicsImpostor): void;
  127923. wakeUpBody(impostor: PhysicsImpostor): void;
  127924. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  127925. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  127926. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  127927. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  127928. getRadius(impostor: PhysicsImpostor): number;
  127929. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  127930. dispose(): void;
  127931. /**
  127932. * Does a raycast in the physics world
  127933. * @param from when should the ray start?
  127934. * @param to when should the ray end?
  127935. * @returns PhysicsRaycastResult
  127936. */
  127937. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  127938. }
  127939. }
  127940. declare module BABYLON {
  127941. /**
  127942. * Class containing static functions to help procedurally build meshes
  127943. */
  127944. export class RibbonBuilder {
  127945. /**
  127946. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  127947. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  127948. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  127949. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  127950. * * 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
  127951. * * 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
  127952. * * 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
  127953. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  127954. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  127955. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  127956. * * 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
  127957. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  127958. * * 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
  127959. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  127960. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  127961. * @param name defines the name of the mesh
  127962. * @param options defines the options used to create the mesh
  127963. * @param scene defines the hosting scene
  127964. * @returns the ribbon mesh
  127965. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  127966. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  127967. */
  127968. static CreateRibbon(name: string, options: {
  127969. pathArray: Vector3[][];
  127970. closeArray?: boolean;
  127971. closePath?: boolean;
  127972. offset?: number;
  127973. updatable?: boolean;
  127974. sideOrientation?: number;
  127975. frontUVs?: Vector4;
  127976. backUVs?: Vector4;
  127977. instance?: Mesh;
  127978. invertUV?: boolean;
  127979. uvs?: Vector2[];
  127980. colors?: Color4[];
  127981. }, scene?: Nullable<Scene>): Mesh;
  127982. }
  127983. }
  127984. declare module BABYLON {
  127985. /**
  127986. * Class containing static functions to help procedurally build meshes
  127987. */
  127988. export class ShapeBuilder {
  127989. /**
  127990. * 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.
  127991. * * 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.
  127992. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  127993. * * 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.
  127994. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  127995. * * 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
  127996. * * 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
  127997. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  127998. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  127999. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  128000. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  128001. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  128002. * @param name defines the name of the mesh
  128003. * @param options defines the options used to create the mesh
  128004. * @param scene defines the hosting scene
  128005. * @returns the extruded shape mesh
  128006. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  128007. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  128008. */
  128009. static ExtrudeShape(name: string, options: {
  128010. shape: Vector3[];
  128011. path: Vector3[];
  128012. scale?: number;
  128013. rotation?: number;
  128014. cap?: number;
  128015. updatable?: boolean;
  128016. sideOrientation?: number;
  128017. frontUVs?: Vector4;
  128018. backUVs?: Vector4;
  128019. instance?: Mesh;
  128020. invertUV?: boolean;
  128021. }, scene?: Nullable<Scene>): Mesh;
  128022. /**
  128023. * Creates an custom extruded shape mesh.
  128024. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  128025. * * 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.
  128026. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  128027. * * 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
  128028. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  128029. * * 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
  128030. * * It must returns a float value that will be the scale value applied to the shape on each path point
  128031. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  128032. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  128033. * * 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
  128034. * * 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
  128035. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  128036. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  128037. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  128038. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  128039. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  128040. * @param name defines the name of the mesh
  128041. * @param options defines the options used to create the mesh
  128042. * @param scene defines the hosting scene
  128043. * @returns the custom extruded shape mesh
  128044. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  128045. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  128046. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  128047. */
  128048. static ExtrudeShapeCustom(name: string, options: {
  128049. shape: Vector3[];
  128050. path: Vector3[];
  128051. scaleFunction?: any;
  128052. rotationFunction?: any;
  128053. ribbonCloseArray?: boolean;
  128054. ribbonClosePath?: boolean;
  128055. cap?: number;
  128056. updatable?: boolean;
  128057. sideOrientation?: number;
  128058. frontUVs?: Vector4;
  128059. backUVs?: Vector4;
  128060. instance?: Mesh;
  128061. invertUV?: boolean;
  128062. }, scene?: Nullable<Scene>): Mesh;
  128063. private static _ExtrudeShapeGeneric;
  128064. }
  128065. }
  128066. declare module BABYLON {
  128067. /**
  128068. * AmmoJS Physics plugin
  128069. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  128070. * @see https://github.com/kripken/ammo.js/
  128071. */
  128072. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  128073. private _useDeltaForWorldStep;
  128074. /**
  128075. * Reference to the Ammo library
  128076. */
  128077. bjsAMMO: any;
  128078. /**
  128079. * Created ammoJS world which physics bodies are added to
  128080. */
  128081. world: any;
  128082. /**
  128083. * Name of the plugin
  128084. */
  128085. name: string;
  128086. private _timeStep;
  128087. private _fixedTimeStep;
  128088. private _maxSteps;
  128089. private _tmpQuaternion;
  128090. private _tmpAmmoTransform;
  128091. private _tmpAmmoQuaternion;
  128092. private _tmpAmmoConcreteContactResultCallback;
  128093. private _collisionConfiguration;
  128094. private _dispatcher;
  128095. private _overlappingPairCache;
  128096. private _solver;
  128097. private _softBodySolver;
  128098. private _tmpAmmoVectorA;
  128099. private _tmpAmmoVectorB;
  128100. private _tmpAmmoVectorC;
  128101. private _tmpAmmoVectorD;
  128102. private _tmpContactCallbackResult;
  128103. private _tmpAmmoVectorRCA;
  128104. private _tmpAmmoVectorRCB;
  128105. private _raycastResult;
  128106. private static readonly DISABLE_COLLISION_FLAG;
  128107. private static readonly KINEMATIC_FLAG;
  128108. private static readonly DISABLE_DEACTIVATION_FLAG;
  128109. /**
  128110. * Initializes the ammoJS plugin
  128111. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  128112. * @param ammoInjection can be used to inject your own ammo reference
  128113. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  128114. */
  128115. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  128116. /**
  128117. * Sets the gravity of the physics world (m/(s^2))
  128118. * @param gravity Gravity to set
  128119. */
  128120. setGravity(gravity: Vector3): void;
  128121. /**
  128122. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  128123. * @param timeStep timestep to use in seconds
  128124. */
  128125. setTimeStep(timeStep: number): void;
  128126. /**
  128127. * 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)
  128128. * @param fixedTimeStep fixedTimeStep to use in seconds
  128129. */
  128130. setFixedTimeStep(fixedTimeStep: number): void;
  128131. /**
  128132. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  128133. * @param maxSteps the maximum number of steps by the physics engine per frame
  128134. */
  128135. setMaxSteps(maxSteps: number): void;
  128136. /**
  128137. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  128138. * @returns the current timestep in seconds
  128139. */
  128140. getTimeStep(): number;
  128141. /**
  128142. * The create custom shape handler function to be called when using BABYLON.PhysicsImposter.CustomImpostor
  128143. */
  128144. onCreateCustomShape: (impostor: PhysicsImpostor) => any;
  128145. private _isImpostorInContact;
  128146. private _isImpostorPairInContact;
  128147. private _stepSimulation;
  128148. /**
  128149. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  128150. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  128151. * After the step the babylon meshes are set to the position of the physics imposters
  128152. * @param delta amount of time to step forward
  128153. * @param impostors array of imposters to update before/after the step
  128154. */
  128155. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  128156. /**
  128157. * Update babylon mesh to match physics world object
  128158. * @param impostor imposter to match
  128159. */
  128160. private _afterSoftStep;
  128161. /**
  128162. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  128163. * @param impostor imposter to match
  128164. */
  128165. private _ropeStep;
  128166. /**
  128167. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  128168. * @param impostor imposter to match
  128169. */
  128170. private _softbodyOrClothStep;
  128171. private _tmpVector;
  128172. private _tmpMatrix;
  128173. /**
  128174. * Applies an impulse on the imposter
  128175. * @param impostor imposter to apply impulse to
  128176. * @param force amount of force to be applied to the imposter
  128177. * @param contactPoint the location to apply the impulse on the imposter
  128178. */
  128179. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  128180. /**
  128181. * Applies a force on the imposter
  128182. * @param impostor imposter to apply force
  128183. * @param force amount of force to be applied to the imposter
  128184. * @param contactPoint the location to apply the force on the imposter
  128185. */
  128186. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  128187. /**
  128188. * Creates a physics body using the plugin
  128189. * @param impostor the imposter to create the physics body on
  128190. */
  128191. generatePhysicsBody(impostor: PhysicsImpostor): void;
  128192. /**
  128193. * Removes the physics body from the imposter and disposes of the body's memory
  128194. * @param impostor imposter to remove the physics body from
  128195. */
  128196. removePhysicsBody(impostor: PhysicsImpostor): void;
  128197. /**
  128198. * Generates a joint
  128199. * @param impostorJoint the imposter joint to create the joint with
  128200. */
  128201. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  128202. /**
  128203. * Removes a joint
  128204. * @param impostorJoint the imposter joint to remove the joint from
  128205. */
  128206. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  128207. private _addMeshVerts;
  128208. /**
  128209. * Initialise the soft body vertices to match its object's (mesh) vertices
  128210. * Softbody vertices (nodes) are in world space and to match this
  128211. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  128212. * @param impostor to create the softbody for
  128213. */
  128214. private _softVertexData;
  128215. /**
  128216. * Create an impostor's soft body
  128217. * @param impostor to create the softbody for
  128218. */
  128219. private _createSoftbody;
  128220. /**
  128221. * Create cloth for an impostor
  128222. * @param impostor to create the softbody for
  128223. */
  128224. private _createCloth;
  128225. /**
  128226. * Create rope for an impostor
  128227. * @param impostor to create the softbody for
  128228. */
  128229. private _createRope;
  128230. /**
  128231. * Create a custom physics impostor shape using the plugin's onCreateCustomShape handler
  128232. * @param impostor to create the custom physics shape for
  128233. */
  128234. private _createCustom;
  128235. private _addHullVerts;
  128236. private _createShape;
  128237. /**
  128238. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  128239. * @param impostor imposter containing the physics body and babylon object
  128240. */
  128241. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  128242. /**
  128243. * Sets the babylon object's position/rotation from the physics body's position/rotation
  128244. * @param impostor imposter containing the physics body and babylon object
  128245. * @param newPosition new position
  128246. * @param newRotation new rotation
  128247. */
  128248. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  128249. /**
  128250. * If this plugin is supported
  128251. * @returns true if its supported
  128252. */
  128253. isSupported(): boolean;
  128254. /**
  128255. * Sets the linear velocity of the physics body
  128256. * @param impostor imposter to set the velocity on
  128257. * @param velocity velocity to set
  128258. */
  128259. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  128260. /**
  128261. * Sets the angular velocity of the physics body
  128262. * @param impostor imposter to set the velocity on
  128263. * @param velocity velocity to set
  128264. */
  128265. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  128266. /**
  128267. * gets the linear velocity
  128268. * @param impostor imposter to get linear velocity from
  128269. * @returns linear velocity
  128270. */
  128271. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  128272. /**
  128273. * gets the angular velocity
  128274. * @param impostor imposter to get angular velocity from
  128275. * @returns angular velocity
  128276. */
  128277. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  128278. /**
  128279. * Sets the mass of physics body
  128280. * @param impostor imposter to set the mass on
  128281. * @param mass mass to set
  128282. */
  128283. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  128284. /**
  128285. * Gets the mass of the physics body
  128286. * @param impostor imposter to get the mass from
  128287. * @returns mass
  128288. */
  128289. getBodyMass(impostor: PhysicsImpostor): number;
  128290. /**
  128291. * Gets friction of the impostor
  128292. * @param impostor impostor to get friction from
  128293. * @returns friction value
  128294. */
  128295. getBodyFriction(impostor: PhysicsImpostor): number;
  128296. /**
  128297. * Sets friction of the impostor
  128298. * @param impostor impostor to set friction on
  128299. * @param friction friction value
  128300. */
  128301. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  128302. /**
  128303. * Gets restitution of the impostor
  128304. * @param impostor impostor to get restitution from
  128305. * @returns restitution value
  128306. */
  128307. getBodyRestitution(impostor: PhysicsImpostor): number;
  128308. /**
  128309. * Sets resitution of the impostor
  128310. * @param impostor impostor to set resitution on
  128311. * @param restitution resitution value
  128312. */
  128313. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  128314. /**
  128315. * Gets pressure inside the impostor
  128316. * @param impostor impostor to get pressure from
  128317. * @returns pressure value
  128318. */
  128319. getBodyPressure(impostor: PhysicsImpostor): number;
  128320. /**
  128321. * Sets pressure inside a soft body impostor
  128322. * Cloth and rope must remain 0 pressure
  128323. * @param impostor impostor to set pressure on
  128324. * @param pressure pressure value
  128325. */
  128326. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  128327. /**
  128328. * Gets stiffness of the impostor
  128329. * @param impostor impostor to get stiffness from
  128330. * @returns pressure value
  128331. */
  128332. getBodyStiffness(impostor: PhysicsImpostor): number;
  128333. /**
  128334. * Sets stiffness of the impostor
  128335. * @param impostor impostor to set stiffness on
  128336. * @param stiffness stiffness value from 0 to 1
  128337. */
  128338. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  128339. /**
  128340. * Gets velocityIterations of the impostor
  128341. * @param impostor impostor to get velocity iterations from
  128342. * @returns velocityIterations value
  128343. */
  128344. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  128345. /**
  128346. * Sets velocityIterations of the impostor
  128347. * @param impostor impostor to set velocity iterations on
  128348. * @param velocityIterations velocityIterations value
  128349. */
  128350. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  128351. /**
  128352. * Gets positionIterations of the impostor
  128353. * @param impostor impostor to get position iterations from
  128354. * @returns positionIterations value
  128355. */
  128356. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  128357. /**
  128358. * Sets positionIterations of the impostor
  128359. * @param impostor impostor to set position on
  128360. * @param positionIterations positionIterations value
  128361. */
  128362. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  128363. /**
  128364. * Append an anchor to a cloth object
  128365. * @param impostor is the cloth impostor to add anchor to
  128366. * @param otherImpostor is the rigid impostor to anchor to
  128367. * @param width ratio across width from 0 to 1
  128368. * @param height ratio up height from 0 to 1
  128369. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  128370. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  128371. */
  128372. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  128373. /**
  128374. * Append an hook to a rope object
  128375. * @param impostor is the rope impostor to add hook to
  128376. * @param otherImpostor is the rigid impostor to hook to
  128377. * @param length ratio along the rope from 0 to 1
  128378. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  128379. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  128380. */
  128381. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  128382. /**
  128383. * Sleeps the physics body and stops it from being active
  128384. * @param impostor impostor to sleep
  128385. */
  128386. sleepBody(impostor: PhysicsImpostor): void;
  128387. /**
  128388. * Activates the physics body
  128389. * @param impostor impostor to activate
  128390. */
  128391. wakeUpBody(impostor: PhysicsImpostor): void;
  128392. /**
  128393. * Updates the distance parameters of the joint
  128394. * @param joint joint to update
  128395. * @param maxDistance maximum distance of the joint
  128396. * @param minDistance minimum distance of the joint
  128397. */
  128398. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  128399. /**
  128400. * Sets a motor on the joint
  128401. * @param joint joint to set motor on
  128402. * @param speed speed of the motor
  128403. * @param maxForce maximum force of the motor
  128404. * @param motorIndex index of the motor
  128405. */
  128406. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  128407. /**
  128408. * Sets the motors limit
  128409. * @param joint joint to set limit on
  128410. * @param upperLimit upper limit
  128411. * @param lowerLimit lower limit
  128412. */
  128413. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  128414. /**
  128415. * Syncs the position and rotation of a mesh with the impostor
  128416. * @param mesh mesh to sync
  128417. * @param impostor impostor to update the mesh with
  128418. */
  128419. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  128420. /**
  128421. * Gets the radius of the impostor
  128422. * @param impostor impostor to get radius from
  128423. * @returns the radius
  128424. */
  128425. getRadius(impostor: PhysicsImpostor): number;
  128426. /**
  128427. * Gets the box size of the impostor
  128428. * @param impostor impostor to get box size from
  128429. * @param result the resulting box size
  128430. */
  128431. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  128432. /**
  128433. * Disposes of the impostor
  128434. */
  128435. dispose(): void;
  128436. /**
  128437. * Does a raycast in the physics world
  128438. * @param from when should the ray start?
  128439. * @param to when should the ray end?
  128440. * @returns PhysicsRaycastResult
  128441. */
  128442. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  128443. }
  128444. }
  128445. declare module BABYLON {
  128446. interface AbstractScene {
  128447. /**
  128448. * The list of reflection probes added to the scene
  128449. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  128450. */
  128451. reflectionProbes: Array<ReflectionProbe>;
  128452. /**
  128453. * Removes the given reflection probe from this scene.
  128454. * @param toRemove The reflection probe to remove
  128455. * @returns The index of the removed reflection probe
  128456. */
  128457. removeReflectionProbe(toRemove: ReflectionProbe): number;
  128458. /**
  128459. * Adds the given reflection probe to this scene.
  128460. * @param newReflectionProbe The reflection probe to add
  128461. */
  128462. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  128463. }
  128464. /**
  128465. * Class used to generate realtime reflection / refraction cube textures
  128466. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  128467. */
  128468. export class ReflectionProbe {
  128469. /** defines the name of the probe */
  128470. name: string;
  128471. private _scene;
  128472. private _renderTargetTexture;
  128473. private _projectionMatrix;
  128474. private _viewMatrix;
  128475. private _target;
  128476. private _add;
  128477. private _attachedMesh;
  128478. private _invertYAxis;
  128479. /** Gets or sets probe position (center of the cube map) */
  128480. position: Vector3;
  128481. /**
  128482. * Creates a new reflection probe
  128483. * @param name defines the name of the probe
  128484. * @param size defines the texture resolution (for each face)
  128485. * @param scene defines the hosting scene
  128486. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  128487. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  128488. */
  128489. constructor(
  128490. /** defines the name of the probe */
  128491. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  128492. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  128493. get samples(): number;
  128494. set samples(value: number);
  128495. /** Gets or sets the refresh rate to use (on every frame by default) */
  128496. get refreshRate(): number;
  128497. set refreshRate(value: number);
  128498. /**
  128499. * Gets the hosting scene
  128500. * @returns a Scene
  128501. */
  128502. getScene(): Scene;
  128503. /** Gets the internal CubeTexture used to render to */
  128504. get cubeTexture(): RenderTargetTexture;
  128505. /** Gets the list of meshes to render */
  128506. get renderList(): Nullable<AbstractMesh[]>;
  128507. /**
  128508. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  128509. * @param mesh defines the mesh to attach to
  128510. */
  128511. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  128512. /**
  128513. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  128514. * @param renderingGroupId The rendering group id corresponding to its index
  128515. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  128516. */
  128517. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  128518. /**
  128519. * Clean all associated resources
  128520. */
  128521. dispose(): void;
  128522. /**
  128523. * Converts the reflection probe information to a readable string for debug purpose.
  128524. * @param fullDetails Supports for multiple levels of logging within scene loading
  128525. * @returns the human readable reflection probe info
  128526. */
  128527. toString(fullDetails?: boolean): string;
  128528. /**
  128529. * Get the class name of the relfection probe.
  128530. * @returns "ReflectionProbe"
  128531. */
  128532. getClassName(): string;
  128533. /**
  128534. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  128535. * @returns The JSON representation of the texture
  128536. */
  128537. serialize(): any;
  128538. /**
  128539. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  128540. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  128541. * @param scene Define the scene the parsed reflection probe should be instantiated in
  128542. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  128543. * @returns The parsed reflection probe if successful
  128544. */
  128545. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  128546. }
  128547. }
  128548. declare module BABYLON {
  128549. /** @hidden */
  128550. export var _BabylonLoaderRegistered: boolean;
  128551. /**
  128552. * Helps setting up some configuration for the babylon file loader.
  128553. */
  128554. export class BabylonFileLoaderConfiguration {
  128555. /**
  128556. * The loader does not allow injecting custom physix engine into the plugins.
  128557. * Unfortunately in ES6, we need to manually inject them into the plugin.
  128558. * So you could set this variable to your engine import to make it work.
  128559. */
  128560. static LoaderInjectedPhysicsEngine: any;
  128561. }
  128562. }
  128563. declare module BABYLON {
  128564. /**
  128565. * The Physically based simple base material of BJS.
  128566. *
  128567. * This enables better naming and convention enforcements on top of the pbrMaterial.
  128568. * It is used as the base class for both the specGloss and metalRough conventions.
  128569. */
  128570. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  128571. /**
  128572. * Number of Simultaneous lights allowed on the material.
  128573. */
  128574. maxSimultaneousLights: number;
  128575. /**
  128576. * If sets to true, disables all the lights affecting the material.
  128577. */
  128578. disableLighting: boolean;
  128579. /**
  128580. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  128581. */
  128582. environmentTexture: BaseTexture;
  128583. /**
  128584. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  128585. */
  128586. invertNormalMapX: boolean;
  128587. /**
  128588. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  128589. */
  128590. invertNormalMapY: boolean;
  128591. /**
  128592. * Normal map used in the model.
  128593. */
  128594. normalTexture: BaseTexture;
  128595. /**
  128596. * Emissivie color used to self-illuminate the model.
  128597. */
  128598. emissiveColor: Color3;
  128599. /**
  128600. * Emissivie texture used to self-illuminate the model.
  128601. */
  128602. emissiveTexture: BaseTexture;
  128603. /**
  128604. * Occlusion Channel Strenght.
  128605. */
  128606. occlusionStrength: number;
  128607. /**
  128608. * Occlusion Texture of the material (adding extra occlusion effects).
  128609. */
  128610. occlusionTexture: BaseTexture;
  128611. /**
  128612. * Defines the alpha limits in alpha test mode.
  128613. */
  128614. alphaCutOff: number;
  128615. /**
  128616. * Gets the current double sided mode.
  128617. */
  128618. get doubleSided(): boolean;
  128619. /**
  128620. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  128621. */
  128622. set doubleSided(value: boolean);
  128623. /**
  128624. * Stores the pre-calculated light information of a mesh in a texture.
  128625. */
  128626. lightmapTexture: BaseTexture;
  128627. /**
  128628. * If true, the light map contains occlusion information instead of lighting info.
  128629. */
  128630. useLightmapAsShadowmap: boolean;
  128631. /**
  128632. * Instantiates a new PBRMaterial instance.
  128633. *
  128634. * @param name The material name
  128635. * @param scene The scene the material will be use in.
  128636. */
  128637. constructor(name: string, scene: Scene);
  128638. getClassName(): string;
  128639. }
  128640. }
  128641. declare module BABYLON {
  128642. /**
  128643. * The PBR material of BJS following the metal roughness convention.
  128644. *
  128645. * This fits to the PBR convention in the GLTF definition:
  128646. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  128647. */
  128648. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  128649. /**
  128650. * The base color has two different interpretations depending on the value of metalness.
  128651. * When the material is a metal, the base color is the specific measured reflectance value
  128652. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  128653. * of the material.
  128654. */
  128655. baseColor: Color3;
  128656. /**
  128657. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  128658. * well as opacity information in the alpha channel.
  128659. */
  128660. baseTexture: BaseTexture;
  128661. /**
  128662. * Specifies the metallic scalar value of the material.
  128663. * Can also be used to scale the metalness values of the metallic texture.
  128664. */
  128665. metallic: number;
  128666. /**
  128667. * Specifies the roughness scalar value of the material.
  128668. * Can also be used to scale the roughness values of the metallic texture.
  128669. */
  128670. roughness: number;
  128671. /**
  128672. * Texture containing both the metallic value in the B channel and the
  128673. * roughness value in the G channel to keep better precision.
  128674. */
  128675. metallicRoughnessTexture: BaseTexture;
  128676. /**
  128677. * Instantiates a new PBRMetalRoughnessMaterial instance.
  128678. *
  128679. * @param name The material name
  128680. * @param scene The scene the material will be use in.
  128681. */
  128682. constructor(name: string, scene: Scene);
  128683. /**
  128684. * Return the currrent class name of the material.
  128685. */
  128686. getClassName(): string;
  128687. /**
  128688. * Makes a duplicate of the current material.
  128689. * @param name - name to use for the new material.
  128690. */
  128691. clone(name: string): PBRMetallicRoughnessMaterial;
  128692. /**
  128693. * Serialize the material to a parsable JSON object.
  128694. */
  128695. serialize(): any;
  128696. /**
  128697. * Parses a JSON object correponding to the serialize function.
  128698. */
  128699. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  128700. }
  128701. }
  128702. declare module BABYLON {
  128703. /**
  128704. * The PBR material of BJS following the specular glossiness convention.
  128705. *
  128706. * This fits to the PBR convention in the GLTF definition:
  128707. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  128708. */
  128709. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  128710. /**
  128711. * Specifies the diffuse color of the material.
  128712. */
  128713. diffuseColor: Color3;
  128714. /**
  128715. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  128716. * channel.
  128717. */
  128718. diffuseTexture: BaseTexture;
  128719. /**
  128720. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  128721. */
  128722. specularColor: Color3;
  128723. /**
  128724. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  128725. */
  128726. glossiness: number;
  128727. /**
  128728. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  128729. */
  128730. specularGlossinessTexture: BaseTexture;
  128731. /**
  128732. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  128733. *
  128734. * @param name The material name
  128735. * @param scene The scene the material will be use in.
  128736. */
  128737. constructor(name: string, scene: Scene);
  128738. /**
  128739. * Return the currrent class name of the material.
  128740. */
  128741. getClassName(): string;
  128742. /**
  128743. * Makes a duplicate of the current material.
  128744. * @param name - name to use for the new material.
  128745. */
  128746. clone(name: string): PBRSpecularGlossinessMaterial;
  128747. /**
  128748. * Serialize the material to a parsable JSON object.
  128749. */
  128750. serialize(): any;
  128751. /**
  128752. * Parses a JSON object correponding to the serialize function.
  128753. */
  128754. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  128755. }
  128756. }
  128757. declare module BABYLON {
  128758. /**
  128759. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  128760. * It can help converting any input color in a desired output one. This can then be used to create effects
  128761. * from sepia, black and white to sixties or futuristic rendering...
  128762. *
  128763. * The only supported format is currently 3dl.
  128764. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  128765. */
  128766. export class ColorGradingTexture extends BaseTexture {
  128767. /**
  128768. * The current texture matrix. (will always be identity in color grading texture)
  128769. */
  128770. private _textureMatrix;
  128771. /**
  128772. * The texture URL.
  128773. */
  128774. url: string;
  128775. /**
  128776. * Empty line regex stored for GC.
  128777. */
  128778. private static _noneEmptyLineRegex;
  128779. private _engine;
  128780. /**
  128781. * Instantiates a ColorGradingTexture from the following parameters.
  128782. *
  128783. * @param url The location of the color gradind data (currently only supporting 3dl)
  128784. * @param scene The scene the texture will be used in
  128785. */
  128786. constructor(url: string, scene: Scene);
  128787. /**
  128788. * Returns the texture matrix used in most of the material.
  128789. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  128790. */
  128791. getTextureMatrix(): Matrix;
  128792. /**
  128793. * Occurs when the file being loaded is a .3dl LUT file.
  128794. */
  128795. private load3dlTexture;
  128796. /**
  128797. * Starts the loading process of the texture.
  128798. */
  128799. private loadTexture;
  128800. /**
  128801. * Clones the color gradind texture.
  128802. */
  128803. clone(): ColorGradingTexture;
  128804. /**
  128805. * Called during delayed load for textures.
  128806. */
  128807. delayLoad(): void;
  128808. /**
  128809. * Parses a color grading texture serialized by Babylon.
  128810. * @param parsedTexture The texture information being parsedTexture
  128811. * @param scene The scene to load the texture in
  128812. * @param rootUrl The root url of the data assets to load
  128813. * @return A color gradind texture
  128814. */
  128815. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  128816. /**
  128817. * Serializes the LUT texture to json format.
  128818. */
  128819. serialize(): any;
  128820. }
  128821. }
  128822. declare module BABYLON {
  128823. /**
  128824. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  128825. */
  128826. export class EquiRectangularCubeTexture extends BaseTexture {
  128827. /** The six faces of the cube. */
  128828. private static _FacesMapping;
  128829. private _noMipmap;
  128830. private _onLoad;
  128831. private _onError;
  128832. /** The size of the cubemap. */
  128833. private _size;
  128834. /** The buffer of the image. */
  128835. private _buffer;
  128836. /** The width of the input image. */
  128837. private _width;
  128838. /** The height of the input image. */
  128839. private _height;
  128840. /** The URL to the image. */
  128841. url: string;
  128842. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  128843. coordinatesMode: number;
  128844. /**
  128845. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  128846. * @param url The location of the image
  128847. * @param scene The scene the texture will be used in
  128848. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  128849. * @param noMipmap Forces to not generate the mipmap if true
  128850. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  128851. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  128852. * @param onLoad — defines a callback called when texture is loaded
  128853. * @param onError — defines a callback called if there is an error
  128854. */
  128855. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  128856. /**
  128857. * Load the image data, by putting the image on a canvas and extracting its buffer.
  128858. */
  128859. private loadImage;
  128860. /**
  128861. * Convert the image buffer into a cubemap and create a CubeTexture.
  128862. */
  128863. private loadTexture;
  128864. /**
  128865. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  128866. * @param buffer The ArrayBuffer that should be converted.
  128867. * @returns The buffer as Float32Array.
  128868. */
  128869. private getFloat32ArrayFromArrayBuffer;
  128870. /**
  128871. * Get the current class name of the texture useful for serialization or dynamic coding.
  128872. * @returns "EquiRectangularCubeTexture"
  128873. */
  128874. getClassName(): string;
  128875. /**
  128876. * Create a clone of the current EquiRectangularCubeTexture and return it.
  128877. * @returns A clone of the current EquiRectangularCubeTexture.
  128878. */
  128879. clone(): EquiRectangularCubeTexture;
  128880. }
  128881. }
  128882. declare module BABYLON {
  128883. /**
  128884. * Based on jsTGALoader - Javascript loader for TGA file
  128885. * By Vincent Thibault
  128886. * @see http://blog.robrowser.com/javascript-tga-loader.html
  128887. */
  128888. export class TGATools {
  128889. private static _TYPE_INDEXED;
  128890. private static _TYPE_RGB;
  128891. private static _TYPE_GREY;
  128892. private static _TYPE_RLE_INDEXED;
  128893. private static _TYPE_RLE_RGB;
  128894. private static _TYPE_RLE_GREY;
  128895. private static _ORIGIN_MASK;
  128896. private static _ORIGIN_SHIFT;
  128897. private static _ORIGIN_BL;
  128898. private static _ORIGIN_BR;
  128899. private static _ORIGIN_UL;
  128900. private static _ORIGIN_UR;
  128901. /**
  128902. * Gets the header of a TGA file
  128903. * @param data defines the TGA data
  128904. * @returns the header
  128905. */
  128906. static GetTGAHeader(data: Uint8Array): any;
  128907. /**
  128908. * Uploads TGA content to a Babylon Texture
  128909. * @hidden
  128910. */
  128911. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  128912. /** @hidden */
  128913. 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;
  128914. /** @hidden */
  128915. 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;
  128916. /** @hidden */
  128917. 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;
  128918. /** @hidden */
  128919. 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;
  128920. /** @hidden */
  128921. 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;
  128922. /** @hidden */
  128923. 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;
  128924. }
  128925. }
  128926. declare module BABYLON {
  128927. /**
  128928. * Implementation of the TGA Texture Loader.
  128929. * @hidden
  128930. */
  128931. export class _TGATextureLoader implements IInternalTextureLoader {
  128932. /**
  128933. * Defines wether the loader supports cascade loading the different faces.
  128934. */
  128935. readonly supportCascades: boolean;
  128936. /**
  128937. * This returns if the loader support the current file information.
  128938. * @param extension defines the file extension of the file being loaded
  128939. * @param textureFormatInUse defines the current compressed format in use iun the engine
  128940. * @param fallback defines the fallback internal texture if any
  128941. * @param isBase64 defines whether the texture is encoded as a base64
  128942. * @param isBuffer defines whether the texture data are stored as a buffer
  128943. * @returns true if the loader can load the specified file
  128944. */
  128945. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  128946. /**
  128947. * Transform the url before loading if required.
  128948. * @param rootUrl the url of the texture
  128949. * @param textureFormatInUse defines the current compressed format in use iun the engine
  128950. * @returns the transformed texture
  128951. */
  128952. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  128953. /**
  128954. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  128955. * @param rootUrl the url of the texture
  128956. * @param textureFormatInUse defines the current compressed format in use iun the engine
  128957. * @returns the fallback texture
  128958. */
  128959. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  128960. /**
  128961. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  128962. * @param data contains the texture data
  128963. * @param texture defines the BabylonJS internal texture
  128964. * @param createPolynomials will be true if polynomials have been requested
  128965. * @param onLoad defines the callback to trigger once the texture is ready
  128966. * @param onError defines the callback to trigger in case of error
  128967. */
  128968. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  128969. /**
  128970. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  128971. * @param data contains the texture data
  128972. * @param texture defines the BabylonJS internal texture
  128973. * @param callback defines the method to call once ready to upload
  128974. */
  128975. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  128976. }
  128977. }
  128978. declare module BABYLON {
  128979. /**
  128980. * Info about the .basis files
  128981. */
  128982. class BasisFileInfo {
  128983. /**
  128984. * If the file has alpha
  128985. */
  128986. hasAlpha: boolean;
  128987. /**
  128988. * Info about each image of the basis file
  128989. */
  128990. images: Array<{
  128991. levels: Array<{
  128992. width: number;
  128993. height: number;
  128994. transcodedPixels: ArrayBufferView;
  128995. }>;
  128996. }>;
  128997. }
  128998. /**
  128999. * Result of transcoding a basis file
  129000. */
  129001. class TranscodeResult {
  129002. /**
  129003. * Info about the .basis file
  129004. */
  129005. fileInfo: BasisFileInfo;
  129006. /**
  129007. * Format to use when loading the file
  129008. */
  129009. format: number;
  129010. }
  129011. /**
  129012. * Configuration options for the Basis transcoder
  129013. */
  129014. export class BasisTranscodeConfiguration {
  129015. /**
  129016. * Supported compression formats used to determine the supported output format of the transcoder
  129017. */
  129018. supportedCompressionFormats?: {
  129019. /**
  129020. * etc1 compression format
  129021. */
  129022. etc1?: boolean;
  129023. /**
  129024. * s3tc compression format
  129025. */
  129026. s3tc?: boolean;
  129027. /**
  129028. * pvrtc compression format
  129029. */
  129030. pvrtc?: boolean;
  129031. /**
  129032. * etc2 compression format
  129033. */
  129034. etc2?: boolean;
  129035. };
  129036. /**
  129037. * If mipmap levels should be loaded for transcoded images (Default: true)
  129038. */
  129039. loadMipmapLevels?: boolean;
  129040. /**
  129041. * Index of a single image to load (Default: all images)
  129042. */
  129043. loadSingleImage?: number;
  129044. }
  129045. /**
  129046. * Used to load .Basis files
  129047. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  129048. */
  129049. export class BasisTools {
  129050. private static _IgnoreSupportedFormats;
  129051. /**
  129052. * URL to use when loading the basis transcoder
  129053. */
  129054. static JSModuleURL: string;
  129055. /**
  129056. * URL to use when loading the wasm module for the transcoder
  129057. */
  129058. static WasmModuleURL: string;
  129059. /**
  129060. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  129061. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  129062. * @returns internal format corresponding to the Basis format
  129063. */
  129064. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  129065. private static _WorkerPromise;
  129066. private static _Worker;
  129067. private static _actionId;
  129068. private static _CreateWorkerAsync;
  129069. /**
  129070. * Transcodes a loaded image file to compressed pixel data
  129071. * @param imageData image data to transcode
  129072. * @param config configuration options for the transcoding
  129073. * @returns a promise resulting in the transcoded image
  129074. */
  129075. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  129076. /**
  129077. * Loads a texture from the transcode result
  129078. * @param texture texture load to
  129079. * @param transcodeResult the result of transcoding the basis file to load from
  129080. */
  129081. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  129082. }
  129083. }
  129084. declare module BABYLON {
  129085. /**
  129086. * Loader for .basis file format
  129087. */
  129088. export class _BasisTextureLoader implements IInternalTextureLoader {
  129089. /**
  129090. * Defines whether the loader supports cascade loading the different faces.
  129091. */
  129092. readonly supportCascades: boolean;
  129093. /**
  129094. * This returns if the loader support the current file information.
  129095. * @param extension defines the file extension of the file being loaded
  129096. * @param textureFormatInUse defines the current compressed format in use iun the engine
  129097. * @param fallback defines the fallback internal texture if any
  129098. * @param isBase64 defines whether the texture is encoded as a base64
  129099. * @param isBuffer defines whether the texture data are stored as a buffer
  129100. * @returns true if the loader can load the specified file
  129101. */
  129102. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  129103. /**
  129104. * Transform the url before loading if required.
  129105. * @param rootUrl the url of the texture
  129106. * @param textureFormatInUse defines the current compressed format in use iun the engine
  129107. * @returns the transformed texture
  129108. */
  129109. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  129110. /**
  129111. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  129112. * @param rootUrl the url of the texture
  129113. * @param textureFormatInUse defines the current compressed format in use iun the engine
  129114. * @returns the fallback texture
  129115. */
  129116. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  129117. /**
  129118. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  129119. * @param data contains the texture data
  129120. * @param texture defines the BabylonJS internal texture
  129121. * @param createPolynomials will be true if polynomials have been requested
  129122. * @param onLoad defines the callback to trigger once the texture is ready
  129123. * @param onError defines the callback to trigger in case of error
  129124. */
  129125. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  129126. /**
  129127. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  129128. * @param data contains the texture data
  129129. * @param texture defines the BabylonJS internal texture
  129130. * @param callback defines the method to call once ready to upload
  129131. */
  129132. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  129133. }
  129134. }
  129135. declare module BABYLON {
  129136. /**
  129137. * 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.
  129138. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  129139. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  129140. */
  129141. export class CustomProceduralTexture extends ProceduralTexture {
  129142. private _animate;
  129143. private _time;
  129144. private _config;
  129145. private _texturePath;
  129146. /**
  129147. * Instantiates a new Custom Procedural Texture.
  129148. * 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.
  129149. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  129150. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  129151. * @param name Define the name of the texture
  129152. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  129153. * @param size Define the size of the texture to create
  129154. * @param scene Define the scene the texture belongs to
  129155. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  129156. * @param generateMipMaps Define if the texture should creates mip maps or not
  129157. */
  129158. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  129159. private _loadJson;
  129160. /**
  129161. * Is the texture ready to be used ? (rendered at least once)
  129162. * @returns true if ready, otherwise, false.
  129163. */
  129164. isReady(): boolean;
  129165. /**
  129166. * Render the texture to its associated render target.
  129167. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  129168. */
  129169. render(useCameraPostProcess?: boolean): void;
  129170. /**
  129171. * Update the list of dependant textures samplers in the shader.
  129172. */
  129173. updateTextures(): void;
  129174. /**
  129175. * Update the uniform values of the procedural texture in the shader.
  129176. */
  129177. updateShaderUniforms(): void;
  129178. /**
  129179. * Define if the texture animates or not.
  129180. */
  129181. get animate(): boolean;
  129182. set animate(value: boolean);
  129183. }
  129184. }
  129185. declare module BABYLON {
  129186. /** @hidden */
  129187. export var noisePixelShader: {
  129188. name: string;
  129189. shader: string;
  129190. };
  129191. }
  129192. declare module BABYLON {
  129193. /**
  129194. * Class used to generate noise procedural textures
  129195. */
  129196. export class NoiseProceduralTexture extends ProceduralTexture {
  129197. private _time;
  129198. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  129199. brightness: number;
  129200. /** Defines the number of octaves to process */
  129201. octaves: number;
  129202. /** Defines the level of persistence (0.8 by default) */
  129203. persistence: number;
  129204. /** Gets or sets animation speed factor (default is 1) */
  129205. animationSpeedFactor: number;
  129206. /**
  129207. * Creates a new NoiseProceduralTexture
  129208. * @param name defines the name fo the texture
  129209. * @param size defines the size of the texture (default is 256)
  129210. * @param scene defines the hosting scene
  129211. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  129212. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  129213. */
  129214. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  129215. private _updateShaderUniforms;
  129216. protected _getDefines(): string;
  129217. /** Generate the current state of the procedural texture */
  129218. render(useCameraPostProcess?: boolean): void;
  129219. /**
  129220. * Serializes this noise procedural texture
  129221. * @returns a serialized noise procedural texture object
  129222. */
  129223. serialize(): any;
  129224. /**
  129225. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  129226. * @param parsedTexture defines parsed texture data
  129227. * @param scene defines the current scene
  129228. * @param rootUrl defines the root URL containing noise procedural texture information
  129229. * @returns a parsed NoiseProceduralTexture
  129230. */
  129231. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  129232. }
  129233. }
  129234. declare module BABYLON {
  129235. /**
  129236. * Raw cube texture where the raw buffers are passed in
  129237. */
  129238. export class RawCubeTexture extends CubeTexture {
  129239. /**
  129240. * Creates a cube texture where the raw buffers are passed in.
  129241. * @param scene defines the scene the texture is attached to
  129242. * @param data defines the array of data to use to create each face
  129243. * @param size defines the size of the textures
  129244. * @param format defines the format of the data
  129245. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  129246. * @param generateMipMaps defines if the engine should generate the mip levels
  129247. * @param invertY defines if data must be stored with Y axis inverted
  129248. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  129249. * @param compression defines the compression used (null by default)
  129250. */
  129251. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  129252. /**
  129253. * Updates the raw cube texture.
  129254. * @param data defines the data to store
  129255. * @param format defines the data format
  129256. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  129257. * @param invertY defines if data must be stored with Y axis inverted
  129258. * @param compression defines the compression used (null by default)
  129259. * @param level defines which level of the texture to update
  129260. */
  129261. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  129262. /**
  129263. * Updates a raw cube texture with RGBD encoded data.
  129264. * @param data defines the array of data [mipmap][face] to use to create each face
  129265. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  129266. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  129267. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  129268. * @returns a promsie that resolves when the operation is complete
  129269. */
  129270. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  129271. /**
  129272. * Clones the raw cube texture.
  129273. * @return a new cube texture
  129274. */
  129275. clone(): CubeTexture;
  129276. /** @hidden */
  129277. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  129278. }
  129279. }
  129280. declare module BABYLON {
  129281. /**
  129282. * Class used to store 3D textures containing user data
  129283. */
  129284. export class RawTexture3D extends Texture {
  129285. /** Gets or sets the texture format to use */
  129286. format: number;
  129287. private _engine;
  129288. /**
  129289. * Create a new RawTexture3D
  129290. * @param data defines the data of the texture
  129291. * @param width defines the width of the texture
  129292. * @param height defines the height of the texture
  129293. * @param depth defines the depth of the texture
  129294. * @param format defines the texture format to use
  129295. * @param scene defines the hosting scene
  129296. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  129297. * @param invertY defines if texture must be stored with Y axis inverted
  129298. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  129299. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  129300. */
  129301. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  129302. /** Gets or sets the texture format to use */
  129303. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  129304. /**
  129305. * Update the texture with new data
  129306. * @param data defines the data to store in the texture
  129307. */
  129308. update(data: ArrayBufferView): void;
  129309. }
  129310. }
  129311. declare module BABYLON {
  129312. /**
  129313. * Class used to store 2D array textures containing user data
  129314. */
  129315. export class RawTexture2DArray extends Texture {
  129316. /** Gets or sets the texture format to use */
  129317. format: number;
  129318. private _engine;
  129319. /**
  129320. * Create a new RawTexture2DArray
  129321. * @param data defines the data of the texture
  129322. * @param width defines the width of the texture
  129323. * @param height defines the height of the texture
  129324. * @param depth defines the number of layers of the texture
  129325. * @param format defines the texture format to use
  129326. * @param scene defines the hosting scene
  129327. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  129328. * @param invertY defines if texture must be stored with Y axis inverted
  129329. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  129330. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  129331. */
  129332. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  129333. /** Gets or sets the texture format to use */
  129334. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  129335. /**
  129336. * Update the texture with new data
  129337. * @param data defines the data to store in the texture
  129338. */
  129339. update(data: ArrayBufferView): void;
  129340. }
  129341. }
  129342. declare module BABYLON {
  129343. /**
  129344. * Creates a refraction texture used by refraction channel of the standard material.
  129345. * It is like a mirror but to see through a material.
  129346. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  129347. */
  129348. export class RefractionTexture extends RenderTargetTexture {
  129349. /**
  129350. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  129351. * 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.
  129352. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  129353. */
  129354. refractionPlane: Plane;
  129355. /**
  129356. * Define how deep under the surface we should see.
  129357. */
  129358. depth: number;
  129359. /**
  129360. * Creates a refraction texture used by refraction channel of the standard material.
  129361. * It is like a mirror but to see through a material.
  129362. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  129363. * @param name Define the texture name
  129364. * @param size Define the size of the underlying texture
  129365. * @param scene Define the scene the refraction belongs to
  129366. * @param generateMipMaps Define if we need to generate mips level for the refraction
  129367. */
  129368. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  129369. /**
  129370. * Clone the refraction texture.
  129371. * @returns the cloned texture
  129372. */
  129373. clone(): RefractionTexture;
  129374. /**
  129375. * Serialize the texture to a JSON representation you could use in Parse later on
  129376. * @returns the serialized JSON representation
  129377. */
  129378. serialize(): any;
  129379. }
  129380. }
  129381. declare module BABYLON {
  129382. /**
  129383. * Defines the options related to the creation of an HtmlElementTexture
  129384. */
  129385. export interface IHtmlElementTextureOptions {
  129386. /**
  129387. * Defines wether mip maps should be created or not.
  129388. */
  129389. generateMipMaps?: boolean;
  129390. /**
  129391. * Defines the sampling mode of the texture.
  129392. */
  129393. samplingMode?: number;
  129394. /**
  129395. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  129396. */
  129397. engine: Nullable<ThinEngine>;
  129398. /**
  129399. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  129400. */
  129401. scene: Nullable<Scene>;
  129402. }
  129403. /**
  129404. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  129405. * To be as efficient as possible depending on your constraints nothing aside the first upload
  129406. * is automatically managed.
  129407. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  129408. * in your application.
  129409. *
  129410. * As the update is not automatic, you need to call them manually.
  129411. */
  129412. export class HtmlElementTexture extends BaseTexture {
  129413. /**
  129414. * The texture URL.
  129415. */
  129416. element: HTMLVideoElement | HTMLCanvasElement;
  129417. private static readonly DefaultOptions;
  129418. private _textureMatrix;
  129419. private _engine;
  129420. private _isVideo;
  129421. private _generateMipMaps;
  129422. private _samplingMode;
  129423. /**
  129424. * Instantiates a HtmlElementTexture from the following parameters.
  129425. *
  129426. * @param name Defines the name of the texture
  129427. * @param element Defines the video or canvas the texture is filled with
  129428. * @param options Defines the other none mandatory texture creation options
  129429. */
  129430. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  129431. private _createInternalTexture;
  129432. /**
  129433. * Returns the texture matrix used in most of the material.
  129434. */
  129435. getTextureMatrix(): Matrix;
  129436. /**
  129437. * Updates the content of the texture.
  129438. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  129439. */
  129440. update(invertY?: Nullable<boolean>): void;
  129441. }
  129442. }
  129443. declare module BABYLON {
  129444. /**
  129445. * Enum used to define the target of a block
  129446. */
  129447. export enum NodeMaterialBlockTargets {
  129448. /** Vertex shader */
  129449. Vertex = 1,
  129450. /** Fragment shader */
  129451. Fragment = 2,
  129452. /** Neutral */
  129453. Neutral = 4,
  129454. /** Vertex and Fragment */
  129455. VertexAndFragment = 3
  129456. }
  129457. }
  129458. declare module BABYLON {
  129459. /**
  129460. * Defines the kind of connection point for node based material
  129461. */
  129462. export enum NodeMaterialBlockConnectionPointTypes {
  129463. /** Float */
  129464. Float = 1,
  129465. /** Int */
  129466. Int = 2,
  129467. /** Vector2 */
  129468. Vector2 = 4,
  129469. /** Vector3 */
  129470. Vector3 = 8,
  129471. /** Vector4 */
  129472. Vector4 = 16,
  129473. /** Color3 */
  129474. Color3 = 32,
  129475. /** Color4 */
  129476. Color4 = 64,
  129477. /** Matrix */
  129478. Matrix = 128,
  129479. /** Detect type based on connection */
  129480. AutoDetect = 1024,
  129481. /** Output type that will be defined by input type */
  129482. BasedOnInput = 2048
  129483. }
  129484. }
  129485. declare module BABYLON {
  129486. /**
  129487. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  129488. */
  129489. export enum NodeMaterialBlockConnectionPointMode {
  129490. /** Value is an uniform */
  129491. Uniform = 0,
  129492. /** Value is a mesh attribute */
  129493. Attribute = 1,
  129494. /** Value is a varying between vertex and fragment shaders */
  129495. Varying = 2,
  129496. /** Mode is undefined */
  129497. Undefined = 3
  129498. }
  129499. }
  129500. declare module BABYLON {
  129501. /**
  129502. * Enum used to define system values e.g. values automatically provided by the system
  129503. */
  129504. export enum NodeMaterialSystemValues {
  129505. /** World */
  129506. World = 1,
  129507. /** View */
  129508. View = 2,
  129509. /** Projection */
  129510. Projection = 3,
  129511. /** ViewProjection */
  129512. ViewProjection = 4,
  129513. /** WorldView */
  129514. WorldView = 5,
  129515. /** WorldViewProjection */
  129516. WorldViewProjection = 6,
  129517. /** CameraPosition */
  129518. CameraPosition = 7,
  129519. /** Fog Color */
  129520. FogColor = 8,
  129521. /** Delta time */
  129522. DeltaTime = 9
  129523. }
  129524. }
  129525. declare module BABYLON {
  129526. /**
  129527. * Root class for all node material optimizers
  129528. */
  129529. export class NodeMaterialOptimizer {
  129530. /**
  129531. * Function used to optimize a NodeMaterial graph
  129532. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  129533. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  129534. */
  129535. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  129536. }
  129537. }
  129538. declare module BABYLON {
  129539. /**
  129540. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  129541. */
  129542. export class TransformBlock extends NodeMaterialBlock {
  129543. /**
  129544. * Defines the value to use to complement W value to transform it to a Vector4
  129545. */
  129546. complementW: number;
  129547. /**
  129548. * Defines the value to use to complement z value to transform it to a Vector4
  129549. */
  129550. complementZ: number;
  129551. /**
  129552. * Creates a new TransformBlock
  129553. * @param name defines the block name
  129554. */
  129555. constructor(name: string);
  129556. /**
  129557. * Gets the current class name
  129558. * @returns the class name
  129559. */
  129560. getClassName(): string;
  129561. /**
  129562. * Gets the vector input
  129563. */
  129564. get vector(): NodeMaterialConnectionPoint;
  129565. /**
  129566. * Gets the output component
  129567. */
  129568. get output(): NodeMaterialConnectionPoint;
  129569. /**
  129570. * Gets the matrix transform input
  129571. */
  129572. get transform(): NodeMaterialConnectionPoint;
  129573. protected _buildBlock(state: NodeMaterialBuildState): this;
  129574. serialize(): any;
  129575. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  129576. protected _dumpPropertiesCode(): string;
  129577. }
  129578. }
  129579. declare module BABYLON {
  129580. /**
  129581. * Block used to output the vertex position
  129582. */
  129583. export class VertexOutputBlock extends NodeMaterialBlock {
  129584. /**
  129585. * Creates a new VertexOutputBlock
  129586. * @param name defines the block name
  129587. */
  129588. constructor(name: string);
  129589. /**
  129590. * Gets the current class name
  129591. * @returns the class name
  129592. */
  129593. getClassName(): string;
  129594. /**
  129595. * Gets the vector input component
  129596. */
  129597. get vector(): NodeMaterialConnectionPoint;
  129598. protected _buildBlock(state: NodeMaterialBuildState): this;
  129599. }
  129600. }
  129601. declare module BABYLON {
  129602. /**
  129603. * Block used to output the final color
  129604. */
  129605. export class FragmentOutputBlock extends NodeMaterialBlock {
  129606. /**
  129607. * Create a new FragmentOutputBlock
  129608. * @param name defines the block name
  129609. */
  129610. constructor(name: string);
  129611. /**
  129612. * Gets the current class name
  129613. * @returns the class name
  129614. */
  129615. getClassName(): string;
  129616. /**
  129617. * Gets the rgba input component
  129618. */
  129619. get rgba(): NodeMaterialConnectionPoint;
  129620. /**
  129621. * Gets the rgb input component
  129622. */
  129623. get rgb(): NodeMaterialConnectionPoint;
  129624. /**
  129625. * Gets the a input component
  129626. */
  129627. get a(): NodeMaterialConnectionPoint;
  129628. protected _buildBlock(state: NodeMaterialBuildState): this;
  129629. }
  129630. }
  129631. declare module BABYLON {
  129632. /**
  129633. * Block used to read a reflection texture from a sampler
  129634. */
  129635. export class ReflectionTextureBlock extends NodeMaterialBlock {
  129636. private _define3DName;
  129637. private _defineCubicName;
  129638. private _defineExplicitName;
  129639. private _defineProjectionName;
  129640. private _defineLocalCubicName;
  129641. private _defineSphericalName;
  129642. private _definePlanarName;
  129643. private _defineEquirectangularName;
  129644. private _defineMirroredEquirectangularFixedName;
  129645. private _defineEquirectangularFixedName;
  129646. private _defineSkyboxName;
  129647. private _cubeSamplerName;
  129648. private _2DSamplerName;
  129649. private _positionUVWName;
  129650. private _directionWName;
  129651. private _reflectionCoordsName;
  129652. private _reflection2DCoordsName;
  129653. private _reflectionColorName;
  129654. private _reflectionMatrixName;
  129655. /**
  129656. * Gets or sets the texture associated with the node
  129657. */
  129658. texture: Nullable<BaseTexture>;
  129659. /**
  129660. * Create a new TextureBlock
  129661. * @param name defines the block name
  129662. */
  129663. constructor(name: string);
  129664. /**
  129665. * Gets the current class name
  129666. * @returns the class name
  129667. */
  129668. getClassName(): string;
  129669. /**
  129670. * Gets the world position input component
  129671. */
  129672. get position(): NodeMaterialConnectionPoint;
  129673. /**
  129674. * Gets the world position input component
  129675. */
  129676. get worldPosition(): NodeMaterialConnectionPoint;
  129677. /**
  129678. * Gets the world normal input component
  129679. */
  129680. get worldNormal(): NodeMaterialConnectionPoint;
  129681. /**
  129682. * Gets the world input component
  129683. */
  129684. get world(): NodeMaterialConnectionPoint;
  129685. /**
  129686. * Gets the camera (or eye) position component
  129687. */
  129688. get cameraPosition(): NodeMaterialConnectionPoint;
  129689. /**
  129690. * Gets the view input component
  129691. */
  129692. get view(): NodeMaterialConnectionPoint;
  129693. /**
  129694. * Gets the rgb output component
  129695. */
  129696. get rgb(): NodeMaterialConnectionPoint;
  129697. /**
  129698. * Gets the r output component
  129699. */
  129700. get r(): NodeMaterialConnectionPoint;
  129701. /**
  129702. * Gets the g output component
  129703. */
  129704. get g(): NodeMaterialConnectionPoint;
  129705. /**
  129706. * Gets the b output component
  129707. */
  129708. get b(): NodeMaterialConnectionPoint;
  129709. autoConfigure(material: NodeMaterial): void;
  129710. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  129711. isReady(): boolean;
  129712. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  129713. private _injectVertexCode;
  129714. private _writeOutput;
  129715. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  129716. protected _dumpPropertiesCode(): string;
  129717. serialize(): any;
  129718. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  129719. }
  129720. }
  129721. declare module BABYLON {
  129722. /**
  129723. * Interface used to configure the node material editor
  129724. */
  129725. export interface INodeMaterialEditorOptions {
  129726. /** Define the URl to load node editor script */
  129727. editorURL?: string;
  129728. }
  129729. /** @hidden */
  129730. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  129731. NORMAL: boolean;
  129732. TANGENT: boolean;
  129733. UV1: boolean;
  129734. /** BONES */
  129735. NUM_BONE_INFLUENCERS: number;
  129736. BonesPerMesh: number;
  129737. BONETEXTURE: boolean;
  129738. /** MORPH TARGETS */
  129739. MORPHTARGETS: boolean;
  129740. MORPHTARGETS_NORMAL: boolean;
  129741. MORPHTARGETS_TANGENT: boolean;
  129742. MORPHTARGETS_UV: boolean;
  129743. NUM_MORPH_INFLUENCERS: number;
  129744. /** IMAGE PROCESSING */
  129745. IMAGEPROCESSING: boolean;
  129746. VIGNETTE: boolean;
  129747. VIGNETTEBLENDMODEMULTIPLY: boolean;
  129748. VIGNETTEBLENDMODEOPAQUE: boolean;
  129749. TONEMAPPING: boolean;
  129750. TONEMAPPING_ACES: boolean;
  129751. CONTRAST: boolean;
  129752. EXPOSURE: boolean;
  129753. COLORCURVES: boolean;
  129754. COLORGRADING: boolean;
  129755. COLORGRADING3D: boolean;
  129756. SAMPLER3DGREENDEPTH: boolean;
  129757. SAMPLER3DBGRMAP: boolean;
  129758. IMAGEPROCESSINGPOSTPROCESS: boolean;
  129759. /** MISC. */
  129760. BUMPDIRECTUV: number;
  129761. constructor();
  129762. setValue(name: string, value: boolean): void;
  129763. }
  129764. /**
  129765. * Class used to configure NodeMaterial
  129766. */
  129767. export interface INodeMaterialOptions {
  129768. /**
  129769. * Defines if blocks should emit comments
  129770. */
  129771. emitComments: boolean;
  129772. }
  129773. /**
  129774. * Class used to create a node based material built by assembling shader blocks
  129775. */
  129776. export class NodeMaterial extends PushMaterial {
  129777. private static _BuildIdGenerator;
  129778. private _options;
  129779. private _vertexCompilationState;
  129780. private _fragmentCompilationState;
  129781. private _sharedData;
  129782. private _buildId;
  129783. private _buildWasSuccessful;
  129784. private _cachedWorldViewMatrix;
  129785. private _cachedWorldViewProjectionMatrix;
  129786. private _optimizers;
  129787. private _animationFrame;
  129788. /** Define the Url to load node editor script */
  129789. static EditorURL: string;
  129790. /** Define the Url to load snippets */
  129791. static SnippetUrl: string;
  129792. private BJSNODEMATERIALEDITOR;
  129793. /** Get the inspector from bundle or global */
  129794. private _getGlobalNodeMaterialEditor;
  129795. /**
  129796. * Gets or sets data used by visual editor
  129797. * @see https://nme.babylonjs.com
  129798. */
  129799. editorData: any;
  129800. /**
  129801. * Gets or sets a boolean indicating that alpha value must be ignored (This will turn alpha blending off even if an alpha value is produced by the material)
  129802. */
  129803. ignoreAlpha: boolean;
  129804. /**
  129805. * Defines the maximum number of lights that can be used in the material
  129806. */
  129807. maxSimultaneousLights: number;
  129808. /**
  129809. * Observable raised when the material is built
  129810. */
  129811. onBuildObservable: Observable<NodeMaterial>;
  129812. /**
  129813. * Gets or sets the root nodes of the material vertex shader
  129814. */
  129815. _vertexOutputNodes: NodeMaterialBlock[];
  129816. /**
  129817. * Gets or sets the root nodes of the material fragment (pixel) shader
  129818. */
  129819. _fragmentOutputNodes: NodeMaterialBlock[];
  129820. /** Gets or sets options to control the node material overall behavior */
  129821. get options(): INodeMaterialOptions;
  129822. set options(options: INodeMaterialOptions);
  129823. /**
  129824. * Default configuration related to image processing available in the standard Material.
  129825. */
  129826. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  129827. /**
  129828. * Gets the image processing configuration used either in this material.
  129829. */
  129830. get imageProcessingConfiguration(): ImageProcessingConfiguration;
  129831. /**
  129832. * Sets the Default image processing configuration used either in the this material.
  129833. *
  129834. * If sets to null, the scene one is in use.
  129835. */
  129836. set imageProcessingConfiguration(value: ImageProcessingConfiguration);
  129837. /**
  129838. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  129839. */
  129840. attachedBlocks: NodeMaterialBlock[];
  129841. /**
  129842. * Create a new node based material
  129843. * @param name defines the material name
  129844. * @param scene defines the hosting scene
  129845. * @param options defines creation option
  129846. */
  129847. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  129848. /**
  129849. * Gets the current class name of the material e.g. "NodeMaterial"
  129850. * @returns the class name
  129851. */
  129852. getClassName(): string;
  129853. /**
  129854. * Keep track of the image processing observer to allow dispose and replace.
  129855. */
  129856. private _imageProcessingObserver;
  129857. /**
  129858. * Attaches a new image processing configuration to the Standard Material.
  129859. * @param configuration
  129860. */
  129861. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  129862. /**
  129863. * Get a block by its name
  129864. * @param name defines the name of the block to retrieve
  129865. * @returns the required block or null if not found
  129866. */
  129867. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  129868. /**
  129869. * Get a block by its name
  129870. * @param predicate defines the predicate used to find the good candidate
  129871. * @returns the required block or null if not found
  129872. */
  129873. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  129874. /**
  129875. * Get an input block by its name
  129876. * @param predicate defines the predicate used to find the good candidate
  129877. * @returns the required input block or null if not found
  129878. */
  129879. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  129880. /**
  129881. * Gets the list of input blocks attached to this material
  129882. * @returns an array of InputBlocks
  129883. */
  129884. getInputBlocks(): InputBlock[];
  129885. /**
  129886. * Adds a new optimizer to the list of optimizers
  129887. * @param optimizer defines the optimizers to add
  129888. * @returns the current material
  129889. */
  129890. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  129891. /**
  129892. * Remove an optimizer from the list of optimizers
  129893. * @param optimizer defines the optimizers to remove
  129894. * @returns the current material
  129895. */
  129896. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  129897. /**
  129898. * Add a new block to the list of output nodes
  129899. * @param node defines the node to add
  129900. * @returns the current material
  129901. */
  129902. addOutputNode(node: NodeMaterialBlock): this;
  129903. /**
  129904. * Remove a block from the list of root nodes
  129905. * @param node defines the node to remove
  129906. * @returns the current material
  129907. */
  129908. removeOutputNode(node: NodeMaterialBlock): this;
  129909. private _addVertexOutputNode;
  129910. private _removeVertexOutputNode;
  129911. private _addFragmentOutputNode;
  129912. private _removeFragmentOutputNode;
  129913. /**
  129914. * Specifies if the material will require alpha blending
  129915. * @returns a boolean specifying if alpha blending is needed
  129916. */
  129917. needAlphaBlending(): boolean;
  129918. /**
  129919. * Specifies if this material should be rendered in alpha test mode
  129920. * @returns a boolean specifying if an alpha test is needed.
  129921. */
  129922. needAlphaTesting(): boolean;
  129923. private _initializeBlock;
  129924. private _resetDualBlocks;
  129925. /**
  129926. * Remove a block from the current node material
  129927. * @param block defines the block to remove
  129928. */
  129929. removeBlock(block: NodeMaterialBlock): void;
  129930. /**
  129931. * Build the material and generates the inner effect
  129932. * @param verbose defines if the build should log activity
  129933. */
  129934. build(verbose?: boolean): void;
  129935. /**
  129936. * Runs an otpimization phase to try to improve the shader code
  129937. */
  129938. optimize(): void;
  129939. private _prepareDefinesForAttributes;
  129940. /**
  129941. * Get if the submesh is ready to be used and all its information available.
  129942. * Child classes can use it to update shaders
  129943. * @param mesh defines the mesh to check
  129944. * @param subMesh defines which submesh to check
  129945. * @param useInstances specifies that instances should be used
  129946. * @returns a boolean indicating that the submesh is ready or not
  129947. */
  129948. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  129949. /**
  129950. * Get a string representing the shaders built by the current node graph
  129951. */
  129952. get compiledShaders(): string;
  129953. /**
  129954. * Binds the world matrix to the material
  129955. * @param world defines the world transformation matrix
  129956. */
  129957. bindOnlyWorldMatrix(world: Matrix): void;
  129958. /**
  129959. * Binds the submesh to this material by preparing the effect and shader to draw
  129960. * @param world defines the world transformation matrix
  129961. * @param mesh defines the mesh containing the submesh
  129962. * @param subMesh defines the submesh to bind the material to
  129963. */
  129964. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  129965. /**
  129966. * Gets the active textures from the material
  129967. * @returns an array of textures
  129968. */
  129969. getActiveTextures(): BaseTexture[];
  129970. /**
  129971. * Gets the list of texture blocks
  129972. * @returns an array of texture blocks
  129973. */
  129974. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  129975. /**
  129976. * Specifies if the material uses a texture
  129977. * @param texture defines the texture to check against the material
  129978. * @returns a boolean specifying if the material uses the texture
  129979. */
  129980. hasTexture(texture: BaseTexture): boolean;
  129981. /**
  129982. * Disposes the material
  129983. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  129984. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  129985. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  129986. */
  129987. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  129988. /** Creates the node editor window. */
  129989. private _createNodeEditor;
  129990. /**
  129991. * Launch the node material editor
  129992. * @param config Define the configuration of the editor
  129993. * @return a promise fulfilled when the node editor is visible
  129994. */
  129995. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  129996. /**
  129997. * Clear the current material
  129998. */
  129999. clear(): void;
  130000. /**
  130001. * Clear the current material and set it to a default state
  130002. */
  130003. setToDefault(): void;
  130004. /**
  130005. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  130006. * @param url defines the url to load from
  130007. * @returns a promise that will fullfil when the material is fully loaded
  130008. */
  130009. loadAsync(url: string): Promise<void>;
  130010. private _gatherBlocks;
  130011. /**
  130012. * Generate a string containing the code declaration required to create an equivalent of this material
  130013. * @returns a string
  130014. */
  130015. generateCode(): string;
  130016. /**
  130017. * Serializes this material in a JSON representation
  130018. * @returns the serialized material object
  130019. */
  130020. serialize(selectedBlocks?: NodeMaterialBlock[]): any;
  130021. private _restoreConnections;
  130022. /**
  130023. * Clear the current graph and load a new one from a serialization object
  130024. * @param source defines the JSON representation of the material
  130025. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  130026. */
  130027. loadFromSerialization(source: any, rootUrl?: string): void;
  130028. /**
  130029. * Creates a node material from parsed material data
  130030. * @param source defines the JSON representation of the material
  130031. * @param scene defines the hosting scene
  130032. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  130033. * @returns a new node material
  130034. */
  130035. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  130036. /**
  130037. * Creates a node material from a snippet saved by the node material editor
  130038. * @param snippetId defines the snippet to load
  130039. * @param scene defines the hosting scene
  130040. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  130041. * @returns a promise that will resolve to the new node material
  130042. */
  130043. static ParseFromSnippetAsync(snippetId: string, scene: Scene, rootUrl?: string): Promise<NodeMaterial>;
  130044. /**
  130045. * Creates a new node material set to default basic configuration
  130046. * @param name defines the name of the material
  130047. * @param scene defines the hosting scene
  130048. * @returns a new NodeMaterial
  130049. */
  130050. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  130051. }
  130052. }
  130053. declare module BABYLON {
  130054. /**
  130055. * Block used to read a texture from a sampler
  130056. */
  130057. export class TextureBlock extends NodeMaterialBlock {
  130058. private _defineName;
  130059. private _linearDefineName;
  130060. private _tempTextureRead;
  130061. private _samplerName;
  130062. private _transformedUVName;
  130063. private _textureTransformName;
  130064. private _textureInfoName;
  130065. private _mainUVName;
  130066. private _mainUVDefineName;
  130067. /**
  130068. * Gets or sets the texture associated with the node
  130069. */
  130070. texture: Nullable<Texture>;
  130071. /**
  130072. * Create a new TextureBlock
  130073. * @param name defines the block name
  130074. */
  130075. constructor(name: string);
  130076. /**
  130077. * Gets the current class name
  130078. * @returns the class name
  130079. */
  130080. getClassName(): string;
  130081. /**
  130082. * Gets the uv input component
  130083. */
  130084. get uv(): NodeMaterialConnectionPoint;
  130085. /**
  130086. * Gets the rgba output component
  130087. */
  130088. get rgba(): NodeMaterialConnectionPoint;
  130089. /**
  130090. * Gets the rgb output component
  130091. */
  130092. get rgb(): NodeMaterialConnectionPoint;
  130093. /**
  130094. * Gets the r output component
  130095. */
  130096. get r(): NodeMaterialConnectionPoint;
  130097. /**
  130098. * Gets the g output component
  130099. */
  130100. get g(): NodeMaterialConnectionPoint;
  130101. /**
  130102. * Gets the b output component
  130103. */
  130104. get b(): NodeMaterialConnectionPoint;
  130105. /**
  130106. * Gets the a output component
  130107. */
  130108. get a(): NodeMaterialConnectionPoint;
  130109. get target(): NodeMaterialBlockTargets;
  130110. autoConfigure(material: NodeMaterial): void;
  130111. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  130112. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  130113. private _getTextureBase;
  130114. isReady(): boolean;
  130115. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  130116. private get _isMixed();
  130117. private _injectVertexCode;
  130118. private _writeTextureRead;
  130119. private _writeOutput;
  130120. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  130121. protected _dumpPropertiesCode(): string;
  130122. serialize(): any;
  130123. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  130124. }
  130125. }
  130126. declare module BABYLON {
  130127. /**
  130128. * Class used to store shared data between 2 NodeMaterialBuildState
  130129. */
  130130. export class NodeMaterialBuildStateSharedData {
  130131. /**
  130132. * Gets the list of emitted varyings
  130133. */
  130134. temps: string[];
  130135. /**
  130136. * Gets the list of emitted varyings
  130137. */
  130138. varyings: string[];
  130139. /**
  130140. * Gets the varying declaration string
  130141. */
  130142. varyingDeclaration: string;
  130143. /**
  130144. * Input blocks
  130145. */
  130146. inputBlocks: InputBlock[];
  130147. /**
  130148. * Input blocks
  130149. */
  130150. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  130151. /**
  130152. * Bindable blocks (Blocks that need to set data to the effect)
  130153. */
  130154. bindableBlocks: NodeMaterialBlock[];
  130155. /**
  130156. * List of blocks that can provide a compilation fallback
  130157. */
  130158. blocksWithFallbacks: NodeMaterialBlock[];
  130159. /**
  130160. * List of blocks that can provide a define update
  130161. */
  130162. blocksWithDefines: NodeMaterialBlock[];
  130163. /**
  130164. * List of blocks that can provide a repeatable content
  130165. */
  130166. repeatableContentBlocks: NodeMaterialBlock[];
  130167. /**
  130168. * List of blocks that can provide a dynamic list of uniforms
  130169. */
  130170. dynamicUniformBlocks: NodeMaterialBlock[];
  130171. /**
  130172. * List of blocks that can block the isReady function for the material
  130173. */
  130174. blockingBlocks: NodeMaterialBlock[];
  130175. /**
  130176. * Gets the list of animated inputs
  130177. */
  130178. animatedInputs: InputBlock[];
  130179. /**
  130180. * Build Id used to avoid multiple recompilations
  130181. */
  130182. buildId: number;
  130183. /** List of emitted variables */
  130184. variableNames: {
  130185. [key: string]: number;
  130186. };
  130187. /** List of emitted defines */
  130188. defineNames: {
  130189. [key: string]: number;
  130190. };
  130191. /** Should emit comments? */
  130192. emitComments: boolean;
  130193. /** Emit build activity */
  130194. verbose: boolean;
  130195. /** Gets or sets the hosting scene */
  130196. scene: Scene;
  130197. /**
  130198. * Gets the compilation hints emitted at compilation time
  130199. */
  130200. hints: {
  130201. needWorldViewMatrix: boolean;
  130202. needWorldViewProjectionMatrix: boolean;
  130203. needAlphaBlending: boolean;
  130204. needAlphaTesting: boolean;
  130205. };
  130206. /**
  130207. * List of compilation checks
  130208. */
  130209. checks: {
  130210. emitVertex: boolean;
  130211. emitFragment: boolean;
  130212. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  130213. };
  130214. /** Creates a new shared data */
  130215. constructor();
  130216. /**
  130217. * Emits console errors and exceptions if there is a failing check
  130218. */
  130219. emitErrors(): void;
  130220. }
  130221. }
  130222. declare module BABYLON {
  130223. /**
  130224. * Class used to store node based material build state
  130225. */
  130226. export class NodeMaterialBuildState {
  130227. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  130228. supportUniformBuffers: boolean;
  130229. /**
  130230. * Gets the list of emitted attributes
  130231. */
  130232. attributes: string[];
  130233. /**
  130234. * Gets the list of emitted uniforms
  130235. */
  130236. uniforms: string[];
  130237. /**
  130238. * Gets the list of emitted constants
  130239. */
  130240. constants: string[];
  130241. /**
  130242. * Gets the list of emitted samplers
  130243. */
  130244. samplers: string[];
  130245. /**
  130246. * Gets the list of emitted functions
  130247. */
  130248. functions: {
  130249. [key: string]: string;
  130250. };
  130251. /**
  130252. * Gets the list of emitted extensions
  130253. */
  130254. extensions: {
  130255. [key: string]: string;
  130256. };
  130257. /**
  130258. * Gets the target of the compilation state
  130259. */
  130260. target: NodeMaterialBlockTargets;
  130261. /**
  130262. * Gets the list of emitted counters
  130263. */
  130264. counters: {
  130265. [key: string]: number;
  130266. };
  130267. /**
  130268. * Shared data between multiple NodeMaterialBuildState instances
  130269. */
  130270. sharedData: NodeMaterialBuildStateSharedData;
  130271. /** @hidden */
  130272. _vertexState: NodeMaterialBuildState;
  130273. /** @hidden */
  130274. _attributeDeclaration: string;
  130275. /** @hidden */
  130276. _uniformDeclaration: string;
  130277. /** @hidden */
  130278. _constantDeclaration: string;
  130279. /** @hidden */
  130280. _samplerDeclaration: string;
  130281. /** @hidden */
  130282. _varyingTransfer: string;
  130283. private _repeatableContentAnchorIndex;
  130284. /** @hidden */
  130285. _builtCompilationString: string;
  130286. /**
  130287. * Gets the emitted compilation strings
  130288. */
  130289. compilationString: string;
  130290. /**
  130291. * Finalize the compilation strings
  130292. * @param state defines the current compilation state
  130293. */
  130294. finalize(state: NodeMaterialBuildState): void;
  130295. /** @hidden */
  130296. get _repeatableContentAnchor(): string;
  130297. /** @hidden */
  130298. _getFreeVariableName(prefix: string): string;
  130299. /** @hidden */
  130300. _getFreeDefineName(prefix: string): string;
  130301. /** @hidden */
  130302. _excludeVariableName(name: string): void;
  130303. /** @hidden */
  130304. _emit2DSampler(name: string): void;
  130305. /** @hidden */
  130306. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  130307. /** @hidden */
  130308. _emitExtension(name: string, extension: string): void;
  130309. /** @hidden */
  130310. _emitFunction(name: string, code: string, comments: string): void;
  130311. /** @hidden */
  130312. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  130313. replaceStrings?: {
  130314. search: RegExp;
  130315. replace: string;
  130316. }[];
  130317. repeatKey?: string;
  130318. }): string;
  130319. /** @hidden */
  130320. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  130321. repeatKey?: string;
  130322. removeAttributes?: boolean;
  130323. removeUniforms?: boolean;
  130324. removeVaryings?: boolean;
  130325. removeIfDef?: boolean;
  130326. replaceStrings?: {
  130327. search: RegExp;
  130328. replace: string;
  130329. }[];
  130330. }, storeKey?: string): void;
  130331. /** @hidden */
  130332. _registerTempVariable(name: string): boolean;
  130333. /** @hidden */
  130334. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  130335. /** @hidden */
  130336. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  130337. /** @hidden */
  130338. _emitFloat(value: number): string;
  130339. }
  130340. }
  130341. declare module BABYLON {
  130342. /**
  130343. * Defines a block that can be used inside a node based material
  130344. */
  130345. export class NodeMaterialBlock {
  130346. private _buildId;
  130347. private _buildTarget;
  130348. private _target;
  130349. private _isFinalMerger;
  130350. private _isInput;
  130351. protected _isUnique: boolean;
  130352. /** @hidden */
  130353. _codeVariableName: string;
  130354. /** @hidden */
  130355. _inputs: NodeMaterialConnectionPoint[];
  130356. /** @hidden */
  130357. _outputs: NodeMaterialConnectionPoint[];
  130358. /** @hidden */
  130359. _preparationId: number;
  130360. /**
  130361. * Gets or sets the name of the block
  130362. */
  130363. name: string;
  130364. /**
  130365. * Gets or sets the unique id of the node
  130366. */
  130367. uniqueId: number;
  130368. /**
  130369. * Gets or sets the comments associated with this block
  130370. */
  130371. comments: string;
  130372. /**
  130373. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  130374. */
  130375. get isUnique(): boolean;
  130376. /**
  130377. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  130378. */
  130379. get isFinalMerger(): boolean;
  130380. /**
  130381. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  130382. */
  130383. get isInput(): boolean;
  130384. /**
  130385. * Gets or sets the build Id
  130386. */
  130387. get buildId(): number;
  130388. set buildId(value: number);
  130389. /**
  130390. * Gets or sets the target of the block
  130391. */
  130392. get target(): NodeMaterialBlockTargets;
  130393. set target(value: NodeMaterialBlockTargets);
  130394. /**
  130395. * Gets the list of input points
  130396. */
  130397. get inputs(): NodeMaterialConnectionPoint[];
  130398. /** Gets the list of output points */
  130399. get outputs(): NodeMaterialConnectionPoint[];
  130400. /**
  130401. * Find an input by its name
  130402. * @param name defines the name of the input to look for
  130403. * @returns the input or null if not found
  130404. */
  130405. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  130406. /**
  130407. * Find an output by its name
  130408. * @param name defines the name of the outputto look for
  130409. * @returns the output or null if not found
  130410. */
  130411. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  130412. /**
  130413. * Creates a new NodeMaterialBlock
  130414. * @param name defines the block name
  130415. * @param target defines the target of that block (Vertex by default)
  130416. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  130417. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  130418. */
  130419. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  130420. /**
  130421. * Initialize the block and prepare the context for build
  130422. * @param state defines the state that will be used for the build
  130423. */
  130424. initialize(state: NodeMaterialBuildState): void;
  130425. /**
  130426. * Bind data to effect. Will only be called for blocks with isBindable === true
  130427. * @param effect defines the effect to bind data to
  130428. * @param nodeMaterial defines the hosting NodeMaterial
  130429. * @param mesh defines the mesh that will be rendered
  130430. */
  130431. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  130432. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  130433. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  130434. protected _writeFloat(value: number): string;
  130435. /**
  130436. * Gets the current class name e.g. "NodeMaterialBlock"
  130437. * @returns the class name
  130438. */
  130439. getClassName(): string;
  130440. /**
  130441. * Register a new input. Must be called inside a block constructor
  130442. * @param name defines the connection point name
  130443. * @param type defines the connection point type
  130444. * @param isOptional defines a boolean indicating that this input can be omitted
  130445. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  130446. * @returns the current block
  130447. */
  130448. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  130449. /**
  130450. * Register a new output. Must be called inside a block constructor
  130451. * @param name defines the connection point name
  130452. * @param type defines the connection point type
  130453. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  130454. * @returns the current block
  130455. */
  130456. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  130457. /**
  130458. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  130459. * @param forOutput defines an optional connection point to check compatibility with
  130460. * @returns the first available input or null
  130461. */
  130462. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  130463. /**
  130464. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  130465. * @param forBlock defines an optional block to check compatibility with
  130466. * @returns the first available input or null
  130467. */
  130468. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  130469. /**
  130470. * Gets the sibling of the given output
  130471. * @param current defines the current output
  130472. * @returns the next output in the list or null
  130473. */
  130474. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  130475. /**
  130476. * Connect current block with another block
  130477. * @param other defines the block to connect with
  130478. * @param options define the various options to help pick the right connections
  130479. * @returns the current block
  130480. */
  130481. connectTo(other: NodeMaterialBlock, options?: {
  130482. input?: string;
  130483. output?: string;
  130484. outputSwizzle?: string;
  130485. }): this | undefined;
  130486. protected _buildBlock(state: NodeMaterialBuildState): void;
  130487. /**
  130488. * Add uniforms, samplers and uniform buffers at compilation time
  130489. * @param state defines the state to update
  130490. * @param nodeMaterial defines the node material requesting the update
  130491. * @param defines defines the material defines to update
  130492. * @param uniformBuffers defines the list of uniform buffer names
  130493. */
  130494. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  130495. /**
  130496. * Add potential fallbacks if shader compilation fails
  130497. * @param mesh defines the mesh to be rendered
  130498. * @param fallbacks defines the current prioritized list of fallbacks
  130499. */
  130500. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  130501. /**
  130502. * Initialize defines for shader compilation
  130503. * @param mesh defines the mesh to be rendered
  130504. * @param nodeMaterial defines the node material requesting the update
  130505. * @param defines defines the material defines to update
  130506. * @param useInstances specifies that instances should be used
  130507. */
  130508. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  130509. /**
  130510. * Update defines for shader compilation
  130511. * @param mesh defines the mesh to be rendered
  130512. * @param nodeMaterial defines the node material requesting the update
  130513. * @param defines defines the material defines to update
  130514. * @param useInstances specifies that instances should be used
  130515. */
  130516. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  130517. /**
  130518. * Lets the block try to connect some inputs automatically
  130519. * @param material defines the hosting NodeMaterial
  130520. */
  130521. autoConfigure(material: NodeMaterial): void;
  130522. /**
  130523. * Function called when a block is declared as repeatable content generator
  130524. * @param vertexShaderState defines the current compilation state for the vertex shader
  130525. * @param fragmentShaderState defines the current compilation state for the fragment shader
  130526. * @param mesh defines the mesh to be rendered
  130527. * @param defines defines the material defines to update
  130528. */
  130529. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  130530. /**
  130531. * Checks if the block is ready
  130532. * @param mesh defines the mesh to be rendered
  130533. * @param nodeMaterial defines the node material requesting the update
  130534. * @param defines defines the material defines to update
  130535. * @param useInstances specifies that instances should be used
  130536. * @returns true if the block is ready
  130537. */
  130538. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  130539. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  130540. private _processBuild;
  130541. /**
  130542. * Compile the current node and generate the shader code
  130543. * @param state defines the current compilation state (uniforms, samplers, current string)
  130544. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  130545. * @returns true if already built
  130546. */
  130547. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  130548. protected _inputRename(name: string): string;
  130549. protected _outputRename(name: string): string;
  130550. protected _dumpPropertiesCode(): string;
  130551. /** @hidden */
  130552. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  130553. /** @hidden */
  130554. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  130555. /**
  130556. * Clone the current block to a new identical block
  130557. * @param scene defines the hosting scene
  130558. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  130559. * @returns a copy of the current block
  130560. */
  130561. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  130562. /**
  130563. * Serializes this block in a JSON representation
  130564. * @returns the serialized block object
  130565. */
  130566. serialize(): any;
  130567. /** @hidden */
  130568. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  130569. /**
  130570. * Release resources
  130571. */
  130572. dispose(): void;
  130573. }
  130574. }
  130575. declare module BABYLON {
  130576. /**
  130577. * Enum defining the type of animations supported by InputBlock
  130578. */
  130579. export enum AnimatedInputBlockTypes {
  130580. /** No animation */
  130581. None = 0,
  130582. /** Time based animation. Will only work for floats */
  130583. Time = 1
  130584. }
  130585. }
  130586. declare module BABYLON {
  130587. /**
  130588. * Block used to expose an input value
  130589. */
  130590. export class InputBlock extends NodeMaterialBlock {
  130591. private _mode;
  130592. private _associatedVariableName;
  130593. private _storedValue;
  130594. private _valueCallback;
  130595. private _type;
  130596. private _animationType;
  130597. /** Gets or set a value used to limit the range of float values */
  130598. min: number;
  130599. /** Gets or set a value used to limit the range of float values */
  130600. max: number;
  130601. /** Gets or set a value indicating that this input can only get 0 and 1 values */
  130602. isBoolean: boolean;
  130603. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  130604. matrixMode: number;
  130605. /** @hidden */
  130606. _systemValue: Nullable<NodeMaterialSystemValues>;
  130607. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  130608. visibleInInspector: boolean;
  130609. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  130610. isConstant: boolean;
  130611. /** Gets or sets the group to use to display this block in the Inspector */
  130612. groupInInspector: string;
  130613. /**
  130614. * Gets or sets the connection point type (default is float)
  130615. */
  130616. get type(): NodeMaterialBlockConnectionPointTypes;
  130617. /**
  130618. * Creates a new InputBlock
  130619. * @param name defines the block name
  130620. * @param target defines the target of that block (Vertex by default)
  130621. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  130622. */
  130623. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  130624. /**
  130625. * Gets the output component
  130626. */
  130627. get output(): NodeMaterialConnectionPoint;
  130628. /**
  130629. * Set the source of this connection point to a vertex attribute
  130630. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  130631. * @returns the current connection point
  130632. */
  130633. setAsAttribute(attributeName?: string): InputBlock;
  130634. /**
  130635. * Set the source of this connection point to a system value
  130636. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  130637. * @returns the current connection point
  130638. */
  130639. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  130640. /**
  130641. * Gets or sets the value of that point.
  130642. * Please note that this value will be ignored if valueCallback is defined
  130643. */
  130644. get value(): any;
  130645. set value(value: any);
  130646. /**
  130647. * Gets or sets a callback used to get the value of that point.
  130648. * Please note that setting this value will force the connection point to ignore the value property
  130649. */
  130650. get valueCallback(): () => any;
  130651. set valueCallback(value: () => any);
  130652. /**
  130653. * Gets or sets the associated variable name in the shader
  130654. */
  130655. get associatedVariableName(): string;
  130656. set associatedVariableName(value: string);
  130657. /** Gets or sets the type of animation applied to the input */
  130658. get animationType(): AnimatedInputBlockTypes;
  130659. set animationType(value: AnimatedInputBlockTypes);
  130660. /**
  130661. * Gets a boolean indicating that this connection point not defined yet
  130662. */
  130663. get isUndefined(): boolean;
  130664. /**
  130665. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  130666. * In this case the connection point name must be the name of the uniform to use.
  130667. * Can only be set on inputs
  130668. */
  130669. get isUniform(): boolean;
  130670. set isUniform(value: boolean);
  130671. /**
  130672. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  130673. * In this case the connection point name must be the name of the attribute to use
  130674. * Can only be set on inputs
  130675. */
  130676. get isAttribute(): boolean;
  130677. set isAttribute(value: boolean);
  130678. /**
  130679. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  130680. * Can only be set on exit points
  130681. */
  130682. get isVarying(): boolean;
  130683. set isVarying(value: boolean);
  130684. /**
  130685. * Gets a boolean indicating that the current connection point is a system value
  130686. */
  130687. get isSystemValue(): boolean;
  130688. /**
  130689. * Gets or sets the current well known value or null if not defined as a system value
  130690. */
  130691. get systemValue(): Nullable<NodeMaterialSystemValues>;
  130692. set systemValue(value: Nullable<NodeMaterialSystemValues>);
  130693. /**
  130694. * Gets the current class name
  130695. * @returns the class name
  130696. */
  130697. getClassName(): string;
  130698. /**
  130699. * Animate the input if animationType !== None
  130700. * @param scene defines the rendering scene
  130701. */
  130702. animate(scene: Scene): void;
  130703. private _emitDefine;
  130704. initialize(state: NodeMaterialBuildState): void;
  130705. /**
  130706. * Set the input block to its default value (based on its type)
  130707. */
  130708. setDefaultValue(): void;
  130709. private _emitConstant;
  130710. private _emit;
  130711. /** @hidden */
  130712. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  130713. /** @hidden */
  130714. _transmit(effect: Effect, scene: Scene): void;
  130715. protected _buildBlock(state: NodeMaterialBuildState): void;
  130716. protected _dumpPropertiesCode(): string;
  130717. serialize(): any;
  130718. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  130719. }
  130720. }
  130721. declare module BABYLON {
  130722. /**
  130723. * Enum used to define the compatibility state between two connection points
  130724. */
  130725. export enum NodeMaterialConnectionPointCompatibilityStates {
  130726. /** Points are compatibles */
  130727. Compatible = 0,
  130728. /** Points are incompatible because of their types */
  130729. TypeIncompatible = 1,
  130730. /** Points are incompatible because of their targets (vertex vs fragment) */
  130731. TargetIncompatible = 2
  130732. }
  130733. /**
  130734. * Defines the direction of a connection point
  130735. */
  130736. export enum NodeMaterialConnectionPointDirection {
  130737. /** Input */
  130738. Input = 0,
  130739. /** Output */
  130740. Output = 1
  130741. }
  130742. /**
  130743. * Defines a connection point for a block
  130744. */
  130745. export class NodeMaterialConnectionPoint {
  130746. /** @hidden */
  130747. _ownerBlock: NodeMaterialBlock;
  130748. /** @hidden */
  130749. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  130750. private _endpoints;
  130751. private _associatedVariableName;
  130752. private _direction;
  130753. /** @hidden */
  130754. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  130755. /** @hidden */
  130756. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  130757. private _type;
  130758. /** @hidden */
  130759. _enforceAssociatedVariableName: boolean;
  130760. /** Gets the direction of the point */
  130761. get direction(): NodeMaterialConnectionPointDirection;
  130762. /**
  130763. * Gets or sets the additional types supported by this connection point
  130764. */
  130765. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  130766. /**
  130767. * Gets or sets the additional types excluded by this connection point
  130768. */
  130769. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  130770. /**
  130771. * Observable triggered when this point is connected
  130772. */
  130773. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  130774. /**
  130775. * Gets or sets the associated variable name in the shader
  130776. */
  130777. get associatedVariableName(): string;
  130778. set associatedVariableName(value: string);
  130779. /**
  130780. * Gets or sets the connection point type (default is float)
  130781. */
  130782. get type(): NodeMaterialBlockConnectionPointTypes;
  130783. set type(value: NodeMaterialBlockConnectionPointTypes);
  130784. /**
  130785. * Gets or sets the connection point name
  130786. */
  130787. name: string;
  130788. /**
  130789. * Gets or sets a boolean indicating that this connection point can be omitted
  130790. */
  130791. isOptional: boolean;
  130792. /**
  130793. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  130794. */
  130795. define: string;
  130796. /** @hidden */
  130797. _prioritizeVertex: boolean;
  130798. private _target;
  130799. /** Gets or sets the target of that connection point */
  130800. get target(): NodeMaterialBlockTargets;
  130801. set target(value: NodeMaterialBlockTargets);
  130802. /**
  130803. * Gets a boolean indicating that the current point is connected
  130804. */
  130805. get isConnected(): boolean;
  130806. /**
  130807. * Gets a boolean indicating that the current point is connected to an input block
  130808. */
  130809. get isConnectedToInputBlock(): boolean;
  130810. /**
  130811. * Gets a the connected input block (if any)
  130812. */
  130813. get connectInputBlock(): Nullable<InputBlock>;
  130814. /** Get the other side of the connection (if any) */
  130815. get connectedPoint(): Nullable<NodeMaterialConnectionPoint>;
  130816. /** Get the block that owns this connection point */
  130817. get ownerBlock(): NodeMaterialBlock;
  130818. /** Get the block connected on the other side of this connection (if any) */
  130819. get sourceBlock(): Nullable<NodeMaterialBlock>;
  130820. /** Get the block connected on the endpoints of this connection (if any) */
  130821. get connectedBlocks(): Array<NodeMaterialBlock>;
  130822. /** Gets the list of connected endpoints */
  130823. get endpoints(): NodeMaterialConnectionPoint[];
  130824. /** Gets a boolean indicating if that output point is connected to at least one input */
  130825. get hasEndpoints(): boolean;
  130826. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  130827. get isConnectedInVertexShader(): boolean;
  130828. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  130829. get isConnectedInFragmentShader(): boolean;
  130830. /**
  130831. * Creates a new connection point
  130832. * @param name defines the connection point name
  130833. * @param ownerBlock defines the block hosting this connection point
  130834. * @param direction defines the direction of the connection point
  130835. */
  130836. constructor(name: string, ownerBlock: NodeMaterialBlock, direction: NodeMaterialConnectionPointDirection);
  130837. /**
  130838. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  130839. * @returns the class name
  130840. */
  130841. getClassName(): string;
  130842. /**
  130843. * Gets a boolean indicating if the current point can be connected to another point
  130844. * @param connectionPoint defines the other connection point
  130845. * @returns a boolean
  130846. */
  130847. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  130848. /**
  130849. * Gets a number indicating if the current point can be connected to another point
  130850. * @param connectionPoint defines the other connection point
  130851. * @returns a number defining the compatibility state
  130852. */
  130853. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  130854. /**
  130855. * Connect this point to another connection point
  130856. * @param connectionPoint defines the other connection point
  130857. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  130858. * @returns the current connection point
  130859. */
  130860. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  130861. /**
  130862. * Disconnect this point from one of his endpoint
  130863. * @param endpoint defines the other connection point
  130864. * @returns the current connection point
  130865. */
  130866. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  130867. /**
  130868. * Serializes this point in a JSON representation
  130869. * @returns the serialized point object
  130870. */
  130871. serialize(): any;
  130872. /**
  130873. * Release resources
  130874. */
  130875. dispose(): void;
  130876. }
  130877. }
  130878. declare module BABYLON {
  130879. /**
  130880. * Block used to add support for vertex skinning (bones)
  130881. */
  130882. export class BonesBlock extends NodeMaterialBlock {
  130883. /**
  130884. * Creates a new BonesBlock
  130885. * @param name defines the block name
  130886. */
  130887. constructor(name: string);
  130888. /**
  130889. * Initialize the block and prepare the context for build
  130890. * @param state defines the state that will be used for the build
  130891. */
  130892. initialize(state: NodeMaterialBuildState): void;
  130893. /**
  130894. * Gets the current class name
  130895. * @returns the class name
  130896. */
  130897. getClassName(): string;
  130898. /**
  130899. * Gets the matrix indices input component
  130900. */
  130901. get matricesIndices(): NodeMaterialConnectionPoint;
  130902. /**
  130903. * Gets the matrix weights input component
  130904. */
  130905. get matricesWeights(): NodeMaterialConnectionPoint;
  130906. /**
  130907. * Gets the extra matrix indices input component
  130908. */
  130909. get matricesIndicesExtra(): NodeMaterialConnectionPoint;
  130910. /**
  130911. * Gets the extra matrix weights input component
  130912. */
  130913. get matricesWeightsExtra(): NodeMaterialConnectionPoint;
  130914. /**
  130915. * Gets the world input component
  130916. */
  130917. get world(): NodeMaterialConnectionPoint;
  130918. /**
  130919. * Gets the output component
  130920. */
  130921. get output(): NodeMaterialConnectionPoint;
  130922. autoConfigure(material: NodeMaterial): void;
  130923. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  130924. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  130925. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  130926. protected _buildBlock(state: NodeMaterialBuildState): this;
  130927. }
  130928. }
  130929. declare module BABYLON {
  130930. /**
  130931. * Block used to add support for instances
  130932. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  130933. */
  130934. export class InstancesBlock extends NodeMaterialBlock {
  130935. /**
  130936. * Creates a new InstancesBlock
  130937. * @param name defines the block name
  130938. */
  130939. constructor(name: string);
  130940. /**
  130941. * Gets the current class name
  130942. * @returns the class name
  130943. */
  130944. getClassName(): string;
  130945. /**
  130946. * Gets the first world row input component
  130947. */
  130948. get world0(): NodeMaterialConnectionPoint;
  130949. /**
  130950. * Gets the second world row input component
  130951. */
  130952. get world1(): NodeMaterialConnectionPoint;
  130953. /**
  130954. * Gets the third world row input component
  130955. */
  130956. get world2(): NodeMaterialConnectionPoint;
  130957. /**
  130958. * Gets the forth world row input component
  130959. */
  130960. get world3(): NodeMaterialConnectionPoint;
  130961. /**
  130962. * Gets the world input component
  130963. */
  130964. get world(): NodeMaterialConnectionPoint;
  130965. /**
  130966. * Gets the output component
  130967. */
  130968. get output(): NodeMaterialConnectionPoint;
  130969. autoConfigure(material: NodeMaterial): void;
  130970. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  130971. protected _buildBlock(state: NodeMaterialBuildState): this;
  130972. }
  130973. }
  130974. declare module BABYLON {
  130975. /**
  130976. * Block used to add morph targets support to vertex shader
  130977. */
  130978. export class MorphTargetsBlock extends NodeMaterialBlock {
  130979. private _repeatableContentAnchor;
  130980. private _repeatebleContentGenerated;
  130981. /**
  130982. * Create a new MorphTargetsBlock
  130983. * @param name defines the block name
  130984. */
  130985. constructor(name: string);
  130986. /**
  130987. * Gets the current class name
  130988. * @returns the class name
  130989. */
  130990. getClassName(): string;
  130991. /**
  130992. * Gets the position input component
  130993. */
  130994. get position(): NodeMaterialConnectionPoint;
  130995. /**
  130996. * Gets the normal input component
  130997. */
  130998. get normal(): NodeMaterialConnectionPoint;
  130999. /**
  131000. * Gets the tangent input component
  131001. */
  131002. get tangent(): NodeMaterialConnectionPoint;
  131003. /**
  131004. * Gets the tangent input component
  131005. */
  131006. get uv(): NodeMaterialConnectionPoint;
  131007. /**
  131008. * Gets the position output component
  131009. */
  131010. get positionOutput(): NodeMaterialConnectionPoint;
  131011. /**
  131012. * Gets the normal output component
  131013. */
  131014. get normalOutput(): NodeMaterialConnectionPoint;
  131015. /**
  131016. * Gets the tangent output component
  131017. */
  131018. get tangentOutput(): NodeMaterialConnectionPoint;
  131019. /**
  131020. * Gets the tangent output component
  131021. */
  131022. get uvOutput(): NodeMaterialConnectionPoint;
  131023. initialize(state: NodeMaterialBuildState): void;
  131024. autoConfigure(material: NodeMaterial): void;
  131025. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131026. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131027. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  131028. protected _buildBlock(state: NodeMaterialBuildState): this;
  131029. }
  131030. }
  131031. declare module BABYLON {
  131032. /**
  131033. * Block used to get data information from a light
  131034. */
  131035. export class LightInformationBlock extends NodeMaterialBlock {
  131036. private _lightDataUniformName;
  131037. private _lightColorUniformName;
  131038. private _lightTypeDefineName;
  131039. /**
  131040. * Gets or sets the light associated with this block
  131041. */
  131042. light: Nullable<Light>;
  131043. /**
  131044. * Creates a new LightInformationBlock
  131045. * @param name defines the block name
  131046. */
  131047. constructor(name: string);
  131048. /**
  131049. * Gets the current class name
  131050. * @returns the class name
  131051. */
  131052. getClassName(): string;
  131053. /**
  131054. * Gets the world position input component
  131055. */
  131056. get worldPosition(): NodeMaterialConnectionPoint;
  131057. /**
  131058. * Gets the direction output component
  131059. */
  131060. get direction(): NodeMaterialConnectionPoint;
  131061. /**
  131062. * Gets the direction output component
  131063. */
  131064. get color(): NodeMaterialConnectionPoint;
  131065. /**
  131066. * Gets the direction output component
  131067. */
  131068. get intensity(): NodeMaterialConnectionPoint;
  131069. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131070. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131071. protected _buildBlock(state: NodeMaterialBuildState): this;
  131072. serialize(): any;
  131073. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131074. }
  131075. }
  131076. declare module BABYLON {
  131077. /**
  131078. * Block used to add image processing support to fragment shader
  131079. */
  131080. export class ImageProcessingBlock extends NodeMaterialBlock {
  131081. /**
  131082. * Create a new ImageProcessingBlock
  131083. * @param name defines the block name
  131084. */
  131085. constructor(name: string);
  131086. /**
  131087. * Gets the current class name
  131088. * @returns the class name
  131089. */
  131090. getClassName(): string;
  131091. /**
  131092. * Gets the color input component
  131093. */
  131094. get color(): NodeMaterialConnectionPoint;
  131095. /**
  131096. * Gets the output component
  131097. */
  131098. get output(): NodeMaterialConnectionPoint;
  131099. /**
  131100. * Initialize the block and prepare the context for build
  131101. * @param state defines the state that will be used for the build
  131102. */
  131103. initialize(state: NodeMaterialBuildState): void;
  131104. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  131105. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131106. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131107. protected _buildBlock(state: NodeMaterialBuildState): this;
  131108. }
  131109. }
  131110. declare module BABYLON {
  131111. /**
  131112. * Block used to pertub normals based on a normal map
  131113. */
  131114. export class PerturbNormalBlock extends NodeMaterialBlock {
  131115. private _tangentSpaceParameterName;
  131116. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  131117. invertX: boolean;
  131118. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  131119. invertY: boolean;
  131120. /**
  131121. * Create a new PerturbNormalBlock
  131122. * @param name defines the block name
  131123. */
  131124. constructor(name: string);
  131125. /**
  131126. * Gets the current class name
  131127. * @returns the class name
  131128. */
  131129. getClassName(): string;
  131130. /**
  131131. * Gets the world position input component
  131132. */
  131133. get worldPosition(): NodeMaterialConnectionPoint;
  131134. /**
  131135. * Gets the world normal input component
  131136. */
  131137. get worldNormal(): NodeMaterialConnectionPoint;
  131138. /**
  131139. * Gets the uv input component
  131140. */
  131141. get uv(): NodeMaterialConnectionPoint;
  131142. /**
  131143. * Gets the normal map color input component
  131144. */
  131145. get normalMapColor(): NodeMaterialConnectionPoint;
  131146. /**
  131147. * Gets the strength input component
  131148. */
  131149. get strength(): NodeMaterialConnectionPoint;
  131150. /**
  131151. * Gets the output component
  131152. */
  131153. get output(): NodeMaterialConnectionPoint;
  131154. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131155. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131156. autoConfigure(material: NodeMaterial): void;
  131157. protected _buildBlock(state: NodeMaterialBuildState): this;
  131158. protected _dumpPropertiesCode(): string;
  131159. serialize(): any;
  131160. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131161. }
  131162. }
  131163. declare module BABYLON {
  131164. /**
  131165. * Block used to discard a pixel if a value is smaller than a cutoff
  131166. */
  131167. export class DiscardBlock extends NodeMaterialBlock {
  131168. /**
  131169. * Create a new DiscardBlock
  131170. * @param name defines the block name
  131171. */
  131172. constructor(name: string);
  131173. /**
  131174. * Gets the current class name
  131175. * @returns the class name
  131176. */
  131177. getClassName(): string;
  131178. /**
  131179. * Gets the color input component
  131180. */
  131181. get value(): NodeMaterialConnectionPoint;
  131182. /**
  131183. * Gets the cutoff input component
  131184. */
  131185. get cutoff(): NodeMaterialConnectionPoint;
  131186. protected _buildBlock(state: NodeMaterialBuildState): this;
  131187. }
  131188. }
  131189. declare module BABYLON {
  131190. /**
  131191. * Block used to test if the fragment shader is front facing
  131192. */
  131193. export class FrontFacingBlock extends NodeMaterialBlock {
  131194. /**
  131195. * Creates a new FrontFacingBlock
  131196. * @param name defines the block name
  131197. */
  131198. constructor(name: string);
  131199. /**
  131200. * Gets the current class name
  131201. * @returns the class name
  131202. */
  131203. getClassName(): string;
  131204. /**
  131205. * Gets the output component
  131206. */
  131207. get output(): NodeMaterialConnectionPoint;
  131208. protected _buildBlock(state: NodeMaterialBuildState): this;
  131209. }
  131210. }
  131211. declare module BABYLON {
  131212. /**
  131213. * Block used to get the derivative value on x and y of a given input
  131214. */
  131215. export class DerivativeBlock extends NodeMaterialBlock {
  131216. /**
  131217. * Create a new DerivativeBlock
  131218. * @param name defines the block name
  131219. */
  131220. constructor(name: string);
  131221. /**
  131222. * Gets the current class name
  131223. * @returns the class name
  131224. */
  131225. getClassName(): string;
  131226. /**
  131227. * Gets the input component
  131228. */
  131229. get input(): NodeMaterialConnectionPoint;
  131230. /**
  131231. * Gets the derivative output on x
  131232. */
  131233. get dx(): NodeMaterialConnectionPoint;
  131234. /**
  131235. * Gets the derivative output on y
  131236. */
  131237. get dy(): NodeMaterialConnectionPoint;
  131238. protected _buildBlock(state: NodeMaterialBuildState): this;
  131239. }
  131240. }
  131241. declare module BABYLON {
  131242. /**
  131243. * Block used to add support for scene fog
  131244. */
  131245. export class FogBlock extends NodeMaterialBlock {
  131246. private _fogDistanceName;
  131247. private _fogParameters;
  131248. /**
  131249. * Create a new FogBlock
  131250. * @param name defines the block name
  131251. */
  131252. constructor(name: string);
  131253. /**
  131254. * Gets the current class name
  131255. * @returns the class name
  131256. */
  131257. getClassName(): string;
  131258. /**
  131259. * Gets the world position input component
  131260. */
  131261. get worldPosition(): NodeMaterialConnectionPoint;
  131262. /**
  131263. * Gets the view input component
  131264. */
  131265. get view(): NodeMaterialConnectionPoint;
  131266. /**
  131267. * Gets the color input component
  131268. */
  131269. get input(): NodeMaterialConnectionPoint;
  131270. /**
  131271. * Gets the fog color input component
  131272. */
  131273. get fogColor(): NodeMaterialConnectionPoint;
  131274. /**
  131275. * Gets the output component
  131276. */
  131277. get output(): NodeMaterialConnectionPoint;
  131278. autoConfigure(material: NodeMaterial): void;
  131279. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131280. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131281. protected _buildBlock(state: NodeMaterialBuildState): this;
  131282. }
  131283. }
  131284. declare module BABYLON {
  131285. /**
  131286. * Block used to add light in the fragment shader
  131287. */
  131288. export class LightBlock extends NodeMaterialBlock {
  131289. private _lightId;
  131290. /**
  131291. * Gets or sets the light associated with this block
  131292. */
  131293. light: Nullable<Light>;
  131294. /**
  131295. * Create a new LightBlock
  131296. * @param name defines the block name
  131297. */
  131298. constructor(name: string);
  131299. /**
  131300. * Gets the current class name
  131301. * @returns the class name
  131302. */
  131303. getClassName(): string;
  131304. /**
  131305. * Gets the world position input component
  131306. */
  131307. get worldPosition(): NodeMaterialConnectionPoint;
  131308. /**
  131309. * Gets the world normal input component
  131310. */
  131311. get worldNormal(): NodeMaterialConnectionPoint;
  131312. /**
  131313. * Gets the camera (or eye) position component
  131314. */
  131315. get cameraPosition(): NodeMaterialConnectionPoint;
  131316. /**
  131317. * Gets the glossiness component
  131318. */
  131319. get glossiness(): NodeMaterialConnectionPoint;
  131320. /**
  131321. * Gets the glossinness power component
  131322. */
  131323. get glossPower(): NodeMaterialConnectionPoint;
  131324. /**
  131325. * Gets the diffuse color component
  131326. */
  131327. get diffuseColor(): NodeMaterialConnectionPoint;
  131328. /**
  131329. * Gets the specular color component
  131330. */
  131331. get specularColor(): NodeMaterialConnectionPoint;
  131332. /**
  131333. * Gets the diffuse output component
  131334. */
  131335. get diffuseOutput(): NodeMaterialConnectionPoint;
  131336. /**
  131337. * Gets the specular output component
  131338. */
  131339. get specularOutput(): NodeMaterialConnectionPoint;
  131340. /**
  131341. * Gets the shadow output component
  131342. */
  131343. get shadow(): NodeMaterialConnectionPoint;
  131344. autoConfigure(material: NodeMaterial): void;
  131345. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  131346. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  131347. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  131348. private _injectVertexCode;
  131349. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  131350. serialize(): any;
  131351. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131352. }
  131353. }
  131354. declare module BABYLON {
  131355. /**
  131356. * Block used to multiply 2 values
  131357. */
  131358. export class MultiplyBlock extends NodeMaterialBlock {
  131359. /**
  131360. * Creates a new MultiplyBlock
  131361. * @param name defines the block name
  131362. */
  131363. constructor(name: string);
  131364. /**
  131365. * Gets the current class name
  131366. * @returns the class name
  131367. */
  131368. getClassName(): string;
  131369. /**
  131370. * Gets the left operand input component
  131371. */
  131372. get left(): NodeMaterialConnectionPoint;
  131373. /**
  131374. * Gets the right operand input component
  131375. */
  131376. get right(): NodeMaterialConnectionPoint;
  131377. /**
  131378. * Gets the output component
  131379. */
  131380. get output(): NodeMaterialConnectionPoint;
  131381. protected _buildBlock(state: NodeMaterialBuildState): this;
  131382. }
  131383. }
  131384. declare module BABYLON {
  131385. /**
  131386. * Block used to add 2 vectors
  131387. */
  131388. export class AddBlock extends NodeMaterialBlock {
  131389. /**
  131390. * Creates a new AddBlock
  131391. * @param name defines the block name
  131392. */
  131393. constructor(name: string);
  131394. /**
  131395. * Gets the current class name
  131396. * @returns the class name
  131397. */
  131398. getClassName(): string;
  131399. /**
  131400. * Gets the left operand input component
  131401. */
  131402. get left(): NodeMaterialConnectionPoint;
  131403. /**
  131404. * Gets the right operand input component
  131405. */
  131406. get right(): NodeMaterialConnectionPoint;
  131407. /**
  131408. * Gets the output component
  131409. */
  131410. get output(): NodeMaterialConnectionPoint;
  131411. protected _buildBlock(state: NodeMaterialBuildState): this;
  131412. }
  131413. }
  131414. declare module BABYLON {
  131415. /**
  131416. * Block used to scale a vector by a float
  131417. */
  131418. export class ScaleBlock extends NodeMaterialBlock {
  131419. /**
  131420. * Creates a new ScaleBlock
  131421. * @param name defines the block name
  131422. */
  131423. constructor(name: string);
  131424. /**
  131425. * Gets the current class name
  131426. * @returns the class name
  131427. */
  131428. getClassName(): string;
  131429. /**
  131430. * Gets the input component
  131431. */
  131432. get input(): NodeMaterialConnectionPoint;
  131433. /**
  131434. * Gets the factor input component
  131435. */
  131436. get factor(): NodeMaterialConnectionPoint;
  131437. /**
  131438. * Gets the output component
  131439. */
  131440. get output(): NodeMaterialConnectionPoint;
  131441. protected _buildBlock(state: NodeMaterialBuildState): this;
  131442. }
  131443. }
  131444. declare module BABYLON {
  131445. /**
  131446. * Block used to clamp a float
  131447. */
  131448. export class ClampBlock extends NodeMaterialBlock {
  131449. /** Gets or sets the minimum range */
  131450. minimum: number;
  131451. /** Gets or sets the maximum range */
  131452. maximum: number;
  131453. /**
  131454. * Creates a new ClampBlock
  131455. * @param name defines the block name
  131456. */
  131457. constructor(name: string);
  131458. /**
  131459. * Gets the current class name
  131460. * @returns the class name
  131461. */
  131462. getClassName(): string;
  131463. /**
  131464. * Gets the value input component
  131465. */
  131466. get value(): NodeMaterialConnectionPoint;
  131467. /**
  131468. * Gets the output component
  131469. */
  131470. get output(): NodeMaterialConnectionPoint;
  131471. protected _buildBlock(state: NodeMaterialBuildState): this;
  131472. protected _dumpPropertiesCode(): string;
  131473. serialize(): any;
  131474. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131475. }
  131476. }
  131477. declare module BABYLON {
  131478. /**
  131479. * Block used to apply a cross product between 2 vectors
  131480. */
  131481. export class CrossBlock extends NodeMaterialBlock {
  131482. /**
  131483. * Creates a new CrossBlock
  131484. * @param name defines the block name
  131485. */
  131486. constructor(name: string);
  131487. /**
  131488. * Gets the current class name
  131489. * @returns the class name
  131490. */
  131491. getClassName(): string;
  131492. /**
  131493. * Gets the left operand input component
  131494. */
  131495. get left(): NodeMaterialConnectionPoint;
  131496. /**
  131497. * Gets the right operand input component
  131498. */
  131499. get right(): NodeMaterialConnectionPoint;
  131500. /**
  131501. * Gets the output component
  131502. */
  131503. get output(): NodeMaterialConnectionPoint;
  131504. protected _buildBlock(state: NodeMaterialBuildState): this;
  131505. }
  131506. }
  131507. declare module BABYLON {
  131508. /**
  131509. * Block used to apply a dot product between 2 vectors
  131510. */
  131511. export class DotBlock extends NodeMaterialBlock {
  131512. /**
  131513. * Creates a new DotBlock
  131514. * @param name defines the block name
  131515. */
  131516. constructor(name: string);
  131517. /**
  131518. * Gets the current class name
  131519. * @returns the class name
  131520. */
  131521. getClassName(): string;
  131522. /**
  131523. * Gets the left operand input component
  131524. */
  131525. get left(): NodeMaterialConnectionPoint;
  131526. /**
  131527. * Gets the right operand input component
  131528. */
  131529. get right(): NodeMaterialConnectionPoint;
  131530. /**
  131531. * Gets the output component
  131532. */
  131533. get output(): NodeMaterialConnectionPoint;
  131534. protected _buildBlock(state: NodeMaterialBuildState): this;
  131535. }
  131536. }
  131537. declare module BABYLON {
  131538. /**
  131539. * Block used to remap a float from a range to a new one
  131540. */
  131541. export class RemapBlock extends NodeMaterialBlock {
  131542. /**
  131543. * Gets or sets the source range
  131544. */
  131545. sourceRange: Vector2;
  131546. /**
  131547. * Gets or sets the target range
  131548. */
  131549. targetRange: Vector2;
  131550. /**
  131551. * Creates a new RemapBlock
  131552. * @param name defines the block name
  131553. */
  131554. constructor(name: string);
  131555. /**
  131556. * Gets the current class name
  131557. * @returns the class name
  131558. */
  131559. getClassName(): string;
  131560. /**
  131561. * Gets the input component
  131562. */
  131563. get input(): NodeMaterialConnectionPoint;
  131564. /**
  131565. * Gets the source min input component
  131566. */
  131567. get sourceMin(): NodeMaterialConnectionPoint;
  131568. /**
  131569. * Gets the source max input component
  131570. */
  131571. get sourceMax(): NodeMaterialConnectionPoint;
  131572. /**
  131573. * Gets the target min input component
  131574. */
  131575. get targetMin(): NodeMaterialConnectionPoint;
  131576. /**
  131577. * Gets the target max input component
  131578. */
  131579. get targetMax(): NodeMaterialConnectionPoint;
  131580. /**
  131581. * Gets the output component
  131582. */
  131583. get output(): NodeMaterialConnectionPoint;
  131584. protected _buildBlock(state: NodeMaterialBuildState): this;
  131585. protected _dumpPropertiesCode(): string;
  131586. serialize(): any;
  131587. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131588. }
  131589. }
  131590. declare module BABYLON {
  131591. /**
  131592. * Block used to normalize a vector
  131593. */
  131594. export class NormalizeBlock extends NodeMaterialBlock {
  131595. /**
  131596. * Creates a new NormalizeBlock
  131597. * @param name defines the block name
  131598. */
  131599. constructor(name: string);
  131600. /**
  131601. * Gets the current class name
  131602. * @returns the class name
  131603. */
  131604. getClassName(): string;
  131605. /**
  131606. * Gets the input component
  131607. */
  131608. get input(): NodeMaterialConnectionPoint;
  131609. /**
  131610. * Gets the output component
  131611. */
  131612. get output(): NodeMaterialConnectionPoint;
  131613. protected _buildBlock(state: NodeMaterialBuildState): this;
  131614. }
  131615. }
  131616. declare module BABYLON {
  131617. /**
  131618. * Operations supported by the Trigonometry block
  131619. */
  131620. export enum TrigonometryBlockOperations {
  131621. /** Cos */
  131622. Cos = 0,
  131623. /** Sin */
  131624. Sin = 1,
  131625. /** Abs */
  131626. Abs = 2,
  131627. /** Exp */
  131628. Exp = 3,
  131629. /** Exp2 */
  131630. Exp2 = 4,
  131631. /** Round */
  131632. Round = 5,
  131633. /** Floor */
  131634. Floor = 6,
  131635. /** Ceiling */
  131636. Ceiling = 7,
  131637. /** Square root */
  131638. Sqrt = 8,
  131639. /** Log */
  131640. Log = 9,
  131641. /** Tangent */
  131642. Tan = 10,
  131643. /** Arc tangent */
  131644. ArcTan = 11,
  131645. /** Arc cosinus */
  131646. ArcCos = 12,
  131647. /** Arc sinus */
  131648. ArcSin = 13,
  131649. /** Fraction */
  131650. Fract = 14,
  131651. /** Sign */
  131652. Sign = 15,
  131653. /** To radians (from degrees) */
  131654. Radians = 16,
  131655. /** To degrees (from radians) */
  131656. Degrees = 17
  131657. }
  131658. /**
  131659. * Block used to apply trigonometry operation to floats
  131660. */
  131661. export class TrigonometryBlock extends NodeMaterialBlock {
  131662. /**
  131663. * Gets or sets the operation applied by the block
  131664. */
  131665. operation: TrigonometryBlockOperations;
  131666. /**
  131667. * Creates a new TrigonometryBlock
  131668. * @param name defines the block name
  131669. */
  131670. constructor(name: string);
  131671. /**
  131672. * Gets the current class name
  131673. * @returns the class name
  131674. */
  131675. getClassName(): string;
  131676. /**
  131677. * Gets the input component
  131678. */
  131679. get input(): NodeMaterialConnectionPoint;
  131680. /**
  131681. * Gets the output component
  131682. */
  131683. get output(): NodeMaterialConnectionPoint;
  131684. protected _buildBlock(state: NodeMaterialBuildState): this;
  131685. serialize(): any;
  131686. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  131687. protected _dumpPropertiesCode(): string;
  131688. }
  131689. }
  131690. declare module BABYLON {
  131691. /**
  131692. * Block used to create a Color3/4 out of individual inputs (one for each component)
  131693. */
  131694. export class ColorMergerBlock extends NodeMaterialBlock {
  131695. /**
  131696. * Create a new ColorMergerBlock
  131697. * @param name defines the block name
  131698. */
  131699. constructor(name: string);
  131700. /**
  131701. * Gets the current class name
  131702. * @returns the class name
  131703. */
  131704. getClassName(): string;
  131705. /**
  131706. * Gets the rgb component (input)
  131707. */
  131708. get rgbIn(): NodeMaterialConnectionPoint;
  131709. /**
  131710. * Gets the r component (input)
  131711. */
  131712. get r(): NodeMaterialConnectionPoint;
  131713. /**
  131714. * Gets the g component (input)
  131715. */
  131716. get g(): NodeMaterialConnectionPoint;
  131717. /**
  131718. * Gets the b component (input)
  131719. */
  131720. get b(): NodeMaterialConnectionPoint;
  131721. /**
  131722. * Gets the a component (input)
  131723. */
  131724. get a(): NodeMaterialConnectionPoint;
  131725. /**
  131726. * Gets the rgba component (output)
  131727. */
  131728. get rgba(): NodeMaterialConnectionPoint;
  131729. /**
  131730. * Gets the rgb component (output)
  131731. */
  131732. get rgbOut(): NodeMaterialConnectionPoint;
  131733. /**
  131734. * Gets the rgb component (output)
  131735. * @deprecated Please use rgbOut instead.
  131736. */
  131737. get rgb(): NodeMaterialConnectionPoint;
  131738. protected _buildBlock(state: NodeMaterialBuildState): this;
  131739. }
  131740. }
  131741. declare module BABYLON {
  131742. /**
  131743. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  131744. */
  131745. export class VectorMergerBlock extends NodeMaterialBlock {
  131746. /**
  131747. * Create a new VectorMergerBlock
  131748. * @param name defines the block name
  131749. */
  131750. constructor(name: string);
  131751. /**
  131752. * Gets the current class name
  131753. * @returns the class name
  131754. */
  131755. getClassName(): string;
  131756. /**
  131757. * Gets the xyz component (input)
  131758. */
  131759. get xyzIn(): NodeMaterialConnectionPoint;
  131760. /**
  131761. * Gets the xy component (input)
  131762. */
  131763. get xyIn(): NodeMaterialConnectionPoint;
  131764. /**
  131765. * Gets the x component (input)
  131766. */
  131767. get x(): NodeMaterialConnectionPoint;
  131768. /**
  131769. * Gets the y component (input)
  131770. */
  131771. get y(): NodeMaterialConnectionPoint;
  131772. /**
  131773. * Gets the z component (input)
  131774. */
  131775. get z(): NodeMaterialConnectionPoint;
  131776. /**
  131777. * Gets the w component (input)
  131778. */
  131779. get w(): NodeMaterialConnectionPoint;
  131780. /**
  131781. * Gets the xyzw component (output)
  131782. */
  131783. get xyzw(): NodeMaterialConnectionPoint;
  131784. /**
  131785. * Gets the xyz component (output)
  131786. */
  131787. get xyzOut(): NodeMaterialConnectionPoint;
  131788. /**
  131789. * Gets the xy component (output)
  131790. */
  131791. get xyOut(): NodeMaterialConnectionPoint;
  131792. /**
  131793. * Gets the xy component (output)
  131794. * @deprecated Please use xyOut instead.
  131795. */
  131796. get xy(): NodeMaterialConnectionPoint;
  131797. /**
  131798. * Gets the xyz component (output)
  131799. * @deprecated Please use xyzOut instead.
  131800. */
  131801. get xyz(): NodeMaterialConnectionPoint;
  131802. protected _buildBlock(state: NodeMaterialBuildState): this;
  131803. }
  131804. }
  131805. declare module BABYLON {
  131806. /**
  131807. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  131808. */
  131809. export class ColorSplitterBlock extends NodeMaterialBlock {
  131810. /**
  131811. * Create a new ColorSplitterBlock
  131812. * @param name defines the block name
  131813. */
  131814. constructor(name: string);
  131815. /**
  131816. * Gets the current class name
  131817. * @returns the class name
  131818. */
  131819. getClassName(): string;
  131820. /**
  131821. * Gets the rgba component (input)
  131822. */
  131823. get rgba(): NodeMaterialConnectionPoint;
  131824. /**
  131825. * Gets the rgb component (input)
  131826. */
  131827. get rgbIn(): NodeMaterialConnectionPoint;
  131828. /**
  131829. * Gets the rgb component (output)
  131830. */
  131831. get rgbOut(): NodeMaterialConnectionPoint;
  131832. /**
  131833. * Gets the r component (output)
  131834. */
  131835. get r(): NodeMaterialConnectionPoint;
  131836. /**
  131837. * Gets the g component (output)
  131838. */
  131839. get g(): NodeMaterialConnectionPoint;
  131840. /**
  131841. * Gets the b component (output)
  131842. */
  131843. get b(): NodeMaterialConnectionPoint;
  131844. /**
  131845. * Gets the a component (output)
  131846. */
  131847. get a(): NodeMaterialConnectionPoint;
  131848. protected _inputRename(name: string): string;
  131849. protected _outputRename(name: string): string;
  131850. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  131851. }
  131852. }
  131853. declare module BABYLON {
  131854. /**
  131855. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  131856. */
  131857. export class VectorSplitterBlock extends NodeMaterialBlock {
  131858. /**
  131859. * Create a new VectorSplitterBlock
  131860. * @param name defines the block name
  131861. */
  131862. constructor(name: string);
  131863. /**
  131864. * Gets the current class name
  131865. * @returns the class name
  131866. */
  131867. getClassName(): string;
  131868. /**
  131869. * Gets the xyzw component (input)
  131870. */
  131871. get xyzw(): NodeMaterialConnectionPoint;
  131872. /**
  131873. * Gets the xyz component (input)
  131874. */
  131875. get xyzIn(): NodeMaterialConnectionPoint;
  131876. /**
  131877. * Gets the xy component (input)
  131878. */
  131879. get xyIn(): NodeMaterialConnectionPoint;
  131880. /**
  131881. * Gets the xyz component (output)
  131882. */
  131883. get xyzOut(): NodeMaterialConnectionPoint;
  131884. /**
  131885. * Gets the xy component (output)
  131886. */
  131887. get xyOut(): NodeMaterialConnectionPoint;
  131888. /**
  131889. * Gets the x component (output)
  131890. */
  131891. get x(): NodeMaterialConnectionPoint;
  131892. /**
  131893. * Gets the y component (output)
  131894. */
  131895. get y(): NodeMaterialConnectionPoint;
  131896. /**
  131897. * Gets the z component (output)
  131898. */
  131899. get z(): NodeMaterialConnectionPoint;
  131900. /**
  131901. * Gets the w component (output)
  131902. */
  131903. get w(): NodeMaterialConnectionPoint;
  131904. protected _inputRename(name: string): string;
  131905. protected _outputRename(name: string): string;
  131906. protected _buildBlock(state: NodeMaterialBuildState): this;
  131907. }
  131908. }
  131909. declare module BABYLON {
  131910. /**
  131911. * Block used to lerp between 2 values
  131912. */
  131913. export class LerpBlock extends NodeMaterialBlock {
  131914. /**
  131915. * Creates a new LerpBlock
  131916. * @param name defines the block name
  131917. */
  131918. constructor(name: string);
  131919. /**
  131920. * Gets the current class name
  131921. * @returns the class name
  131922. */
  131923. getClassName(): string;
  131924. /**
  131925. * Gets the left operand input component
  131926. */
  131927. get left(): NodeMaterialConnectionPoint;
  131928. /**
  131929. * Gets the right operand input component
  131930. */
  131931. get right(): NodeMaterialConnectionPoint;
  131932. /**
  131933. * Gets the gradient operand input component
  131934. */
  131935. get gradient(): NodeMaterialConnectionPoint;
  131936. /**
  131937. * Gets the output component
  131938. */
  131939. get output(): NodeMaterialConnectionPoint;
  131940. protected _buildBlock(state: NodeMaterialBuildState): this;
  131941. }
  131942. }
  131943. declare module BABYLON {
  131944. /**
  131945. * Block used to divide 2 vectors
  131946. */
  131947. export class DivideBlock extends NodeMaterialBlock {
  131948. /**
  131949. * Creates a new DivideBlock
  131950. * @param name defines the block name
  131951. */
  131952. constructor(name: string);
  131953. /**
  131954. * Gets the current class name
  131955. * @returns the class name
  131956. */
  131957. getClassName(): string;
  131958. /**
  131959. * Gets the left operand input component
  131960. */
  131961. get left(): NodeMaterialConnectionPoint;
  131962. /**
  131963. * Gets the right operand input component
  131964. */
  131965. get right(): NodeMaterialConnectionPoint;
  131966. /**
  131967. * Gets the output component
  131968. */
  131969. get output(): NodeMaterialConnectionPoint;
  131970. protected _buildBlock(state: NodeMaterialBuildState): this;
  131971. }
  131972. }
  131973. declare module BABYLON {
  131974. /**
  131975. * Block used to subtract 2 vectors
  131976. */
  131977. export class SubtractBlock extends NodeMaterialBlock {
  131978. /**
  131979. * Creates a new SubtractBlock
  131980. * @param name defines the block name
  131981. */
  131982. constructor(name: string);
  131983. /**
  131984. * Gets the current class name
  131985. * @returns the class name
  131986. */
  131987. getClassName(): string;
  131988. /**
  131989. * Gets the left operand input component
  131990. */
  131991. get left(): NodeMaterialConnectionPoint;
  131992. /**
  131993. * Gets the right operand input component
  131994. */
  131995. get right(): NodeMaterialConnectionPoint;
  131996. /**
  131997. * Gets the output component
  131998. */
  131999. get output(): NodeMaterialConnectionPoint;
  132000. protected _buildBlock(state: NodeMaterialBuildState): this;
  132001. }
  132002. }
  132003. declare module BABYLON {
  132004. /**
  132005. * Block used to step a value
  132006. */
  132007. export class StepBlock extends NodeMaterialBlock {
  132008. /**
  132009. * Creates a new StepBlock
  132010. * @param name defines the block name
  132011. */
  132012. constructor(name: string);
  132013. /**
  132014. * Gets the current class name
  132015. * @returns the class name
  132016. */
  132017. getClassName(): string;
  132018. /**
  132019. * Gets the value operand input component
  132020. */
  132021. get value(): NodeMaterialConnectionPoint;
  132022. /**
  132023. * Gets the edge operand input component
  132024. */
  132025. get edge(): NodeMaterialConnectionPoint;
  132026. /**
  132027. * Gets the output component
  132028. */
  132029. get output(): NodeMaterialConnectionPoint;
  132030. protected _buildBlock(state: NodeMaterialBuildState): this;
  132031. }
  132032. }
  132033. declare module BABYLON {
  132034. /**
  132035. * Block used to get the opposite (1 - x) of a value
  132036. */
  132037. export class OneMinusBlock extends NodeMaterialBlock {
  132038. /**
  132039. * Creates a new OneMinusBlock
  132040. * @param name defines the block name
  132041. */
  132042. constructor(name: string);
  132043. /**
  132044. * Gets the current class name
  132045. * @returns the class name
  132046. */
  132047. getClassName(): string;
  132048. /**
  132049. * Gets the input component
  132050. */
  132051. get input(): NodeMaterialConnectionPoint;
  132052. /**
  132053. * Gets the output component
  132054. */
  132055. get output(): NodeMaterialConnectionPoint;
  132056. protected _buildBlock(state: NodeMaterialBuildState): this;
  132057. }
  132058. }
  132059. declare module BABYLON {
  132060. /**
  132061. * Block used to get the view direction
  132062. */
  132063. export class ViewDirectionBlock extends NodeMaterialBlock {
  132064. /**
  132065. * Creates a new ViewDirectionBlock
  132066. * @param name defines the block name
  132067. */
  132068. constructor(name: string);
  132069. /**
  132070. * Gets the current class name
  132071. * @returns the class name
  132072. */
  132073. getClassName(): string;
  132074. /**
  132075. * Gets the world position component
  132076. */
  132077. get worldPosition(): NodeMaterialConnectionPoint;
  132078. /**
  132079. * Gets the camera position component
  132080. */
  132081. get cameraPosition(): NodeMaterialConnectionPoint;
  132082. /**
  132083. * Gets the output component
  132084. */
  132085. get output(): NodeMaterialConnectionPoint;
  132086. autoConfigure(material: NodeMaterial): void;
  132087. protected _buildBlock(state: NodeMaterialBuildState): this;
  132088. }
  132089. }
  132090. declare module BABYLON {
  132091. /**
  132092. * Block used to compute fresnel value
  132093. */
  132094. export class FresnelBlock extends NodeMaterialBlock {
  132095. /**
  132096. * Create a new FresnelBlock
  132097. * @param name defines the block name
  132098. */
  132099. constructor(name: string);
  132100. /**
  132101. * Gets the current class name
  132102. * @returns the class name
  132103. */
  132104. getClassName(): string;
  132105. /**
  132106. * Gets the world normal input component
  132107. */
  132108. get worldNormal(): NodeMaterialConnectionPoint;
  132109. /**
  132110. * Gets the view direction input component
  132111. */
  132112. get viewDirection(): NodeMaterialConnectionPoint;
  132113. /**
  132114. * Gets the bias input component
  132115. */
  132116. get bias(): NodeMaterialConnectionPoint;
  132117. /**
  132118. * Gets the camera (or eye) position component
  132119. */
  132120. get power(): NodeMaterialConnectionPoint;
  132121. /**
  132122. * Gets the fresnel output component
  132123. */
  132124. get fresnel(): NodeMaterialConnectionPoint;
  132125. autoConfigure(material: NodeMaterial): void;
  132126. protected _buildBlock(state: NodeMaterialBuildState): this;
  132127. }
  132128. }
  132129. declare module BABYLON {
  132130. /**
  132131. * Block used to get the max of 2 values
  132132. */
  132133. export class MaxBlock extends NodeMaterialBlock {
  132134. /**
  132135. * Creates a new MaxBlock
  132136. * @param name defines the block name
  132137. */
  132138. constructor(name: string);
  132139. /**
  132140. * Gets the current class name
  132141. * @returns the class name
  132142. */
  132143. getClassName(): string;
  132144. /**
  132145. * Gets the left operand input component
  132146. */
  132147. get left(): NodeMaterialConnectionPoint;
  132148. /**
  132149. * Gets the right operand input component
  132150. */
  132151. get right(): NodeMaterialConnectionPoint;
  132152. /**
  132153. * Gets the output component
  132154. */
  132155. get output(): NodeMaterialConnectionPoint;
  132156. protected _buildBlock(state: NodeMaterialBuildState): this;
  132157. }
  132158. }
  132159. declare module BABYLON {
  132160. /**
  132161. * Block used to get the min of 2 values
  132162. */
  132163. export class MinBlock extends NodeMaterialBlock {
  132164. /**
  132165. * Creates a new MinBlock
  132166. * @param name defines the block name
  132167. */
  132168. constructor(name: string);
  132169. /**
  132170. * Gets the current class name
  132171. * @returns the class name
  132172. */
  132173. getClassName(): string;
  132174. /**
  132175. * Gets the left operand input component
  132176. */
  132177. get left(): NodeMaterialConnectionPoint;
  132178. /**
  132179. * Gets the right operand input component
  132180. */
  132181. get right(): NodeMaterialConnectionPoint;
  132182. /**
  132183. * Gets the output component
  132184. */
  132185. get output(): NodeMaterialConnectionPoint;
  132186. protected _buildBlock(state: NodeMaterialBuildState): this;
  132187. }
  132188. }
  132189. declare module BABYLON {
  132190. /**
  132191. * Block used to get the distance between 2 values
  132192. */
  132193. export class DistanceBlock extends NodeMaterialBlock {
  132194. /**
  132195. * Creates a new DistanceBlock
  132196. * @param name defines the block name
  132197. */
  132198. constructor(name: string);
  132199. /**
  132200. * Gets the current class name
  132201. * @returns the class name
  132202. */
  132203. getClassName(): string;
  132204. /**
  132205. * Gets the left operand input component
  132206. */
  132207. get left(): NodeMaterialConnectionPoint;
  132208. /**
  132209. * Gets the right operand input component
  132210. */
  132211. get right(): NodeMaterialConnectionPoint;
  132212. /**
  132213. * Gets the output component
  132214. */
  132215. get output(): NodeMaterialConnectionPoint;
  132216. protected _buildBlock(state: NodeMaterialBuildState): this;
  132217. }
  132218. }
  132219. declare module BABYLON {
  132220. /**
  132221. * Block used to get the length of a vector
  132222. */
  132223. export class LengthBlock extends NodeMaterialBlock {
  132224. /**
  132225. * Creates a new LengthBlock
  132226. * @param name defines the block name
  132227. */
  132228. constructor(name: string);
  132229. /**
  132230. * Gets the current class name
  132231. * @returns the class name
  132232. */
  132233. getClassName(): string;
  132234. /**
  132235. * Gets the value input component
  132236. */
  132237. get value(): NodeMaterialConnectionPoint;
  132238. /**
  132239. * Gets the output component
  132240. */
  132241. get output(): NodeMaterialConnectionPoint;
  132242. protected _buildBlock(state: NodeMaterialBuildState): this;
  132243. }
  132244. }
  132245. declare module BABYLON {
  132246. /**
  132247. * Block used to get negative version of a value (i.e. x * -1)
  132248. */
  132249. export class NegateBlock extends NodeMaterialBlock {
  132250. /**
  132251. * Creates a new NegateBlock
  132252. * @param name defines the block name
  132253. */
  132254. constructor(name: string);
  132255. /**
  132256. * Gets the current class name
  132257. * @returns the class name
  132258. */
  132259. getClassName(): string;
  132260. /**
  132261. * Gets the value input component
  132262. */
  132263. get value(): NodeMaterialConnectionPoint;
  132264. /**
  132265. * Gets the output component
  132266. */
  132267. get output(): NodeMaterialConnectionPoint;
  132268. protected _buildBlock(state: NodeMaterialBuildState): this;
  132269. }
  132270. }
  132271. declare module BABYLON {
  132272. /**
  132273. * Block used to get the value of the first parameter raised to the power of the second
  132274. */
  132275. export class PowBlock extends NodeMaterialBlock {
  132276. /**
  132277. * Creates a new PowBlock
  132278. * @param name defines the block name
  132279. */
  132280. constructor(name: string);
  132281. /**
  132282. * Gets the current class name
  132283. * @returns the class name
  132284. */
  132285. getClassName(): string;
  132286. /**
  132287. * Gets the value operand input component
  132288. */
  132289. get value(): NodeMaterialConnectionPoint;
  132290. /**
  132291. * Gets the power operand input component
  132292. */
  132293. get power(): NodeMaterialConnectionPoint;
  132294. /**
  132295. * Gets the output component
  132296. */
  132297. get output(): NodeMaterialConnectionPoint;
  132298. protected _buildBlock(state: NodeMaterialBuildState): this;
  132299. }
  132300. }
  132301. declare module BABYLON {
  132302. /**
  132303. * Block used to get a random number
  132304. */
  132305. export class RandomNumberBlock extends NodeMaterialBlock {
  132306. /**
  132307. * Creates a new RandomNumberBlock
  132308. * @param name defines the block name
  132309. */
  132310. constructor(name: string);
  132311. /**
  132312. * Gets the current class name
  132313. * @returns the class name
  132314. */
  132315. getClassName(): string;
  132316. /**
  132317. * Gets the seed input component
  132318. */
  132319. get seed(): NodeMaterialConnectionPoint;
  132320. /**
  132321. * Gets the output component
  132322. */
  132323. get output(): NodeMaterialConnectionPoint;
  132324. protected _buildBlock(state: NodeMaterialBuildState): this;
  132325. }
  132326. }
  132327. declare module BABYLON {
  132328. /**
  132329. * Block used to compute arc tangent of 2 values
  132330. */
  132331. export class ArcTan2Block extends NodeMaterialBlock {
  132332. /**
  132333. * Creates a new ArcTan2Block
  132334. * @param name defines the block name
  132335. */
  132336. constructor(name: string);
  132337. /**
  132338. * Gets the current class name
  132339. * @returns the class name
  132340. */
  132341. getClassName(): string;
  132342. /**
  132343. * Gets the x operand input component
  132344. */
  132345. get x(): NodeMaterialConnectionPoint;
  132346. /**
  132347. * Gets the y operand input component
  132348. */
  132349. get y(): NodeMaterialConnectionPoint;
  132350. /**
  132351. * Gets the output component
  132352. */
  132353. get output(): NodeMaterialConnectionPoint;
  132354. protected _buildBlock(state: NodeMaterialBuildState): this;
  132355. }
  132356. }
  132357. declare module BABYLON {
  132358. /**
  132359. * Block used to smooth step a value
  132360. */
  132361. export class SmoothStepBlock extends NodeMaterialBlock {
  132362. /**
  132363. * Creates a new SmoothStepBlock
  132364. * @param name defines the block name
  132365. */
  132366. constructor(name: string);
  132367. /**
  132368. * Gets the current class name
  132369. * @returns the class name
  132370. */
  132371. getClassName(): string;
  132372. /**
  132373. * Gets the value operand input component
  132374. */
  132375. get value(): NodeMaterialConnectionPoint;
  132376. /**
  132377. * Gets the first edge operand input component
  132378. */
  132379. get edge0(): NodeMaterialConnectionPoint;
  132380. /**
  132381. * Gets the second edge operand input component
  132382. */
  132383. get edge1(): NodeMaterialConnectionPoint;
  132384. /**
  132385. * Gets the output component
  132386. */
  132387. get output(): NodeMaterialConnectionPoint;
  132388. protected _buildBlock(state: NodeMaterialBuildState): this;
  132389. }
  132390. }
  132391. declare module BABYLON {
  132392. /**
  132393. * Block used to get the reciprocal (1 / x) of a value
  132394. */
  132395. export class ReciprocalBlock extends NodeMaterialBlock {
  132396. /**
  132397. * Creates a new ReciprocalBlock
  132398. * @param name defines the block name
  132399. */
  132400. constructor(name: string);
  132401. /**
  132402. * Gets the current class name
  132403. * @returns the class name
  132404. */
  132405. getClassName(): string;
  132406. /**
  132407. * Gets the input component
  132408. */
  132409. get input(): NodeMaterialConnectionPoint;
  132410. /**
  132411. * Gets the output component
  132412. */
  132413. get output(): NodeMaterialConnectionPoint;
  132414. protected _buildBlock(state: NodeMaterialBuildState): this;
  132415. }
  132416. }
  132417. declare module BABYLON {
  132418. /**
  132419. * Block used to replace a color by another one
  132420. */
  132421. export class ReplaceColorBlock extends NodeMaterialBlock {
  132422. /**
  132423. * Creates a new ReplaceColorBlock
  132424. * @param name defines the block name
  132425. */
  132426. constructor(name: string);
  132427. /**
  132428. * Gets the current class name
  132429. * @returns the class name
  132430. */
  132431. getClassName(): string;
  132432. /**
  132433. * Gets the value input component
  132434. */
  132435. get value(): NodeMaterialConnectionPoint;
  132436. /**
  132437. * Gets the reference input component
  132438. */
  132439. get reference(): NodeMaterialConnectionPoint;
  132440. /**
  132441. * Gets the distance input component
  132442. */
  132443. get distance(): NodeMaterialConnectionPoint;
  132444. /**
  132445. * Gets the replacement input component
  132446. */
  132447. get replacement(): NodeMaterialConnectionPoint;
  132448. /**
  132449. * Gets the output component
  132450. */
  132451. get output(): NodeMaterialConnectionPoint;
  132452. protected _buildBlock(state: NodeMaterialBuildState): this;
  132453. }
  132454. }
  132455. declare module BABYLON {
  132456. /**
  132457. * Block used to posterize a value
  132458. * @see https://en.wikipedia.org/wiki/Posterization
  132459. */
  132460. export class PosterizeBlock extends NodeMaterialBlock {
  132461. /**
  132462. * Creates a new PosterizeBlock
  132463. * @param name defines the block name
  132464. */
  132465. constructor(name: string);
  132466. /**
  132467. * Gets the current class name
  132468. * @returns the class name
  132469. */
  132470. getClassName(): string;
  132471. /**
  132472. * Gets the value input component
  132473. */
  132474. get value(): NodeMaterialConnectionPoint;
  132475. /**
  132476. * Gets the steps input component
  132477. */
  132478. get steps(): NodeMaterialConnectionPoint;
  132479. /**
  132480. * Gets the output component
  132481. */
  132482. get output(): NodeMaterialConnectionPoint;
  132483. protected _buildBlock(state: NodeMaterialBuildState): this;
  132484. }
  132485. }
  132486. declare module BABYLON {
  132487. /**
  132488. * Operations supported by the Wave block
  132489. */
  132490. export enum WaveBlockKind {
  132491. /** SawTooth */
  132492. SawTooth = 0,
  132493. /** Square */
  132494. Square = 1,
  132495. /** Triangle */
  132496. Triangle = 2
  132497. }
  132498. /**
  132499. * Block used to apply wave operation to floats
  132500. */
  132501. export class WaveBlock extends NodeMaterialBlock {
  132502. /**
  132503. * Gets or sets the kibnd of wave to be applied by the block
  132504. */
  132505. kind: WaveBlockKind;
  132506. /**
  132507. * Creates a new WaveBlock
  132508. * @param name defines the block name
  132509. */
  132510. constructor(name: string);
  132511. /**
  132512. * Gets the current class name
  132513. * @returns the class name
  132514. */
  132515. getClassName(): string;
  132516. /**
  132517. * Gets the input component
  132518. */
  132519. get input(): NodeMaterialConnectionPoint;
  132520. /**
  132521. * Gets the output component
  132522. */
  132523. get output(): NodeMaterialConnectionPoint;
  132524. protected _buildBlock(state: NodeMaterialBuildState): this;
  132525. serialize(): any;
  132526. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  132527. }
  132528. }
  132529. declare module BABYLON {
  132530. /**
  132531. * Class used to store a color step for the GradientBlock
  132532. */
  132533. export class GradientBlockColorStep {
  132534. /**
  132535. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  132536. */
  132537. step: number;
  132538. /**
  132539. * Gets or sets the color associated with this step
  132540. */
  132541. color: Color3;
  132542. /**
  132543. * Creates a new GradientBlockColorStep
  132544. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  132545. * @param color defines the color associated with this step
  132546. */
  132547. constructor(
  132548. /**
  132549. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  132550. */
  132551. step: number,
  132552. /**
  132553. * Gets or sets the color associated with this step
  132554. */
  132555. color: Color3);
  132556. }
  132557. /**
  132558. * Block used to return a color from a gradient based on an input value between 0 and 1
  132559. */
  132560. export class GradientBlock extends NodeMaterialBlock {
  132561. /**
  132562. * Gets or sets the list of color steps
  132563. */
  132564. colorSteps: GradientBlockColorStep[];
  132565. /**
  132566. * Creates a new GradientBlock
  132567. * @param name defines the block name
  132568. */
  132569. constructor(name: string);
  132570. /**
  132571. * Gets the current class name
  132572. * @returns the class name
  132573. */
  132574. getClassName(): string;
  132575. /**
  132576. * Gets the gradient input component
  132577. */
  132578. get gradient(): NodeMaterialConnectionPoint;
  132579. /**
  132580. * Gets the output component
  132581. */
  132582. get output(): NodeMaterialConnectionPoint;
  132583. private _writeColorConstant;
  132584. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  132585. serialize(): any;
  132586. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  132587. protected _dumpPropertiesCode(): string;
  132588. }
  132589. }
  132590. declare module BABYLON {
  132591. /**
  132592. * Block used to normalize lerp between 2 values
  132593. */
  132594. export class NLerpBlock extends NodeMaterialBlock {
  132595. /**
  132596. * Creates a new NLerpBlock
  132597. * @param name defines the block name
  132598. */
  132599. constructor(name: string);
  132600. /**
  132601. * Gets the current class name
  132602. * @returns the class name
  132603. */
  132604. getClassName(): string;
  132605. /**
  132606. * Gets the left operand input component
  132607. */
  132608. get left(): NodeMaterialConnectionPoint;
  132609. /**
  132610. * Gets the right operand input component
  132611. */
  132612. get right(): NodeMaterialConnectionPoint;
  132613. /**
  132614. * Gets the gradient operand input component
  132615. */
  132616. get gradient(): NodeMaterialConnectionPoint;
  132617. /**
  132618. * Gets the output component
  132619. */
  132620. get output(): NodeMaterialConnectionPoint;
  132621. protected _buildBlock(state: NodeMaterialBuildState): this;
  132622. }
  132623. }
  132624. declare module BABYLON {
  132625. /**
  132626. * block used to Generate a Worley Noise 3D Noise Pattern
  132627. */
  132628. export class WorleyNoise3DBlock extends NodeMaterialBlock {
  132629. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  132630. manhattanDistance: boolean;
  132631. /**
  132632. * Creates a new WorleyNoise3DBlock
  132633. * @param name defines the block name
  132634. */
  132635. constructor(name: string);
  132636. /**
  132637. * Gets the current class name
  132638. * @returns the class name
  132639. */
  132640. getClassName(): string;
  132641. /**
  132642. * Gets the seed input component
  132643. */
  132644. get seed(): NodeMaterialConnectionPoint;
  132645. /**
  132646. * Gets the jitter input component
  132647. */
  132648. get jitter(): NodeMaterialConnectionPoint;
  132649. /**
  132650. * Gets the output component
  132651. */
  132652. get output(): NodeMaterialConnectionPoint;
  132653. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  132654. /**
  132655. * Exposes the properties to the UI?
  132656. */
  132657. protected _dumpPropertiesCode(): string;
  132658. /**
  132659. * Exposes the properties to the Seralize?
  132660. */
  132661. serialize(): any;
  132662. /**
  132663. * Exposes the properties to the deseralize?
  132664. */
  132665. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  132666. }
  132667. }
  132668. declare module BABYLON {
  132669. /**
  132670. * block used to Generate a Simplex Perlin 3d Noise Pattern
  132671. */
  132672. export class SimplexPerlin3DBlock extends NodeMaterialBlock {
  132673. /**
  132674. * Creates a new SimplexPerlin3DBlock
  132675. * @param name defines the block name
  132676. */
  132677. constructor(name: string);
  132678. /**
  132679. * Gets the current class name
  132680. * @returns the class name
  132681. */
  132682. getClassName(): string;
  132683. /**
  132684. * Gets the seed operand input component
  132685. */
  132686. get seed(): NodeMaterialConnectionPoint;
  132687. /**
  132688. * Gets the output component
  132689. */
  132690. get output(): NodeMaterialConnectionPoint;
  132691. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  132692. }
  132693. }
  132694. declare module BABYLON {
  132695. /**
  132696. * Block used to blend normals
  132697. */
  132698. export class NormalBlendBlock extends NodeMaterialBlock {
  132699. /**
  132700. * Creates a new NormalBlendBlock
  132701. * @param name defines the block name
  132702. */
  132703. constructor(name: string);
  132704. /**
  132705. * Gets the current class name
  132706. * @returns the class name
  132707. */
  132708. getClassName(): string;
  132709. /**
  132710. * Gets the first input component
  132711. */
  132712. get normalMap0(): NodeMaterialConnectionPoint;
  132713. /**
  132714. * Gets the second input component
  132715. */
  132716. get normalMap1(): NodeMaterialConnectionPoint;
  132717. /**
  132718. * Gets the output component
  132719. */
  132720. get output(): NodeMaterialConnectionPoint;
  132721. protected _buildBlock(state: NodeMaterialBuildState): this;
  132722. }
  132723. }
  132724. declare module BABYLON {
  132725. /**
  132726. * Block used to rotate a 2d vector by a given angle
  132727. */
  132728. export class Rotate2dBlock extends NodeMaterialBlock {
  132729. /**
  132730. * Creates a new Rotate2dBlock
  132731. * @param name defines the block name
  132732. */
  132733. constructor(name: string);
  132734. /**
  132735. * Gets the current class name
  132736. * @returns the class name
  132737. */
  132738. getClassName(): string;
  132739. /**
  132740. * Gets the input vector
  132741. */
  132742. get input(): NodeMaterialConnectionPoint;
  132743. /**
  132744. * Gets the input angle
  132745. */
  132746. get angle(): NodeMaterialConnectionPoint;
  132747. /**
  132748. * Gets the output component
  132749. */
  132750. get output(): NodeMaterialConnectionPoint;
  132751. autoConfigure(material: NodeMaterial): void;
  132752. protected _buildBlock(state: NodeMaterialBuildState): this;
  132753. }
  132754. }
  132755. declare module BABYLON {
  132756. /**
  132757. * Block used to get the reflected vector from a direction and a normal
  132758. */
  132759. export class ReflectBlock extends NodeMaterialBlock {
  132760. /**
  132761. * Creates a new ReflectBlock
  132762. * @param name defines the block name
  132763. */
  132764. constructor(name: string);
  132765. /**
  132766. * Gets the current class name
  132767. * @returns the class name
  132768. */
  132769. getClassName(): string;
  132770. /**
  132771. * Gets the incident component
  132772. */
  132773. get incident(): NodeMaterialConnectionPoint;
  132774. /**
  132775. * Gets the normal component
  132776. */
  132777. get normal(): NodeMaterialConnectionPoint;
  132778. /**
  132779. * Gets the output component
  132780. */
  132781. get output(): NodeMaterialConnectionPoint;
  132782. protected _buildBlock(state: NodeMaterialBuildState): this;
  132783. }
  132784. }
  132785. declare module BABYLON {
  132786. /**
  132787. * Block used to get the refracted vector from a direction and a normal
  132788. */
  132789. export class RefractBlock extends NodeMaterialBlock {
  132790. /**
  132791. * Creates a new RefractBlock
  132792. * @param name defines the block name
  132793. */
  132794. constructor(name: string);
  132795. /**
  132796. * Gets the current class name
  132797. * @returns the class name
  132798. */
  132799. getClassName(): string;
  132800. /**
  132801. * Gets the incident component
  132802. */
  132803. get incident(): NodeMaterialConnectionPoint;
  132804. /**
  132805. * Gets the normal component
  132806. */
  132807. get normal(): NodeMaterialConnectionPoint;
  132808. /**
  132809. * Gets the index of refraction component
  132810. */
  132811. get ior(): NodeMaterialConnectionPoint;
  132812. /**
  132813. * Gets the output component
  132814. */
  132815. get output(): NodeMaterialConnectionPoint;
  132816. protected _buildBlock(state: NodeMaterialBuildState): this;
  132817. }
  132818. }
  132819. declare module BABYLON {
  132820. /**
  132821. * Block used to desaturate a color
  132822. */
  132823. export class DesaturateBlock extends NodeMaterialBlock {
  132824. /**
  132825. * Creates a new DesaturateBlock
  132826. * @param name defines the block name
  132827. */
  132828. constructor(name: string);
  132829. /**
  132830. * Gets the current class name
  132831. * @returns the class name
  132832. */
  132833. getClassName(): string;
  132834. /**
  132835. * Gets the color operand input component
  132836. */
  132837. get color(): NodeMaterialConnectionPoint;
  132838. /**
  132839. * Gets the level operand input component
  132840. */
  132841. get level(): NodeMaterialConnectionPoint;
  132842. /**
  132843. * Gets the output component
  132844. */
  132845. get output(): NodeMaterialConnectionPoint;
  132846. protected _buildBlock(state: NodeMaterialBuildState): this;
  132847. }
  132848. }
  132849. declare module BABYLON {
  132850. /**
  132851. * Effect Render Options
  132852. */
  132853. export interface IEffectRendererOptions {
  132854. /**
  132855. * Defines the vertices positions.
  132856. */
  132857. positions?: number[];
  132858. /**
  132859. * Defines the indices.
  132860. */
  132861. indices?: number[];
  132862. }
  132863. /**
  132864. * Helper class to render one or more effects
  132865. */
  132866. export class EffectRenderer {
  132867. private engine;
  132868. private static _DefaultOptions;
  132869. private _vertexBuffers;
  132870. private _indexBuffer;
  132871. private _ringBufferIndex;
  132872. private _ringScreenBuffer;
  132873. private _fullscreenViewport;
  132874. private _getNextFrameBuffer;
  132875. /**
  132876. * Creates an effect renderer
  132877. * @param engine the engine to use for rendering
  132878. * @param options defines the options of the effect renderer
  132879. */
  132880. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  132881. /**
  132882. * Sets the current viewport in normalized coordinates 0-1
  132883. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  132884. */
  132885. setViewport(viewport?: Viewport): void;
  132886. /**
  132887. * Binds the embedded attributes buffer to the effect.
  132888. * @param effect Defines the effect to bind the attributes for
  132889. */
  132890. bindBuffers(effect: Effect): void;
  132891. /**
  132892. * Sets the current effect wrapper to use during draw.
  132893. * The effect needs to be ready before calling this api.
  132894. * This also sets the default full screen position attribute.
  132895. * @param effectWrapper Defines the effect to draw with
  132896. */
  132897. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  132898. /**
  132899. * Draws a full screen quad.
  132900. */
  132901. draw(): void;
  132902. /**
  132903. * renders one or more effects to a specified texture
  132904. * @param effectWrappers list of effects to renderer
  132905. * @param outputTexture texture to draw to, if null it will render to the screen
  132906. */
  132907. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  132908. /**
  132909. * Disposes of the effect renderer
  132910. */
  132911. dispose(): void;
  132912. }
  132913. /**
  132914. * Options to create an EffectWrapper
  132915. */
  132916. interface EffectWrapperCreationOptions {
  132917. /**
  132918. * Engine to use to create the effect
  132919. */
  132920. engine: ThinEngine;
  132921. /**
  132922. * Fragment shader for the effect
  132923. */
  132924. fragmentShader: string;
  132925. /**
  132926. * Vertex shader for the effect
  132927. */
  132928. vertexShader?: string;
  132929. /**
  132930. * Attributes to use in the shader
  132931. */
  132932. attributeNames?: Array<string>;
  132933. /**
  132934. * Uniforms to use in the shader
  132935. */
  132936. uniformNames?: Array<string>;
  132937. /**
  132938. * Texture sampler names to use in the shader
  132939. */
  132940. samplerNames?: Array<string>;
  132941. /**
  132942. * The friendly name of the effect displayed in Spector.
  132943. */
  132944. name?: string;
  132945. }
  132946. /**
  132947. * Wraps an effect to be used for rendering
  132948. */
  132949. export class EffectWrapper {
  132950. /**
  132951. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  132952. */
  132953. onApplyObservable: Observable<{}>;
  132954. /**
  132955. * The underlying effect
  132956. */
  132957. effect: Effect;
  132958. /**
  132959. * Creates an effect to be renderer
  132960. * @param creationOptions options to create the effect
  132961. */
  132962. constructor(creationOptions: EffectWrapperCreationOptions);
  132963. /**
  132964. * Disposes of the effect wrapper
  132965. */
  132966. dispose(): void;
  132967. }
  132968. }
  132969. declare module BABYLON {
  132970. /**
  132971. * Helper class to push actions to a pool of workers.
  132972. */
  132973. export class WorkerPool implements IDisposable {
  132974. private _workerInfos;
  132975. private _pendingActions;
  132976. /**
  132977. * Constructor
  132978. * @param workers Array of workers to use for actions
  132979. */
  132980. constructor(workers: Array<Worker>);
  132981. /**
  132982. * Terminates all workers and clears any pending actions.
  132983. */
  132984. dispose(): void;
  132985. /**
  132986. * Pushes an action to the worker pool. If all the workers are active, the action will be
  132987. * pended until a worker has completed its action.
  132988. * @param action The action to perform. Call onComplete when the action is complete.
  132989. */
  132990. push(action: (worker: Worker, onComplete: () => void) => void): void;
  132991. private _execute;
  132992. }
  132993. }
  132994. declare module BABYLON {
  132995. /**
  132996. * Configuration for Draco compression
  132997. */
  132998. export interface IDracoCompressionConfiguration {
  132999. /**
  133000. * Configuration for the decoder.
  133001. */
  133002. decoder: {
  133003. /**
  133004. * The url to the WebAssembly module.
  133005. */
  133006. wasmUrl?: string;
  133007. /**
  133008. * The url to the WebAssembly binary.
  133009. */
  133010. wasmBinaryUrl?: string;
  133011. /**
  133012. * The url to the fallback JavaScript module.
  133013. */
  133014. fallbackUrl?: string;
  133015. };
  133016. }
  133017. /**
  133018. * Draco compression (https://google.github.io/draco/)
  133019. *
  133020. * This class wraps the Draco module.
  133021. *
  133022. * **Encoder**
  133023. *
  133024. * The encoder is not currently implemented.
  133025. *
  133026. * **Decoder**
  133027. *
  133028. * 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.
  133029. *
  133030. * To update the configuration, use the following code:
  133031. * ```javascript
  133032. * DracoCompression.Configuration = {
  133033. * decoder: {
  133034. * wasmUrl: "<url to the WebAssembly library>",
  133035. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  133036. * fallbackUrl: "<url to the fallback JavaScript library>",
  133037. * }
  133038. * };
  133039. * ```
  133040. *
  133041. * 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.
  133042. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  133043. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  133044. *
  133045. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  133046. * ```javascript
  133047. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  133048. * ```
  133049. *
  133050. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  133051. */
  133052. export class DracoCompression implements IDisposable {
  133053. private _workerPoolPromise?;
  133054. private _decoderModulePromise?;
  133055. /**
  133056. * The configuration. Defaults to the following urls:
  133057. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  133058. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  133059. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  133060. */
  133061. static Configuration: IDracoCompressionConfiguration;
  133062. /**
  133063. * Returns true if the decoder configuration is available.
  133064. */
  133065. static get DecoderAvailable(): boolean;
  133066. /**
  133067. * Default number of workers to create when creating the draco compression object.
  133068. */
  133069. static DefaultNumWorkers: number;
  133070. private static GetDefaultNumWorkers;
  133071. private static _Default;
  133072. /**
  133073. * Default instance for the draco compression object.
  133074. */
  133075. static get Default(): DracoCompression;
  133076. /**
  133077. * Constructor
  133078. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  133079. */
  133080. constructor(numWorkers?: number);
  133081. /**
  133082. * Stop all async operations and release resources.
  133083. */
  133084. dispose(): void;
  133085. /**
  133086. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  133087. * @returns a promise that resolves when ready
  133088. */
  133089. whenReadyAsync(): Promise<void>;
  133090. /**
  133091. * Decode Draco compressed mesh data to vertex data.
  133092. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  133093. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  133094. * @returns A promise that resolves with the decoded vertex data
  133095. */
  133096. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  133097. [kind: string]: number;
  133098. }): Promise<VertexData>;
  133099. }
  133100. }
  133101. declare module BABYLON {
  133102. /**
  133103. * Class for building Constructive Solid Geometry
  133104. */
  133105. export class CSG {
  133106. private polygons;
  133107. /**
  133108. * The world matrix
  133109. */
  133110. matrix: Matrix;
  133111. /**
  133112. * Stores the position
  133113. */
  133114. position: Vector3;
  133115. /**
  133116. * Stores the rotation
  133117. */
  133118. rotation: Vector3;
  133119. /**
  133120. * Stores the rotation quaternion
  133121. */
  133122. rotationQuaternion: Nullable<Quaternion>;
  133123. /**
  133124. * Stores the scaling vector
  133125. */
  133126. scaling: Vector3;
  133127. /**
  133128. * Convert the Mesh to CSG
  133129. * @param mesh The Mesh to convert to CSG
  133130. * @returns A new CSG from the Mesh
  133131. */
  133132. static FromMesh(mesh: Mesh): CSG;
  133133. /**
  133134. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  133135. * @param polygons Polygons used to construct a CSG solid
  133136. */
  133137. private static FromPolygons;
  133138. /**
  133139. * Clones, or makes a deep copy, of the CSG
  133140. * @returns A new CSG
  133141. */
  133142. clone(): CSG;
  133143. /**
  133144. * Unions this CSG with another CSG
  133145. * @param csg The CSG to union against this CSG
  133146. * @returns The unioned CSG
  133147. */
  133148. union(csg: CSG): CSG;
  133149. /**
  133150. * Unions this CSG with another CSG in place
  133151. * @param csg The CSG to union against this CSG
  133152. */
  133153. unionInPlace(csg: CSG): void;
  133154. /**
  133155. * Subtracts this CSG with another CSG
  133156. * @param csg The CSG to subtract against this CSG
  133157. * @returns A new CSG
  133158. */
  133159. subtract(csg: CSG): CSG;
  133160. /**
  133161. * Subtracts this CSG with another CSG in place
  133162. * @param csg The CSG to subtact against this CSG
  133163. */
  133164. subtractInPlace(csg: CSG): void;
  133165. /**
  133166. * Intersect this CSG with another CSG
  133167. * @param csg The CSG to intersect against this CSG
  133168. * @returns A new CSG
  133169. */
  133170. intersect(csg: CSG): CSG;
  133171. /**
  133172. * Intersects this CSG with another CSG in place
  133173. * @param csg The CSG to intersect against this CSG
  133174. */
  133175. intersectInPlace(csg: CSG): void;
  133176. /**
  133177. * Return a new CSG solid with solid and empty space switched. This solid is
  133178. * not modified.
  133179. * @returns A new CSG solid with solid and empty space switched
  133180. */
  133181. inverse(): CSG;
  133182. /**
  133183. * Inverses the CSG in place
  133184. */
  133185. inverseInPlace(): void;
  133186. /**
  133187. * This is used to keep meshes transformations so they can be restored
  133188. * when we build back a Babylon Mesh
  133189. * NB : All CSG operations are performed in world coordinates
  133190. * @param csg The CSG to copy the transform attributes from
  133191. * @returns This CSG
  133192. */
  133193. copyTransformAttributes(csg: CSG): CSG;
  133194. /**
  133195. * Build Raw mesh from CSG
  133196. * Coordinates here are in world space
  133197. * @param name The name of the mesh geometry
  133198. * @param scene The Scene
  133199. * @param keepSubMeshes Specifies if the submeshes should be kept
  133200. * @returns A new Mesh
  133201. */
  133202. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  133203. /**
  133204. * Build Mesh from CSG taking material and transforms into account
  133205. * @param name The name of the Mesh
  133206. * @param material The material of the Mesh
  133207. * @param scene The Scene
  133208. * @param keepSubMeshes Specifies if submeshes should be kept
  133209. * @returns The new Mesh
  133210. */
  133211. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  133212. }
  133213. }
  133214. declare module BABYLON {
  133215. /**
  133216. * Class used to create a trail following a mesh
  133217. */
  133218. export class TrailMesh extends Mesh {
  133219. private _generator;
  133220. private _autoStart;
  133221. private _running;
  133222. private _diameter;
  133223. private _length;
  133224. private _sectionPolygonPointsCount;
  133225. private _sectionVectors;
  133226. private _sectionNormalVectors;
  133227. private _beforeRenderObserver;
  133228. /**
  133229. * @constructor
  133230. * @param name The value used by scene.getMeshByName() to do a lookup.
  133231. * @param generator The mesh to generate a trail.
  133232. * @param scene The scene to add this mesh to.
  133233. * @param diameter Diameter of trailing mesh. Default is 1.
  133234. * @param length Length of trailing mesh. Default is 60.
  133235. * @param autoStart Automatically start trailing mesh. Default true.
  133236. */
  133237. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  133238. /**
  133239. * "TrailMesh"
  133240. * @returns "TrailMesh"
  133241. */
  133242. getClassName(): string;
  133243. private _createMesh;
  133244. /**
  133245. * Start trailing mesh.
  133246. */
  133247. start(): void;
  133248. /**
  133249. * Stop trailing mesh.
  133250. */
  133251. stop(): void;
  133252. /**
  133253. * Update trailing mesh geometry.
  133254. */
  133255. update(): void;
  133256. /**
  133257. * Returns a new TrailMesh object.
  133258. * @param name is a string, the name given to the new mesh
  133259. * @param newGenerator use new generator object for cloned trail mesh
  133260. * @returns a new mesh
  133261. */
  133262. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  133263. /**
  133264. * Serializes this trail mesh
  133265. * @param serializationObject object to write serialization to
  133266. */
  133267. serialize(serializationObject: any): void;
  133268. /**
  133269. * Parses a serialized trail mesh
  133270. * @param parsedMesh the serialized mesh
  133271. * @param scene the scene to create the trail mesh in
  133272. * @returns the created trail mesh
  133273. */
  133274. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  133275. }
  133276. }
  133277. declare module BABYLON {
  133278. /**
  133279. * Class containing static functions to help procedurally build meshes
  133280. */
  133281. export class TiledBoxBuilder {
  133282. /**
  133283. * Creates a box mesh
  133284. * 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)
  133285. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  133286. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133287. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133288. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133289. * @param name defines the name of the mesh
  133290. * @param options defines the options used to create the mesh
  133291. * @param scene defines the hosting scene
  133292. * @returns the box mesh
  133293. */
  133294. static CreateTiledBox(name: string, options: {
  133295. pattern?: number;
  133296. width?: number;
  133297. height?: number;
  133298. depth?: number;
  133299. tileSize?: number;
  133300. tileWidth?: number;
  133301. tileHeight?: number;
  133302. alignHorizontal?: number;
  133303. alignVertical?: number;
  133304. faceUV?: Vector4[];
  133305. faceColors?: Color4[];
  133306. sideOrientation?: number;
  133307. updatable?: boolean;
  133308. }, scene?: Nullable<Scene>): Mesh;
  133309. }
  133310. }
  133311. declare module BABYLON {
  133312. /**
  133313. * Class containing static functions to help procedurally build meshes
  133314. */
  133315. export class TorusKnotBuilder {
  133316. /**
  133317. * Creates a torus knot mesh
  133318. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  133319. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  133320. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  133321. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  133322. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133323. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133324. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  133325. * @param name defines the name of the mesh
  133326. * @param options defines the options used to create the mesh
  133327. * @param scene defines the hosting scene
  133328. * @returns the torus knot mesh
  133329. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  133330. */
  133331. static CreateTorusKnot(name: string, options: {
  133332. radius?: number;
  133333. tube?: number;
  133334. radialSegments?: number;
  133335. tubularSegments?: number;
  133336. p?: number;
  133337. q?: number;
  133338. updatable?: boolean;
  133339. sideOrientation?: number;
  133340. frontUVs?: Vector4;
  133341. backUVs?: Vector4;
  133342. }, scene: any): Mesh;
  133343. }
  133344. }
  133345. declare module BABYLON {
  133346. /**
  133347. * Polygon
  133348. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  133349. */
  133350. export class Polygon {
  133351. /**
  133352. * Creates a rectangle
  133353. * @param xmin bottom X coord
  133354. * @param ymin bottom Y coord
  133355. * @param xmax top X coord
  133356. * @param ymax top Y coord
  133357. * @returns points that make the resulting rectation
  133358. */
  133359. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  133360. /**
  133361. * Creates a circle
  133362. * @param radius radius of circle
  133363. * @param cx scale in x
  133364. * @param cy scale in y
  133365. * @param numberOfSides number of sides that make up the circle
  133366. * @returns points that make the resulting circle
  133367. */
  133368. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  133369. /**
  133370. * Creates a polygon from input string
  133371. * @param input Input polygon data
  133372. * @returns the parsed points
  133373. */
  133374. static Parse(input: string): Vector2[];
  133375. /**
  133376. * Starts building a polygon from x and y coordinates
  133377. * @param x x coordinate
  133378. * @param y y coordinate
  133379. * @returns the started path2
  133380. */
  133381. static StartingAt(x: number, y: number): Path2;
  133382. }
  133383. /**
  133384. * Builds a polygon
  133385. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  133386. */
  133387. export class PolygonMeshBuilder {
  133388. private _points;
  133389. private _outlinepoints;
  133390. private _holes;
  133391. private _name;
  133392. private _scene;
  133393. private _epoints;
  133394. private _eholes;
  133395. private _addToepoint;
  133396. /**
  133397. * Babylon reference to the earcut plugin.
  133398. */
  133399. bjsEarcut: any;
  133400. /**
  133401. * Creates a PolygonMeshBuilder
  133402. * @param name name of the builder
  133403. * @param contours Path of the polygon
  133404. * @param scene scene to add to when creating the mesh
  133405. * @param earcutInjection can be used to inject your own earcut reference
  133406. */
  133407. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  133408. /**
  133409. * Adds a whole within the polygon
  133410. * @param hole Array of points defining the hole
  133411. * @returns this
  133412. */
  133413. addHole(hole: Vector2[]): PolygonMeshBuilder;
  133414. /**
  133415. * Creates the polygon
  133416. * @param updatable If the mesh should be updatable
  133417. * @param depth The depth of the mesh created
  133418. * @returns the created mesh
  133419. */
  133420. build(updatable?: boolean, depth?: number): Mesh;
  133421. /**
  133422. * Creates the polygon
  133423. * @param depth The depth of the mesh created
  133424. * @returns the created VertexData
  133425. */
  133426. buildVertexData(depth?: number): VertexData;
  133427. /**
  133428. * Adds a side to the polygon
  133429. * @param positions points that make the polygon
  133430. * @param normals normals of the polygon
  133431. * @param uvs uvs of the polygon
  133432. * @param indices indices of the polygon
  133433. * @param bounds bounds of the polygon
  133434. * @param points points of the polygon
  133435. * @param depth depth of the polygon
  133436. * @param flip flip of the polygon
  133437. */
  133438. private addSide;
  133439. }
  133440. }
  133441. declare module BABYLON {
  133442. /**
  133443. * Class containing static functions to help procedurally build meshes
  133444. */
  133445. export class PolygonBuilder {
  133446. /**
  133447. * Creates a polygon mesh
  133448. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  133449. * * 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
  133450. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  133451. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133452. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  133453. * * Remember you can only change the shape positions, not their number when updating a polygon
  133454. * @param name defines the name of the mesh
  133455. * @param options defines the options used to create the mesh
  133456. * @param scene defines the hosting scene
  133457. * @param earcutInjection can be used to inject your own earcut reference
  133458. * @returns the polygon mesh
  133459. */
  133460. static CreatePolygon(name: string, options: {
  133461. shape: Vector3[];
  133462. holes?: Vector3[][];
  133463. depth?: number;
  133464. faceUV?: Vector4[];
  133465. faceColors?: Color4[];
  133466. updatable?: boolean;
  133467. sideOrientation?: number;
  133468. frontUVs?: Vector4;
  133469. backUVs?: Vector4;
  133470. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  133471. /**
  133472. * Creates an extruded polygon mesh, with depth in the Y direction.
  133473. * * 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)
  133474. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  133475. * @param name defines the name of the mesh
  133476. * @param options defines the options used to create the mesh
  133477. * @param scene defines the hosting scene
  133478. * @param earcutInjection can be used to inject your own earcut reference
  133479. * @returns the polygon mesh
  133480. */
  133481. static ExtrudePolygon(name: string, options: {
  133482. shape: Vector3[];
  133483. holes?: Vector3[][];
  133484. depth?: number;
  133485. faceUV?: Vector4[];
  133486. faceColors?: Color4[];
  133487. updatable?: boolean;
  133488. sideOrientation?: number;
  133489. frontUVs?: Vector4;
  133490. backUVs?: Vector4;
  133491. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  133492. }
  133493. }
  133494. declare module BABYLON {
  133495. /**
  133496. * Class containing static functions to help procedurally build meshes
  133497. */
  133498. export class LatheBuilder {
  133499. /**
  133500. * Creates lathe mesh.
  133501. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  133502. * * 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
  133503. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  133504. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  133505. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  133506. * * 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
  133507. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  133508. * * 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
  133509. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133510. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133511. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  133512. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133513. * @param name defines the name of the mesh
  133514. * @param options defines the options used to create the mesh
  133515. * @param scene defines the hosting scene
  133516. * @returns the lathe mesh
  133517. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  133518. */
  133519. static CreateLathe(name: string, options: {
  133520. shape: Vector3[];
  133521. radius?: number;
  133522. tessellation?: number;
  133523. clip?: number;
  133524. arc?: number;
  133525. closed?: boolean;
  133526. updatable?: boolean;
  133527. sideOrientation?: number;
  133528. frontUVs?: Vector4;
  133529. backUVs?: Vector4;
  133530. cap?: number;
  133531. invertUV?: boolean;
  133532. }, scene?: Nullable<Scene>): Mesh;
  133533. }
  133534. }
  133535. declare module BABYLON {
  133536. /**
  133537. * Class containing static functions to help procedurally build meshes
  133538. */
  133539. export class TiledPlaneBuilder {
  133540. /**
  133541. * Creates a tiled plane mesh
  133542. * * The parameter `pattern` will, depending on value, do nothing or
  133543. * * * flip (reflect about central vertical) alternate tiles across and up
  133544. * * * flip every tile on alternate rows
  133545. * * * rotate (180 degs) alternate tiles across and up
  133546. * * * rotate every tile on alternate rows
  133547. * * * flip and rotate alternate tiles across and up
  133548. * * * flip and rotate every tile on alternate rows
  133549. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  133550. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  133551. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133552. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  133553. * * 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)
  133554. * * 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)
  133555. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  133556. * @param name defines the name of the mesh
  133557. * @param options defines the options used to create the mesh
  133558. * @param scene defines the hosting scene
  133559. * @returns the box mesh
  133560. */
  133561. static CreateTiledPlane(name: string, options: {
  133562. pattern?: number;
  133563. tileSize?: number;
  133564. tileWidth?: number;
  133565. tileHeight?: number;
  133566. size?: number;
  133567. width?: number;
  133568. height?: number;
  133569. alignHorizontal?: number;
  133570. alignVertical?: number;
  133571. sideOrientation?: number;
  133572. frontUVs?: Vector4;
  133573. backUVs?: Vector4;
  133574. updatable?: boolean;
  133575. }, scene?: Nullable<Scene>): Mesh;
  133576. }
  133577. }
  133578. declare module BABYLON {
  133579. /**
  133580. * Class containing static functions to help procedurally build meshes
  133581. */
  133582. export class TubeBuilder {
  133583. /**
  133584. * Creates a tube mesh.
  133585. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  133586. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  133587. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  133588. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  133589. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  133590. * * 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)
  133591. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  133592. * * 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
  133593. * * 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
  133594. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133595. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133596. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  133597. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133598. * @param name defines the name of the mesh
  133599. * @param options defines the options used to create the mesh
  133600. * @param scene defines the hosting scene
  133601. * @returns the tube mesh
  133602. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  133603. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  133604. */
  133605. static CreateTube(name: string, options: {
  133606. path: Vector3[];
  133607. radius?: number;
  133608. tessellation?: number;
  133609. radiusFunction?: {
  133610. (i: number, distance: number): number;
  133611. };
  133612. cap?: number;
  133613. arc?: number;
  133614. updatable?: boolean;
  133615. sideOrientation?: number;
  133616. frontUVs?: Vector4;
  133617. backUVs?: Vector4;
  133618. instance?: Mesh;
  133619. invertUV?: boolean;
  133620. }, scene?: Nullable<Scene>): Mesh;
  133621. }
  133622. }
  133623. declare module BABYLON {
  133624. /**
  133625. * Class containing static functions to help procedurally build meshes
  133626. */
  133627. export class IcoSphereBuilder {
  133628. /**
  133629. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  133630. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  133631. * * 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`)
  133632. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  133633. * * 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
  133634. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133635. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133636. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133637. * @param name defines the name of the mesh
  133638. * @param options defines the options used to create the mesh
  133639. * @param scene defines the hosting scene
  133640. * @returns the icosahedron mesh
  133641. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  133642. */
  133643. static CreateIcoSphere(name: string, options: {
  133644. radius?: number;
  133645. radiusX?: number;
  133646. radiusY?: number;
  133647. radiusZ?: number;
  133648. flat?: boolean;
  133649. subdivisions?: number;
  133650. sideOrientation?: number;
  133651. frontUVs?: Vector4;
  133652. backUVs?: Vector4;
  133653. updatable?: boolean;
  133654. }, scene?: Nullable<Scene>): Mesh;
  133655. }
  133656. }
  133657. declare module BABYLON {
  133658. /**
  133659. * Class containing static functions to help procedurally build meshes
  133660. */
  133661. export class DecalBuilder {
  133662. /**
  133663. * Creates a decal mesh.
  133664. * 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
  133665. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  133666. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  133667. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  133668. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  133669. * @param name defines the name of the mesh
  133670. * @param sourceMesh defines the mesh where the decal must be applied
  133671. * @param options defines the options used to create the mesh
  133672. * @param scene defines the hosting scene
  133673. * @returns the decal mesh
  133674. * @see https://doc.babylonjs.com/how_to/decals
  133675. */
  133676. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  133677. position?: Vector3;
  133678. normal?: Vector3;
  133679. size?: Vector3;
  133680. angle?: number;
  133681. }): Mesh;
  133682. }
  133683. }
  133684. declare module BABYLON {
  133685. /**
  133686. * Class containing static functions to help procedurally build meshes
  133687. */
  133688. export class MeshBuilder {
  133689. /**
  133690. * Creates a box mesh
  133691. * * The parameter `size` sets the size (float) of each box side (default 1)
  133692. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  133693. * * 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)
  133694. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  133695. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133696. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133697. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133698. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  133699. * @param name defines the name of the mesh
  133700. * @param options defines the options used to create the mesh
  133701. * @param scene defines the hosting scene
  133702. * @returns the box mesh
  133703. */
  133704. static CreateBox(name: string, options: {
  133705. size?: number;
  133706. width?: number;
  133707. height?: number;
  133708. depth?: number;
  133709. faceUV?: Vector4[];
  133710. faceColors?: Color4[];
  133711. sideOrientation?: number;
  133712. frontUVs?: Vector4;
  133713. backUVs?: Vector4;
  133714. updatable?: boolean;
  133715. }, scene?: Nullable<Scene>): Mesh;
  133716. /**
  133717. * Creates a tiled box mesh
  133718. * * faceTiles sets the pattern, tile size and number of tiles for a face
  133719. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133720. * @param name defines the name of the mesh
  133721. * @param options defines the options used to create the mesh
  133722. * @param scene defines the hosting scene
  133723. * @returns the tiled box mesh
  133724. */
  133725. static CreateTiledBox(name: string, options: {
  133726. pattern?: number;
  133727. size?: number;
  133728. width?: number;
  133729. height?: number;
  133730. depth: number;
  133731. tileSize?: number;
  133732. tileWidth?: number;
  133733. tileHeight?: number;
  133734. faceUV?: Vector4[];
  133735. faceColors?: Color4[];
  133736. alignHorizontal?: number;
  133737. alignVertical?: number;
  133738. sideOrientation?: number;
  133739. updatable?: boolean;
  133740. }, scene?: Nullable<Scene>): Mesh;
  133741. /**
  133742. * Creates a sphere mesh
  133743. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  133744. * * 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`)
  133745. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  133746. * * 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
  133747. * * 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)
  133748. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133749. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133750. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133751. * @param name defines the name of the mesh
  133752. * @param options defines the options used to create the mesh
  133753. * @param scene defines the hosting scene
  133754. * @returns the sphere mesh
  133755. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  133756. */
  133757. static CreateSphere(name: string, options: {
  133758. segments?: number;
  133759. diameter?: number;
  133760. diameterX?: number;
  133761. diameterY?: number;
  133762. diameterZ?: number;
  133763. arc?: number;
  133764. slice?: number;
  133765. sideOrientation?: number;
  133766. frontUVs?: Vector4;
  133767. backUVs?: Vector4;
  133768. updatable?: boolean;
  133769. }, scene?: Nullable<Scene>): Mesh;
  133770. /**
  133771. * Creates a plane polygonal mesh. By default, this is a disc
  133772. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  133773. * * 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
  133774. * * 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
  133775. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133776. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133777. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133778. * @param name defines the name of the mesh
  133779. * @param options defines the options used to create the mesh
  133780. * @param scene defines the hosting scene
  133781. * @returns the plane polygonal mesh
  133782. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  133783. */
  133784. static CreateDisc(name: string, options: {
  133785. radius?: number;
  133786. tessellation?: number;
  133787. arc?: number;
  133788. updatable?: boolean;
  133789. sideOrientation?: number;
  133790. frontUVs?: Vector4;
  133791. backUVs?: Vector4;
  133792. }, scene?: Nullable<Scene>): Mesh;
  133793. /**
  133794. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  133795. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  133796. * * 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`)
  133797. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  133798. * * 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
  133799. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133800. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133801. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133802. * @param name defines the name of the mesh
  133803. * @param options defines the options used to create the mesh
  133804. * @param scene defines the hosting scene
  133805. * @returns the icosahedron mesh
  133806. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  133807. */
  133808. static CreateIcoSphere(name: string, options: {
  133809. radius?: number;
  133810. radiusX?: number;
  133811. radiusY?: number;
  133812. radiusZ?: number;
  133813. flat?: boolean;
  133814. subdivisions?: number;
  133815. sideOrientation?: number;
  133816. frontUVs?: Vector4;
  133817. backUVs?: Vector4;
  133818. updatable?: boolean;
  133819. }, scene?: Nullable<Scene>): Mesh;
  133820. /**
  133821. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  133822. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  133823. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  133824. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  133825. * * 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
  133826. * * 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
  133827. * * 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
  133828. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133829. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133830. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  133831. * * 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
  133832. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  133833. * * 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
  133834. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  133835. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133836. * @param name defines the name of the mesh
  133837. * @param options defines the options used to create the mesh
  133838. * @param scene defines the hosting scene
  133839. * @returns the ribbon mesh
  133840. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  133841. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  133842. */
  133843. static CreateRibbon(name: string, options: {
  133844. pathArray: Vector3[][];
  133845. closeArray?: boolean;
  133846. closePath?: boolean;
  133847. offset?: number;
  133848. updatable?: boolean;
  133849. sideOrientation?: number;
  133850. frontUVs?: Vector4;
  133851. backUVs?: Vector4;
  133852. instance?: Mesh;
  133853. invertUV?: boolean;
  133854. uvs?: Vector2[];
  133855. colors?: Color4[];
  133856. }, scene?: Nullable<Scene>): Mesh;
  133857. /**
  133858. * Creates a cylinder or a cone mesh
  133859. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  133860. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  133861. * * 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.
  133862. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  133863. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  133864. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  133865. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  133866. * * 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).
  133867. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  133868. * * 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).
  133869. * * 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
  133870. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  133871. * * 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
  133872. * * 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.
  133873. * * If `enclose` is false, a ring surface is one element.
  133874. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  133875. * * 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
  133876. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133877. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133878. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  133879. * @param name defines the name of the mesh
  133880. * @param options defines the options used to create the mesh
  133881. * @param scene defines the hosting scene
  133882. * @returns the cylinder mesh
  133883. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  133884. */
  133885. static CreateCylinder(name: string, options: {
  133886. height?: number;
  133887. diameterTop?: number;
  133888. diameterBottom?: number;
  133889. diameter?: number;
  133890. tessellation?: number;
  133891. subdivisions?: number;
  133892. arc?: number;
  133893. faceColors?: Color4[];
  133894. faceUV?: Vector4[];
  133895. updatable?: boolean;
  133896. hasRings?: boolean;
  133897. enclose?: boolean;
  133898. cap?: number;
  133899. sideOrientation?: number;
  133900. frontUVs?: Vector4;
  133901. backUVs?: Vector4;
  133902. }, scene?: Nullable<Scene>): Mesh;
  133903. /**
  133904. * Creates a torus mesh
  133905. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  133906. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  133907. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  133908. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133909. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133910. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  133911. * @param name defines the name of the mesh
  133912. * @param options defines the options used to create the mesh
  133913. * @param scene defines the hosting scene
  133914. * @returns the torus mesh
  133915. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  133916. */
  133917. static CreateTorus(name: string, options: {
  133918. diameter?: number;
  133919. thickness?: number;
  133920. tessellation?: number;
  133921. updatable?: boolean;
  133922. sideOrientation?: number;
  133923. frontUVs?: Vector4;
  133924. backUVs?: Vector4;
  133925. }, scene?: Nullable<Scene>): Mesh;
  133926. /**
  133927. * Creates a torus knot mesh
  133928. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  133929. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  133930. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  133931. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  133932. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  133933. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  133934. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  133935. * @param name defines the name of the mesh
  133936. * @param options defines the options used to create the mesh
  133937. * @param scene defines the hosting scene
  133938. * @returns the torus knot mesh
  133939. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  133940. */
  133941. static CreateTorusKnot(name: string, options: {
  133942. radius?: number;
  133943. tube?: number;
  133944. radialSegments?: number;
  133945. tubularSegments?: number;
  133946. p?: number;
  133947. q?: number;
  133948. updatable?: boolean;
  133949. sideOrientation?: number;
  133950. frontUVs?: Vector4;
  133951. backUVs?: Vector4;
  133952. }, scene?: Nullable<Scene>): Mesh;
  133953. /**
  133954. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  133955. * * 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
  133956. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  133957. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  133958. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  133959. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  133960. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  133961. * * 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
  133962. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  133963. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133964. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  133965. * @param name defines the name of the new line system
  133966. * @param options defines the options used to create the line system
  133967. * @param scene defines the hosting scene
  133968. * @returns a new line system mesh
  133969. */
  133970. static CreateLineSystem(name: string, options: {
  133971. lines: Vector3[][];
  133972. updatable?: boolean;
  133973. instance?: Nullable<LinesMesh>;
  133974. colors?: Nullable<Color4[][]>;
  133975. useVertexAlpha?: boolean;
  133976. }, scene: Nullable<Scene>): LinesMesh;
  133977. /**
  133978. * Creates a line mesh
  133979. * 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
  133980. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  133981. * * The parameter `points` is an array successive Vector3
  133982. * * 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
  133983. * * The optional parameter `colors` is an array of successive Color4, one per line point
  133984. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  133985. * * When updating an instance, remember that only point positions can change, not the number of points
  133986. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  133987. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  133988. * @param name defines the name of the new line system
  133989. * @param options defines the options used to create the line system
  133990. * @param scene defines the hosting scene
  133991. * @returns a new line mesh
  133992. */
  133993. static CreateLines(name: string, options: {
  133994. points: Vector3[];
  133995. updatable?: boolean;
  133996. instance?: Nullable<LinesMesh>;
  133997. colors?: Color4[];
  133998. useVertexAlpha?: boolean;
  133999. }, scene?: Nullable<Scene>): LinesMesh;
  134000. /**
  134001. * Creates a dashed line mesh
  134002. * * 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
  134003. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  134004. * * The parameter `points` is an array successive Vector3
  134005. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  134006. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  134007. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  134008. * * 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
  134009. * * When updating an instance, remember that only point positions can change, not the number of points
  134010. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134011. * @param name defines the name of the mesh
  134012. * @param options defines the options used to create the mesh
  134013. * @param scene defines the hosting scene
  134014. * @returns the dashed line mesh
  134015. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  134016. */
  134017. static CreateDashedLines(name: string, options: {
  134018. points: Vector3[];
  134019. dashSize?: number;
  134020. gapSize?: number;
  134021. dashNb?: number;
  134022. updatable?: boolean;
  134023. instance?: LinesMesh;
  134024. }, scene?: Nullable<Scene>): LinesMesh;
  134025. /**
  134026. * 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.
  134027. * * 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.
  134028. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  134029. * * 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.
  134030. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  134031. * * 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
  134032. * * 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
  134033. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  134034. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134035. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134036. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  134037. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  134038. * @param name defines the name of the mesh
  134039. * @param options defines the options used to create the mesh
  134040. * @param scene defines the hosting scene
  134041. * @returns the extruded shape mesh
  134042. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  134043. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  134044. */
  134045. static ExtrudeShape(name: string, options: {
  134046. shape: Vector3[];
  134047. path: Vector3[];
  134048. scale?: number;
  134049. rotation?: number;
  134050. cap?: number;
  134051. updatable?: boolean;
  134052. sideOrientation?: number;
  134053. frontUVs?: Vector4;
  134054. backUVs?: Vector4;
  134055. instance?: Mesh;
  134056. invertUV?: boolean;
  134057. }, scene?: Nullable<Scene>): Mesh;
  134058. /**
  134059. * Creates an custom extruded shape mesh.
  134060. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  134061. * * 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.
  134062. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  134063. * * 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
  134064. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  134065. * * 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
  134066. * * It must returns a float value that will be the scale value applied to the shape on each path point
  134067. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  134068. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  134069. * * 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
  134070. * * 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
  134071. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  134072. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134073. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134074. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  134075. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134076. * @param name defines the name of the mesh
  134077. * @param options defines the options used to create the mesh
  134078. * @param scene defines the hosting scene
  134079. * @returns the custom extruded shape mesh
  134080. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  134081. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  134082. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  134083. */
  134084. static ExtrudeShapeCustom(name: string, options: {
  134085. shape: Vector3[];
  134086. path: Vector3[];
  134087. scaleFunction?: any;
  134088. rotationFunction?: any;
  134089. ribbonCloseArray?: boolean;
  134090. ribbonClosePath?: boolean;
  134091. cap?: number;
  134092. updatable?: boolean;
  134093. sideOrientation?: number;
  134094. frontUVs?: Vector4;
  134095. backUVs?: Vector4;
  134096. instance?: Mesh;
  134097. invertUV?: boolean;
  134098. }, scene?: Nullable<Scene>): Mesh;
  134099. /**
  134100. * Creates lathe mesh.
  134101. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  134102. * * 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
  134103. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  134104. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  134105. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  134106. * * 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
  134107. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  134108. * * 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
  134109. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134110. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134111. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  134112. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134113. * @param name defines the name of the mesh
  134114. * @param options defines the options used to create the mesh
  134115. * @param scene defines the hosting scene
  134116. * @returns the lathe mesh
  134117. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  134118. */
  134119. static CreateLathe(name: string, options: {
  134120. shape: Vector3[];
  134121. radius?: number;
  134122. tessellation?: number;
  134123. clip?: number;
  134124. arc?: number;
  134125. closed?: boolean;
  134126. updatable?: boolean;
  134127. sideOrientation?: number;
  134128. frontUVs?: Vector4;
  134129. backUVs?: Vector4;
  134130. cap?: number;
  134131. invertUV?: boolean;
  134132. }, scene?: Nullable<Scene>): Mesh;
  134133. /**
  134134. * Creates a tiled plane mesh
  134135. * * You can set a limited pattern arrangement with the tiles
  134136. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134137. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134138. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134139. * @param name defines the name of the mesh
  134140. * @param options defines the options used to create the mesh
  134141. * @param scene defines the hosting scene
  134142. * @returns the plane mesh
  134143. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  134144. */
  134145. static CreateTiledPlane(name: string, options: {
  134146. pattern?: number;
  134147. tileSize?: number;
  134148. tileWidth?: number;
  134149. tileHeight?: number;
  134150. size?: number;
  134151. width?: number;
  134152. height?: number;
  134153. alignHorizontal?: number;
  134154. alignVertical?: number;
  134155. sideOrientation?: number;
  134156. frontUVs?: Vector4;
  134157. backUVs?: Vector4;
  134158. updatable?: boolean;
  134159. }, scene?: Nullable<Scene>): Mesh;
  134160. /**
  134161. * Creates a plane mesh
  134162. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  134163. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  134164. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  134165. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134166. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134167. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134168. * @param name defines the name of the mesh
  134169. * @param options defines the options used to create the mesh
  134170. * @param scene defines the hosting scene
  134171. * @returns the plane mesh
  134172. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  134173. */
  134174. static CreatePlane(name: string, options: {
  134175. size?: number;
  134176. width?: number;
  134177. height?: number;
  134178. sideOrientation?: number;
  134179. frontUVs?: Vector4;
  134180. backUVs?: Vector4;
  134181. updatable?: boolean;
  134182. sourcePlane?: Plane;
  134183. }, scene?: Nullable<Scene>): Mesh;
  134184. /**
  134185. * Creates a ground mesh
  134186. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  134187. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  134188. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134189. * @param name defines the name of the mesh
  134190. * @param options defines the options used to create the mesh
  134191. * @param scene defines the hosting scene
  134192. * @returns the ground mesh
  134193. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  134194. */
  134195. static CreateGround(name: string, options: {
  134196. width?: number;
  134197. height?: number;
  134198. subdivisions?: number;
  134199. subdivisionsX?: number;
  134200. subdivisionsY?: number;
  134201. updatable?: boolean;
  134202. }, scene?: Nullable<Scene>): Mesh;
  134203. /**
  134204. * Creates a tiled ground mesh
  134205. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  134206. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  134207. * * 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
  134208. * * 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
  134209. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  134210. * @param name defines the name of the mesh
  134211. * @param options defines the options used to create the mesh
  134212. * @param scene defines the hosting scene
  134213. * @returns the tiled ground mesh
  134214. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  134215. */
  134216. static CreateTiledGround(name: string, options: {
  134217. xmin: number;
  134218. zmin: number;
  134219. xmax: number;
  134220. zmax: number;
  134221. subdivisions?: {
  134222. w: number;
  134223. h: number;
  134224. };
  134225. precision?: {
  134226. w: number;
  134227. h: number;
  134228. };
  134229. updatable?: boolean;
  134230. }, scene?: Nullable<Scene>): Mesh;
  134231. /**
  134232. * Creates a ground mesh from a height map
  134233. * * The parameter `url` sets the URL of the height map image resource.
  134234. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  134235. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  134236. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  134237. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  134238. * * 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.
  134239. * * 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).
  134240. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  134241. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  134242. * @param name defines the name of the mesh
  134243. * @param url defines the url to the height map
  134244. * @param options defines the options used to create the mesh
  134245. * @param scene defines the hosting scene
  134246. * @returns the ground mesh
  134247. * @see https://doc.babylonjs.com/babylon101/height_map
  134248. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  134249. */
  134250. static CreateGroundFromHeightMap(name: string, url: string, options: {
  134251. width?: number;
  134252. height?: number;
  134253. subdivisions?: number;
  134254. minHeight?: number;
  134255. maxHeight?: number;
  134256. colorFilter?: Color3;
  134257. alphaFilter?: number;
  134258. updatable?: boolean;
  134259. onReady?: (mesh: GroundMesh) => void;
  134260. }, scene?: Nullable<Scene>): GroundMesh;
  134261. /**
  134262. * Creates a polygon mesh
  134263. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  134264. * * 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
  134265. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  134266. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134267. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4)
  134268. * * Remember you can only change the shape positions, not their number when updating a polygon
  134269. * @param name defines the name of the mesh
  134270. * @param options defines the options used to create the mesh
  134271. * @param scene defines the hosting scene
  134272. * @param earcutInjection can be used to inject your own earcut reference
  134273. * @returns the polygon mesh
  134274. */
  134275. static CreatePolygon(name: string, options: {
  134276. shape: Vector3[];
  134277. holes?: Vector3[][];
  134278. depth?: number;
  134279. faceUV?: Vector4[];
  134280. faceColors?: Color4[];
  134281. updatable?: boolean;
  134282. sideOrientation?: number;
  134283. frontUVs?: Vector4;
  134284. backUVs?: Vector4;
  134285. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  134286. /**
  134287. * Creates an extruded polygon mesh, with depth in the Y direction.
  134288. * * 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)
  134289. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  134290. * @param name defines the name of the mesh
  134291. * @param options defines the options used to create the mesh
  134292. * @param scene defines the hosting scene
  134293. * @param earcutInjection can be used to inject your own earcut reference
  134294. * @returns the polygon mesh
  134295. */
  134296. static ExtrudePolygon(name: string, options: {
  134297. shape: Vector3[];
  134298. holes?: Vector3[][];
  134299. depth?: number;
  134300. faceUV?: Vector4[];
  134301. faceColors?: Color4[];
  134302. updatable?: boolean;
  134303. sideOrientation?: number;
  134304. frontUVs?: Vector4;
  134305. backUVs?: Vector4;
  134306. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  134307. /**
  134308. * Creates a tube mesh.
  134309. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  134310. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  134311. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  134312. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  134313. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  134314. * * 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)
  134315. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  134316. * * 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
  134317. * * 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
  134318. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134319. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134320. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  134321. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134322. * @param name defines the name of the mesh
  134323. * @param options defines the options used to create the mesh
  134324. * @param scene defines the hosting scene
  134325. * @returns the tube mesh
  134326. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  134327. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  134328. */
  134329. static CreateTube(name: string, options: {
  134330. path: Vector3[];
  134331. radius?: number;
  134332. tessellation?: number;
  134333. radiusFunction?: {
  134334. (i: number, distance: number): number;
  134335. };
  134336. cap?: number;
  134337. arc?: number;
  134338. updatable?: boolean;
  134339. sideOrientation?: number;
  134340. frontUVs?: Vector4;
  134341. backUVs?: Vector4;
  134342. instance?: Mesh;
  134343. invertUV?: boolean;
  134344. }, scene?: Nullable<Scene>): Mesh;
  134345. /**
  134346. * Creates a polyhedron mesh
  134347. * * 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
  134348. * * The parameter `size` (positive float, default 1) sets the polygon size
  134349. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  134350. * * 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`
  134351. * * 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
  134352. * * 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)`)
  134353. * * 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
  134354. * * 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
  134355. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  134356. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  134357. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  134358. * @param name defines the name of the mesh
  134359. * @param options defines the options used to create the mesh
  134360. * @param scene defines the hosting scene
  134361. * @returns the polyhedron mesh
  134362. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  134363. */
  134364. static CreatePolyhedron(name: string, options: {
  134365. type?: number;
  134366. size?: number;
  134367. sizeX?: number;
  134368. sizeY?: number;
  134369. sizeZ?: number;
  134370. custom?: any;
  134371. faceUV?: Vector4[];
  134372. faceColors?: Color4[];
  134373. flat?: boolean;
  134374. updatable?: boolean;
  134375. sideOrientation?: number;
  134376. frontUVs?: Vector4;
  134377. backUVs?: Vector4;
  134378. }, scene?: Nullable<Scene>): Mesh;
  134379. /**
  134380. * Creates a decal mesh.
  134381. * 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
  134382. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  134383. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  134384. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  134385. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  134386. * @param name defines the name of the mesh
  134387. * @param sourceMesh defines the mesh where the decal must be applied
  134388. * @param options defines the options used to create the mesh
  134389. * @param scene defines the hosting scene
  134390. * @returns the decal mesh
  134391. * @see https://doc.babylonjs.com/how_to/decals
  134392. */
  134393. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  134394. position?: Vector3;
  134395. normal?: Vector3;
  134396. size?: Vector3;
  134397. angle?: number;
  134398. }): Mesh;
  134399. }
  134400. }
  134401. declare module BABYLON {
  134402. /**
  134403. * A simplifier interface for future simplification implementations
  134404. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134405. */
  134406. export interface ISimplifier {
  134407. /**
  134408. * Simplification of a given mesh according to the given settings.
  134409. * Since this requires computation, it is assumed that the function runs async.
  134410. * @param settings The settings of the simplification, including quality and distance
  134411. * @param successCallback A callback that will be called after the mesh was simplified.
  134412. * @param errorCallback in case of an error, this callback will be called. optional.
  134413. */
  134414. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  134415. }
  134416. /**
  134417. * Expected simplification settings.
  134418. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  134419. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134420. */
  134421. export interface ISimplificationSettings {
  134422. /**
  134423. * Gets or sets the expected quality
  134424. */
  134425. quality: number;
  134426. /**
  134427. * Gets or sets the distance when this optimized version should be used
  134428. */
  134429. distance: number;
  134430. /**
  134431. * Gets an already optimized mesh
  134432. */
  134433. optimizeMesh?: boolean;
  134434. }
  134435. /**
  134436. * Class used to specify simplification options
  134437. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134438. */
  134439. export class SimplificationSettings implements ISimplificationSettings {
  134440. /** expected quality */
  134441. quality: number;
  134442. /** distance when this optimized version should be used */
  134443. distance: number;
  134444. /** already optimized mesh */
  134445. optimizeMesh?: boolean | undefined;
  134446. /**
  134447. * Creates a SimplificationSettings
  134448. * @param quality expected quality
  134449. * @param distance distance when this optimized version should be used
  134450. * @param optimizeMesh already optimized mesh
  134451. */
  134452. constructor(
  134453. /** expected quality */
  134454. quality: number,
  134455. /** distance when this optimized version should be used */
  134456. distance: number,
  134457. /** already optimized mesh */
  134458. optimizeMesh?: boolean | undefined);
  134459. }
  134460. /**
  134461. * Interface used to define a simplification task
  134462. */
  134463. export interface ISimplificationTask {
  134464. /**
  134465. * Array of settings
  134466. */
  134467. settings: Array<ISimplificationSettings>;
  134468. /**
  134469. * Simplification type
  134470. */
  134471. simplificationType: SimplificationType;
  134472. /**
  134473. * Mesh to simplify
  134474. */
  134475. mesh: Mesh;
  134476. /**
  134477. * Callback called on success
  134478. */
  134479. successCallback?: () => void;
  134480. /**
  134481. * Defines if parallel processing can be used
  134482. */
  134483. parallelProcessing: boolean;
  134484. }
  134485. /**
  134486. * Queue used to order the simplification tasks
  134487. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134488. */
  134489. export class SimplificationQueue {
  134490. private _simplificationArray;
  134491. /**
  134492. * Gets a boolean indicating that the process is still running
  134493. */
  134494. running: boolean;
  134495. /**
  134496. * Creates a new queue
  134497. */
  134498. constructor();
  134499. /**
  134500. * Adds a new simplification task
  134501. * @param task defines a task to add
  134502. */
  134503. addTask(task: ISimplificationTask): void;
  134504. /**
  134505. * Execute next task
  134506. */
  134507. executeNext(): void;
  134508. /**
  134509. * Execute a simplification task
  134510. * @param task defines the task to run
  134511. */
  134512. runSimplification(task: ISimplificationTask): void;
  134513. private getSimplifier;
  134514. }
  134515. /**
  134516. * The implemented types of simplification
  134517. * At the moment only Quadratic Error Decimation is implemented
  134518. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134519. */
  134520. export enum SimplificationType {
  134521. /** Quadratic error decimation */
  134522. QUADRATIC = 0
  134523. }
  134524. }
  134525. declare module BABYLON {
  134526. interface Scene {
  134527. /** @hidden (Backing field) */
  134528. _simplificationQueue: SimplificationQueue;
  134529. /**
  134530. * Gets or sets the simplification queue attached to the scene
  134531. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  134532. */
  134533. simplificationQueue: SimplificationQueue;
  134534. }
  134535. interface Mesh {
  134536. /**
  134537. * Simplify the mesh according to the given array of settings.
  134538. * Function will return immediately and will simplify async
  134539. * @param settings a collection of simplification settings
  134540. * @param parallelProcessing should all levels calculate parallel or one after the other
  134541. * @param simplificationType the type of simplification to run
  134542. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  134543. * @returns the current mesh
  134544. */
  134545. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  134546. }
  134547. /**
  134548. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  134549. * created in a scene
  134550. */
  134551. export class SimplicationQueueSceneComponent implements ISceneComponent {
  134552. /**
  134553. * The component name helpfull to identify the component in the list of scene components.
  134554. */
  134555. readonly name: string;
  134556. /**
  134557. * The scene the component belongs to.
  134558. */
  134559. scene: Scene;
  134560. /**
  134561. * Creates a new instance of the component for the given scene
  134562. * @param scene Defines the scene to register the component in
  134563. */
  134564. constructor(scene: Scene);
  134565. /**
  134566. * Registers the component in a given scene
  134567. */
  134568. register(): void;
  134569. /**
  134570. * Rebuilds the elements related to this component in case of
  134571. * context lost for instance.
  134572. */
  134573. rebuild(): void;
  134574. /**
  134575. * Disposes the component and the associated ressources
  134576. */
  134577. dispose(): void;
  134578. private _beforeCameraUpdate;
  134579. }
  134580. }
  134581. declare module BABYLON {
  134582. /**
  134583. * Navigation plugin interface to add navigation constrained by a navigation mesh
  134584. */
  134585. export interface INavigationEnginePlugin {
  134586. /**
  134587. * plugin name
  134588. */
  134589. name: string;
  134590. /**
  134591. * Creates a navigation mesh
  134592. * @param meshes array of all the geometry used to compute the navigatio mesh
  134593. * @param parameters bunch of parameters used to filter geometry
  134594. */
  134595. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  134596. /**
  134597. * Create a navigation mesh debug mesh
  134598. * @param scene is where the mesh will be added
  134599. * @returns debug display mesh
  134600. */
  134601. createDebugNavMesh(scene: Scene): Mesh;
  134602. /**
  134603. * Get a navigation mesh constrained position, closest to the parameter position
  134604. * @param position world position
  134605. * @returns the closest point to position constrained by the navigation mesh
  134606. */
  134607. getClosestPoint(position: Vector3): Vector3;
  134608. /**
  134609. * Get a navigation mesh constrained position, within a particular radius
  134610. * @param position world position
  134611. * @param maxRadius the maximum distance to the constrained world position
  134612. * @returns the closest point to position constrained by the navigation mesh
  134613. */
  134614. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  134615. /**
  134616. * Compute the final position from a segment made of destination-position
  134617. * @param position world position
  134618. * @param destination world position
  134619. * @returns the resulting point along the navmesh
  134620. */
  134621. moveAlong(position: Vector3, destination: Vector3): Vector3;
  134622. /**
  134623. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  134624. * @param start world position
  134625. * @param end world position
  134626. * @returns array containing world position composing the path
  134627. */
  134628. computePath(start: Vector3, end: Vector3): Vector3[];
  134629. /**
  134630. * If this plugin is supported
  134631. * @returns true if plugin is supported
  134632. */
  134633. isSupported(): boolean;
  134634. /**
  134635. * Create a new Crowd so you can add agents
  134636. * @param maxAgents the maximum agent count in the crowd
  134637. * @param maxAgentRadius the maximum radius an agent can have
  134638. * @param scene to attach the crowd to
  134639. * @returns the crowd you can add agents to
  134640. */
  134641. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  134642. /**
  134643. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  134644. * The queries will try to find a solution within those bounds
  134645. * default is (1,1,1)
  134646. * @param extent x,y,z value that define the extent around the queries point of reference
  134647. */
  134648. setDefaultQueryExtent(extent: Vector3): void;
  134649. /**
  134650. * Get the Bounding box extent specified by setDefaultQueryExtent
  134651. * @returns the box extent values
  134652. */
  134653. getDefaultQueryExtent(): Vector3;
  134654. /**
  134655. * Release all resources
  134656. */
  134657. dispose(): void;
  134658. }
  134659. /**
  134660. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  134661. */
  134662. export interface ICrowd {
  134663. /**
  134664. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  134665. * You can attach anything to that node. The node position is updated in the scene update tick.
  134666. * @param pos world position that will be constrained by the navigation mesh
  134667. * @param parameters agent parameters
  134668. * @param transform hooked to the agent that will be update by the scene
  134669. * @returns agent index
  134670. */
  134671. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  134672. /**
  134673. * Returns the agent position in world space
  134674. * @param index agent index returned by addAgent
  134675. * @returns world space position
  134676. */
  134677. getAgentPosition(index: number): Vector3;
  134678. /**
  134679. * Gets the agent velocity in world space
  134680. * @param index agent index returned by addAgent
  134681. * @returns world space velocity
  134682. */
  134683. getAgentVelocity(index: number): Vector3;
  134684. /**
  134685. * remove a particular agent previously created
  134686. * @param index agent index returned by addAgent
  134687. */
  134688. removeAgent(index: number): void;
  134689. /**
  134690. * get the list of all agents attached to this crowd
  134691. * @returns list of agent indices
  134692. */
  134693. getAgents(): number[];
  134694. /**
  134695. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  134696. * @param deltaTime in seconds
  134697. */
  134698. update(deltaTime: number): void;
  134699. /**
  134700. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  134701. * @param index agent index returned by addAgent
  134702. * @param destination targeted world position
  134703. */
  134704. agentGoto(index: number, destination: Vector3): void;
  134705. /**
  134706. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  134707. * The queries will try to find a solution within those bounds
  134708. * default is (1,1,1)
  134709. * @param extent x,y,z value that define the extent around the queries point of reference
  134710. */
  134711. setDefaultQueryExtent(extent: Vector3): void;
  134712. /**
  134713. * Get the Bounding box extent specified by setDefaultQueryExtent
  134714. * @returns the box extent values
  134715. */
  134716. getDefaultQueryExtent(): Vector3;
  134717. /**
  134718. * Release all resources
  134719. */
  134720. dispose(): void;
  134721. }
  134722. /**
  134723. * Configures an agent
  134724. */
  134725. export interface IAgentParameters {
  134726. /**
  134727. * Agent radius. [Limit: >= 0]
  134728. */
  134729. radius: number;
  134730. /**
  134731. * Agent height. [Limit: > 0]
  134732. */
  134733. height: number;
  134734. /**
  134735. * Maximum allowed acceleration. [Limit: >= 0]
  134736. */
  134737. maxAcceleration: number;
  134738. /**
  134739. * Maximum allowed speed. [Limit: >= 0]
  134740. */
  134741. maxSpeed: number;
  134742. /**
  134743. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  134744. */
  134745. collisionQueryRange: number;
  134746. /**
  134747. * The path visibility optimization range. [Limit: > 0]
  134748. */
  134749. pathOptimizationRange: number;
  134750. /**
  134751. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  134752. */
  134753. separationWeight: number;
  134754. }
  134755. /**
  134756. * Configures the navigation mesh creation
  134757. */
  134758. export interface INavMeshParameters {
  134759. /**
  134760. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  134761. */
  134762. cs: number;
  134763. /**
  134764. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  134765. */
  134766. ch: number;
  134767. /**
  134768. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  134769. */
  134770. walkableSlopeAngle: number;
  134771. /**
  134772. * Minimum floor to 'ceiling' height that will still allow the floor area to
  134773. * be considered walkable. [Limit: >= 3] [Units: vx]
  134774. */
  134775. walkableHeight: number;
  134776. /**
  134777. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  134778. */
  134779. walkableClimb: number;
  134780. /**
  134781. * The distance to erode/shrink the walkable area of the heightfield away from
  134782. * obstructions. [Limit: >=0] [Units: vx]
  134783. */
  134784. walkableRadius: number;
  134785. /**
  134786. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  134787. */
  134788. maxEdgeLen: number;
  134789. /**
  134790. * The maximum distance a simplfied contour's border edges should deviate
  134791. * the original raw contour. [Limit: >=0] [Units: vx]
  134792. */
  134793. maxSimplificationError: number;
  134794. /**
  134795. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  134796. */
  134797. minRegionArea: number;
  134798. /**
  134799. * Any regions with a span count smaller than this value will, if possible,
  134800. * be merged with larger regions. [Limit: >=0] [Units: vx]
  134801. */
  134802. mergeRegionArea: number;
  134803. /**
  134804. * The maximum number of vertices allowed for polygons generated during the
  134805. * contour to polygon conversion process. [Limit: >= 3]
  134806. */
  134807. maxVertsPerPoly: number;
  134808. /**
  134809. * Sets the sampling distance to use when generating the detail mesh.
  134810. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  134811. */
  134812. detailSampleDist: number;
  134813. /**
  134814. * The maximum distance the detail mesh surface should deviate from heightfield
  134815. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  134816. */
  134817. detailSampleMaxError: number;
  134818. }
  134819. }
  134820. declare module BABYLON {
  134821. /**
  134822. * RecastJS navigation plugin
  134823. */
  134824. export class RecastJSPlugin implements INavigationEnginePlugin {
  134825. /**
  134826. * Reference to the Recast library
  134827. */
  134828. bjsRECAST: any;
  134829. /**
  134830. * plugin name
  134831. */
  134832. name: string;
  134833. /**
  134834. * the first navmesh created. We might extend this to support multiple navmeshes
  134835. */
  134836. navMesh: any;
  134837. /**
  134838. * Initializes the recastJS plugin
  134839. * @param recastInjection can be used to inject your own recast reference
  134840. */
  134841. constructor(recastInjection?: any);
  134842. /**
  134843. * Creates a navigation mesh
  134844. * @param meshes array of all the geometry used to compute the navigatio mesh
  134845. * @param parameters bunch of parameters used to filter geometry
  134846. */
  134847. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  134848. /**
  134849. * Create a navigation mesh debug mesh
  134850. * @param scene is where the mesh will be added
  134851. * @returns debug display mesh
  134852. */
  134853. createDebugNavMesh(scene: Scene): Mesh;
  134854. /**
  134855. * Get a navigation mesh constrained position, closest to the parameter position
  134856. * @param position world position
  134857. * @returns the closest point to position constrained by the navigation mesh
  134858. */
  134859. getClosestPoint(position: Vector3): Vector3;
  134860. /**
  134861. * Get a navigation mesh constrained position, within a particular radius
  134862. * @param position world position
  134863. * @param maxRadius the maximum distance to the constrained world position
  134864. * @returns the closest point to position constrained by the navigation mesh
  134865. */
  134866. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  134867. /**
  134868. * Compute the final position from a segment made of destination-position
  134869. * @param position world position
  134870. * @param destination world position
  134871. * @returns the resulting point along the navmesh
  134872. */
  134873. moveAlong(position: Vector3, destination: Vector3): Vector3;
  134874. /**
  134875. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  134876. * @param start world position
  134877. * @param end world position
  134878. * @returns array containing world position composing the path
  134879. */
  134880. computePath(start: Vector3, end: Vector3): Vector3[];
  134881. /**
  134882. * Create a new Crowd so you can add agents
  134883. * @param maxAgents the maximum agent count in the crowd
  134884. * @param maxAgentRadius the maximum radius an agent can have
  134885. * @param scene to attach the crowd to
  134886. * @returns the crowd you can add agents to
  134887. */
  134888. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  134889. /**
  134890. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  134891. * The queries will try to find a solution within those bounds
  134892. * default is (1,1,1)
  134893. * @param extent x,y,z value that define the extent around the queries point of reference
  134894. */
  134895. setDefaultQueryExtent(extent: Vector3): void;
  134896. /**
  134897. * Get the Bounding box extent specified by setDefaultQueryExtent
  134898. * @returns the box extent values
  134899. */
  134900. getDefaultQueryExtent(): Vector3;
  134901. /**
  134902. * Disposes
  134903. */
  134904. dispose(): void;
  134905. /**
  134906. * If this plugin is supported
  134907. * @returns true if plugin is supported
  134908. */
  134909. isSupported(): boolean;
  134910. }
  134911. /**
  134912. * Recast detour crowd implementation
  134913. */
  134914. export class RecastJSCrowd implements ICrowd {
  134915. /**
  134916. * Recast/detour plugin
  134917. */
  134918. bjsRECASTPlugin: RecastJSPlugin;
  134919. /**
  134920. * Link to the detour crowd
  134921. */
  134922. recastCrowd: any;
  134923. /**
  134924. * One transform per agent
  134925. */
  134926. transforms: TransformNode[];
  134927. /**
  134928. * All agents created
  134929. */
  134930. agents: number[];
  134931. /**
  134932. * Link to the scene is kept to unregister the crowd from the scene
  134933. */
  134934. private _scene;
  134935. /**
  134936. * Observer for crowd updates
  134937. */
  134938. private _onBeforeAnimationsObserver;
  134939. /**
  134940. * Constructor
  134941. * @param plugin recastJS plugin
  134942. * @param maxAgents the maximum agent count in the crowd
  134943. * @param maxAgentRadius the maximum radius an agent can have
  134944. * @param scene to attach the crowd to
  134945. * @returns the crowd you can add agents to
  134946. */
  134947. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  134948. /**
  134949. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  134950. * You can attach anything to that node. The node position is updated in the scene update tick.
  134951. * @param pos world position that will be constrained by the navigation mesh
  134952. * @param parameters agent parameters
  134953. * @param transform hooked to the agent that will be update by the scene
  134954. * @returns agent index
  134955. */
  134956. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  134957. /**
  134958. * Returns the agent position in world space
  134959. * @param index agent index returned by addAgent
  134960. * @returns world space position
  134961. */
  134962. getAgentPosition(index: number): Vector3;
  134963. /**
  134964. * Returns the agent velocity in world space
  134965. * @param index agent index returned by addAgent
  134966. * @returns world space velocity
  134967. */
  134968. getAgentVelocity(index: number): Vector3;
  134969. /**
  134970. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  134971. * @param index agent index returned by addAgent
  134972. * @param destination targeted world position
  134973. */
  134974. agentGoto(index: number, destination: Vector3): void;
  134975. /**
  134976. * remove a particular agent previously created
  134977. * @param index agent index returned by addAgent
  134978. */
  134979. removeAgent(index: number): void;
  134980. /**
  134981. * get the list of all agents attached to this crowd
  134982. * @returns list of agent indices
  134983. */
  134984. getAgents(): number[];
  134985. /**
  134986. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  134987. * @param deltaTime in seconds
  134988. */
  134989. update(deltaTime: number): void;
  134990. /**
  134991. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  134992. * The queries will try to find a solution within those bounds
  134993. * default is (1,1,1)
  134994. * @param extent x,y,z value that define the extent around the queries point of reference
  134995. */
  134996. setDefaultQueryExtent(extent: Vector3): void;
  134997. /**
  134998. * Get the Bounding box extent specified by setDefaultQueryExtent
  134999. * @returns the box extent values
  135000. */
  135001. getDefaultQueryExtent(): Vector3;
  135002. /**
  135003. * Release all resources
  135004. */
  135005. dispose(): void;
  135006. }
  135007. }
  135008. declare module BABYLON {
  135009. /**
  135010. * Class used to enable access to IndexedDB
  135011. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  135012. */
  135013. export class Database implements IOfflineProvider {
  135014. private _callbackManifestChecked;
  135015. private _currentSceneUrl;
  135016. private _db;
  135017. private _enableSceneOffline;
  135018. private _enableTexturesOffline;
  135019. private _manifestVersionFound;
  135020. private _mustUpdateRessources;
  135021. private _hasReachedQuota;
  135022. private _isSupported;
  135023. private _idbFactory;
  135024. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  135025. private static IsUASupportingBlobStorage;
  135026. /**
  135027. * Gets a boolean indicating if Database storate is enabled (off by default)
  135028. */
  135029. static IDBStorageEnabled: boolean;
  135030. /**
  135031. * Gets a boolean indicating if scene must be saved in the database
  135032. */
  135033. get enableSceneOffline(): boolean;
  135034. /**
  135035. * Gets a boolean indicating if textures must be saved in the database
  135036. */
  135037. get enableTexturesOffline(): boolean;
  135038. /**
  135039. * Creates a new Database
  135040. * @param urlToScene defines the url to load the scene
  135041. * @param callbackManifestChecked defines the callback to use when manifest is checked
  135042. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  135043. */
  135044. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  135045. private static _ParseURL;
  135046. private static _ReturnFullUrlLocation;
  135047. private _checkManifestFile;
  135048. /**
  135049. * Open the database and make it available
  135050. * @param successCallback defines the callback to call on success
  135051. * @param errorCallback defines the callback to call on error
  135052. */
  135053. open(successCallback: () => void, errorCallback: () => void): void;
  135054. /**
  135055. * Loads an image from the database
  135056. * @param url defines the url to load from
  135057. * @param image defines the target DOM image
  135058. */
  135059. loadImage(url: string, image: HTMLImageElement): void;
  135060. private _loadImageFromDBAsync;
  135061. private _saveImageIntoDBAsync;
  135062. private _checkVersionFromDB;
  135063. private _loadVersionFromDBAsync;
  135064. private _saveVersionIntoDBAsync;
  135065. /**
  135066. * Loads a file from database
  135067. * @param url defines the URL to load from
  135068. * @param sceneLoaded defines a callback to call on success
  135069. * @param progressCallBack defines a callback to call when progress changed
  135070. * @param errorCallback defines a callback to call on error
  135071. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  135072. */
  135073. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  135074. private _loadFileAsync;
  135075. private _saveFileAsync;
  135076. /**
  135077. * Validates if xhr data is correct
  135078. * @param xhr defines the request to validate
  135079. * @param dataType defines the expected data type
  135080. * @returns true if data is correct
  135081. */
  135082. private static _ValidateXHRData;
  135083. }
  135084. }
  135085. declare module BABYLON {
  135086. /** @hidden */
  135087. export var gpuUpdateParticlesPixelShader: {
  135088. name: string;
  135089. shader: string;
  135090. };
  135091. }
  135092. declare module BABYLON {
  135093. /** @hidden */
  135094. export var gpuUpdateParticlesVertexShader: {
  135095. name: string;
  135096. shader: string;
  135097. };
  135098. }
  135099. declare module BABYLON {
  135100. /** @hidden */
  135101. export var clipPlaneFragmentDeclaration2: {
  135102. name: string;
  135103. shader: string;
  135104. };
  135105. }
  135106. declare module BABYLON {
  135107. /** @hidden */
  135108. export var gpuRenderParticlesPixelShader: {
  135109. name: string;
  135110. shader: string;
  135111. };
  135112. }
  135113. declare module BABYLON {
  135114. /** @hidden */
  135115. export var clipPlaneVertexDeclaration2: {
  135116. name: string;
  135117. shader: string;
  135118. };
  135119. }
  135120. declare module BABYLON {
  135121. /** @hidden */
  135122. export var gpuRenderParticlesVertexShader: {
  135123. name: string;
  135124. shader: string;
  135125. };
  135126. }
  135127. declare module BABYLON {
  135128. /**
  135129. * This represents a GPU particle system in Babylon
  135130. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  135131. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  135132. */
  135133. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  135134. /**
  135135. * The layer mask we are rendering the particles through.
  135136. */
  135137. layerMask: number;
  135138. private _capacity;
  135139. private _activeCount;
  135140. private _currentActiveCount;
  135141. private _accumulatedCount;
  135142. private _renderEffect;
  135143. private _updateEffect;
  135144. private _buffer0;
  135145. private _buffer1;
  135146. private _spriteBuffer;
  135147. private _updateVAO;
  135148. private _renderVAO;
  135149. private _targetIndex;
  135150. private _sourceBuffer;
  135151. private _targetBuffer;
  135152. private _engine;
  135153. private _currentRenderId;
  135154. private _started;
  135155. private _stopped;
  135156. private _timeDelta;
  135157. private _randomTexture;
  135158. private _randomTexture2;
  135159. private _attributesStrideSize;
  135160. private _updateEffectOptions;
  135161. private _randomTextureSize;
  135162. private _actualFrame;
  135163. private readonly _rawTextureWidth;
  135164. /**
  135165. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  135166. */
  135167. static get IsSupported(): boolean;
  135168. /**
  135169. * An event triggered when the system is disposed.
  135170. */
  135171. onDisposeObservable: Observable<GPUParticleSystem>;
  135172. /**
  135173. * Gets the maximum number of particles active at the same time.
  135174. * @returns The max number of active particles.
  135175. */
  135176. getCapacity(): number;
  135177. /**
  135178. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  135179. * to override the particles.
  135180. */
  135181. forceDepthWrite: boolean;
  135182. /**
  135183. * Gets or set the number of active particles
  135184. */
  135185. get activeParticleCount(): number;
  135186. set activeParticleCount(value: number);
  135187. private _preWarmDone;
  135188. /**
  135189. * Is this system ready to be used/rendered
  135190. * @return true if the system is ready
  135191. */
  135192. isReady(): boolean;
  135193. /**
  135194. * Gets if the system has been started. (Note: this will still be true after stop is called)
  135195. * @returns True if it has been started, otherwise false.
  135196. */
  135197. isStarted(): boolean;
  135198. /**
  135199. * Starts the particle system and begins to emit
  135200. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  135201. */
  135202. start(delay?: number): void;
  135203. /**
  135204. * Stops the particle system.
  135205. */
  135206. stop(): void;
  135207. /**
  135208. * Remove all active particles
  135209. */
  135210. reset(): void;
  135211. /**
  135212. * Returns the string "GPUParticleSystem"
  135213. * @returns a string containing the class name
  135214. */
  135215. getClassName(): string;
  135216. private _colorGradientsTexture;
  135217. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  135218. /**
  135219. * Adds a new color gradient
  135220. * @param gradient defines the gradient to use (between 0 and 1)
  135221. * @param color1 defines the color to affect to the specified gradient
  135222. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  135223. * @returns the current particle system
  135224. */
  135225. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  135226. /**
  135227. * Remove a specific color gradient
  135228. * @param gradient defines the gradient to remove
  135229. * @returns the current particle system
  135230. */
  135231. removeColorGradient(gradient: number): GPUParticleSystem;
  135232. private _angularSpeedGradientsTexture;
  135233. private _sizeGradientsTexture;
  135234. private _velocityGradientsTexture;
  135235. private _limitVelocityGradientsTexture;
  135236. private _dragGradientsTexture;
  135237. private _addFactorGradient;
  135238. /**
  135239. * Adds a new size gradient
  135240. * @param gradient defines the gradient to use (between 0 and 1)
  135241. * @param factor defines the size factor to affect to the specified gradient
  135242. * @returns the current particle system
  135243. */
  135244. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  135245. /**
  135246. * Remove a specific size gradient
  135247. * @param gradient defines the gradient to remove
  135248. * @returns the current particle system
  135249. */
  135250. removeSizeGradient(gradient: number): GPUParticleSystem;
  135251. /**
  135252. * Adds a new angular speed gradient
  135253. * @param gradient defines the gradient to use (between 0 and 1)
  135254. * @param factor defines the angular speed to affect to the specified gradient
  135255. * @returns the current particle system
  135256. */
  135257. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  135258. /**
  135259. * Remove a specific angular speed gradient
  135260. * @param gradient defines the gradient to remove
  135261. * @returns the current particle system
  135262. */
  135263. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  135264. /**
  135265. * Adds a new velocity gradient
  135266. * @param gradient defines the gradient to use (between 0 and 1)
  135267. * @param factor defines the velocity to affect to the specified gradient
  135268. * @returns the current particle system
  135269. */
  135270. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  135271. /**
  135272. * Remove a specific velocity gradient
  135273. * @param gradient defines the gradient to remove
  135274. * @returns the current particle system
  135275. */
  135276. removeVelocityGradient(gradient: number): GPUParticleSystem;
  135277. /**
  135278. * Adds a new limit velocity gradient
  135279. * @param gradient defines the gradient to use (between 0 and 1)
  135280. * @param factor defines the limit velocity value to affect to the specified gradient
  135281. * @returns the current particle system
  135282. */
  135283. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  135284. /**
  135285. * Remove a specific limit velocity gradient
  135286. * @param gradient defines the gradient to remove
  135287. * @returns the current particle system
  135288. */
  135289. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  135290. /**
  135291. * Adds a new drag gradient
  135292. * @param gradient defines the gradient to use (between 0 and 1)
  135293. * @param factor defines the drag value to affect to the specified gradient
  135294. * @returns the current particle system
  135295. */
  135296. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  135297. /**
  135298. * Remove a specific drag gradient
  135299. * @param gradient defines the gradient to remove
  135300. * @returns the current particle system
  135301. */
  135302. removeDragGradient(gradient: number): GPUParticleSystem;
  135303. /**
  135304. * Not supported by GPUParticleSystem
  135305. * @param gradient defines the gradient to use (between 0 and 1)
  135306. * @param factor defines the emit rate value to affect to the specified gradient
  135307. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  135308. * @returns the current particle system
  135309. */
  135310. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  135311. /**
  135312. * Not supported by GPUParticleSystem
  135313. * @param gradient defines the gradient to remove
  135314. * @returns the current particle system
  135315. */
  135316. removeEmitRateGradient(gradient: number): IParticleSystem;
  135317. /**
  135318. * Not supported by GPUParticleSystem
  135319. * @param gradient defines the gradient to use (between 0 and 1)
  135320. * @param factor defines the start size value to affect to the specified gradient
  135321. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  135322. * @returns the current particle system
  135323. */
  135324. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  135325. /**
  135326. * Not supported by GPUParticleSystem
  135327. * @param gradient defines the gradient to remove
  135328. * @returns the current particle system
  135329. */
  135330. removeStartSizeGradient(gradient: number): IParticleSystem;
  135331. /**
  135332. * Not supported by GPUParticleSystem
  135333. * @param gradient defines the gradient to use (between 0 and 1)
  135334. * @param min defines the color remap minimal range
  135335. * @param max defines the color remap maximal range
  135336. * @returns the current particle system
  135337. */
  135338. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  135339. /**
  135340. * Not supported by GPUParticleSystem
  135341. * @param gradient defines the gradient to remove
  135342. * @returns the current particle system
  135343. */
  135344. removeColorRemapGradient(): IParticleSystem;
  135345. /**
  135346. * Not supported by GPUParticleSystem
  135347. * @param gradient defines the gradient to use (between 0 and 1)
  135348. * @param min defines the alpha remap minimal range
  135349. * @param max defines the alpha remap maximal range
  135350. * @returns the current particle system
  135351. */
  135352. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  135353. /**
  135354. * Not supported by GPUParticleSystem
  135355. * @param gradient defines the gradient to remove
  135356. * @returns the current particle system
  135357. */
  135358. removeAlphaRemapGradient(): IParticleSystem;
  135359. /**
  135360. * Not supported by GPUParticleSystem
  135361. * @param gradient defines the gradient to use (between 0 and 1)
  135362. * @param color defines the color to affect to the specified gradient
  135363. * @returns the current particle system
  135364. */
  135365. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  135366. /**
  135367. * Not supported by GPUParticleSystem
  135368. * @param gradient defines the gradient to remove
  135369. * @returns the current particle system
  135370. */
  135371. removeRampGradient(): IParticleSystem;
  135372. /**
  135373. * Not supported by GPUParticleSystem
  135374. * @returns the list of ramp gradients
  135375. */
  135376. getRampGradients(): Nullable<Array<Color3Gradient>>;
  135377. /**
  135378. * Not supported by GPUParticleSystem
  135379. * Gets or sets a boolean indicating that ramp gradients must be used
  135380. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  135381. */
  135382. get useRampGradients(): boolean;
  135383. set useRampGradients(value: boolean);
  135384. /**
  135385. * Not supported by GPUParticleSystem
  135386. * @param gradient defines the gradient to use (between 0 and 1)
  135387. * @param factor defines the life time factor to affect to the specified gradient
  135388. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  135389. * @returns the current particle system
  135390. */
  135391. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  135392. /**
  135393. * Not supported by GPUParticleSystem
  135394. * @param gradient defines the gradient to remove
  135395. * @returns the current particle system
  135396. */
  135397. removeLifeTimeGradient(gradient: number): IParticleSystem;
  135398. /**
  135399. * Instantiates a GPU particle system.
  135400. * 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.
  135401. * @param name The name of the particle system
  135402. * @param options The options used to create the system
  135403. * @param scene The scene the particle system belongs to
  135404. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  135405. */
  135406. constructor(name: string, options: Partial<{
  135407. capacity: number;
  135408. randomTextureSize: number;
  135409. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  135410. protected _reset(): void;
  135411. private _createUpdateVAO;
  135412. private _createRenderVAO;
  135413. private _initialize;
  135414. /** @hidden */
  135415. _recreateUpdateEffect(): void;
  135416. /** @hidden */
  135417. _recreateRenderEffect(): void;
  135418. /**
  135419. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  135420. * @param preWarm defines if we are in the pre-warmimg phase
  135421. */
  135422. animate(preWarm?: boolean): void;
  135423. private _createFactorGradientTexture;
  135424. private _createSizeGradientTexture;
  135425. private _createAngularSpeedGradientTexture;
  135426. private _createVelocityGradientTexture;
  135427. private _createLimitVelocityGradientTexture;
  135428. private _createDragGradientTexture;
  135429. private _createColorGradientTexture;
  135430. /**
  135431. * Renders the particle system in its current state
  135432. * @param preWarm defines if the system should only update the particles but not render them
  135433. * @returns the current number of particles
  135434. */
  135435. render(preWarm?: boolean): number;
  135436. /**
  135437. * Rebuilds the particle system
  135438. */
  135439. rebuild(): void;
  135440. private _releaseBuffers;
  135441. private _releaseVAOs;
  135442. /**
  135443. * Disposes the particle system and free the associated resources
  135444. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  135445. */
  135446. dispose(disposeTexture?: boolean): void;
  135447. /**
  135448. * Clones the particle system.
  135449. * @param name The name of the cloned object
  135450. * @param newEmitter The new emitter to use
  135451. * @returns the cloned particle system
  135452. */
  135453. clone(name: string, newEmitter: any): GPUParticleSystem;
  135454. /**
  135455. * Serializes the particle system to a JSON object.
  135456. * @returns the JSON object
  135457. */
  135458. serialize(): any;
  135459. /**
  135460. * Parses a JSON object to create a GPU particle system.
  135461. * @param parsedParticleSystem The JSON object to parse
  135462. * @param scene The scene to create the particle system in
  135463. * @param rootUrl The root url to use to load external dependencies like texture
  135464. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  135465. * @returns the parsed GPU particle system
  135466. */
  135467. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  135468. }
  135469. }
  135470. declare module BABYLON {
  135471. /**
  135472. * Represents a set of particle systems working together to create a specific effect
  135473. */
  135474. export class ParticleSystemSet implements IDisposable {
  135475. /**
  135476. * Gets or sets base Assets URL
  135477. */
  135478. static BaseAssetsUrl: string;
  135479. private _emitterCreationOptions;
  135480. private _emitterNode;
  135481. /**
  135482. * Gets the particle system list
  135483. */
  135484. systems: IParticleSystem[];
  135485. /**
  135486. * Gets the emitter node used with this set
  135487. */
  135488. get emitterNode(): Nullable<TransformNode>;
  135489. /**
  135490. * Creates a new emitter mesh as a sphere
  135491. * @param options defines the options used to create the sphere
  135492. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  135493. * @param scene defines the hosting scene
  135494. */
  135495. setEmitterAsSphere(options: {
  135496. diameter: number;
  135497. segments: number;
  135498. color: Color3;
  135499. }, renderingGroupId: number, scene: Scene): void;
  135500. /**
  135501. * Starts all particle systems of the set
  135502. * @param emitter defines an optional mesh to use as emitter for the particle systems
  135503. */
  135504. start(emitter?: AbstractMesh): void;
  135505. /**
  135506. * Release all associated resources
  135507. */
  135508. dispose(): void;
  135509. /**
  135510. * Serialize the set into a JSON compatible object
  135511. * @returns a JSON compatible representation of the set
  135512. */
  135513. serialize(): any;
  135514. /**
  135515. * Parse a new ParticleSystemSet from a serialized source
  135516. * @param data defines a JSON compatible representation of the set
  135517. * @param scene defines the hosting scene
  135518. * @param gpu defines if we want GPU particles or CPU particles
  135519. * @returns a new ParticleSystemSet
  135520. */
  135521. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  135522. }
  135523. }
  135524. declare module BABYLON {
  135525. /**
  135526. * This class is made for on one-liner static method to help creating particle system set.
  135527. */
  135528. export class ParticleHelper {
  135529. /**
  135530. * Gets or sets base Assets URL
  135531. */
  135532. static BaseAssetsUrl: string;
  135533. /**
  135534. * Create a default particle system that you can tweak
  135535. * @param emitter defines the emitter to use
  135536. * @param capacity defines the system capacity (default is 500 particles)
  135537. * @param scene defines the hosting scene
  135538. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  135539. * @returns the new Particle system
  135540. */
  135541. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  135542. /**
  135543. * This is the main static method (one-liner) of this helper to create different particle systems
  135544. * @param type This string represents the type to the particle system to create
  135545. * @param scene The scene where the particle system should live
  135546. * @param gpu If the system will use gpu
  135547. * @returns the ParticleSystemSet created
  135548. */
  135549. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  135550. /**
  135551. * Static function used to export a particle system to a ParticleSystemSet variable.
  135552. * Please note that the emitter shape is not exported
  135553. * @param systems defines the particle systems to export
  135554. * @returns the created particle system set
  135555. */
  135556. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  135557. }
  135558. }
  135559. declare module BABYLON {
  135560. interface Engine {
  135561. /**
  135562. * Create an effect to use with particle systems.
  135563. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  135564. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  135565. * @param uniformsNames defines a list of attribute names
  135566. * @param samplers defines an array of string used to represent textures
  135567. * @param defines defines the string containing the defines to use to compile the shaders
  135568. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  135569. * @param onCompiled defines a function to call when the effect creation is successful
  135570. * @param onError defines a function to call when the effect creation has failed
  135571. * @returns the new Effect
  135572. */
  135573. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  135574. }
  135575. interface Mesh {
  135576. /**
  135577. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  135578. * @returns an array of IParticleSystem
  135579. */
  135580. getEmittedParticleSystems(): IParticleSystem[];
  135581. /**
  135582. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  135583. * @returns an array of IParticleSystem
  135584. */
  135585. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  135586. }
  135587. /**
  135588. * @hidden
  135589. */
  135590. export var _IDoNeedToBeInTheBuild: number;
  135591. }
  135592. declare module BABYLON {
  135593. /** Defines the 4 color options */
  135594. export enum PointColor {
  135595. /** color value */
  135596. Color = 2,
  135597. /** uv value */
  135598. UV = 1,
  135599. /** random value */
  135600. Random = 0,
  135601. /** stated value */
  135602. Stated = 3
  135603. }
  135604. /**
  135605. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  135606. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  135607. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  135608. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  135609. *
  135610. * Full documentation here : TO BE ENTERED
  135611. */
  135612. export class PointsCloudSystem implements IDisposable {
  135613. /**
  135614. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  135615. * Example : var p = SPS.particles[i];
  135616. */
  135617. particles: CloudPoint[];
  135618. /**
  135619. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  135620. */
  135621. nbParticles: number;
  135622. /**
  135623. * This a counter for your own usage. It's not set by any SPS functions.
  135624. */
  135625. counter: number;
  135626. /**
  135627. * The PCS name. This name is also given to the underlying mesh.
  135628. */
  135629. name: string;
  135630. /**
  135631. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  135632. */
  135633. mesh: Mesh;
  135634. /**
  135635. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  135636. * Please read :
  135637. */
  135638. vars: any;
  135639. /**
  135640. * @hidden
  135641. */
  135642. _size: number;
  135643. private _scene;
  135644. private _promises;
  135645. private _positions;
  135646. private _indices;
  135647. private _normals;
  135648. private _colors;
  135649. private _uvs;
  135650. private _indices32;
  135651. private _positions32;
  135652. private _colors32;
  135653. private _uvs32;
  135654. private _updatable;
  135655. private _isVisibilityBoxLocked;
  135656. private _alwaysVisible;
  135657. private _groups;
  135658. private _groupCounter;
  135659. private _computeParticleColor;
  135660. private _computeParticleTexture;
  135661. private _computeParticleRotation;
  135662. private _computeBoundingBox;
  135663. private _isReady;
  135664. /**
  135665. * Creates a PCS (Points Cloud System) object
  135666. * @param name (String) is the PCS name, this will be the underlying mesh name
  135667. * @param pointSize (number) is the size for each point
  135668. * @param scene (Scene) is the scene in which the PCS is added
  135669. * @param options defines the options of the PCS e.g.
  135670. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  135671. */
  135672. constructor(name: string, pointSize: number, scene: Scene, options?: {
  135673. updatable?: boolean;
  135674. });
  135675. /**
  135676. * Builds the PCS underlying mesh. Returns a standard Mesh.
  135677. * If no points were added to the PCS, the returned mesh is just a single point.
  135678. * @returns a promise for the created mesh
  135679. */
  135680. buildMeshAsync(): Promise<Mesh>;
  135681. /**
  135682. * @hidden
  135683. */
  135684. private _buildMesh;
  135685. private _addParticle;
  135686. private _randomUnitVector;
  135687. private _getColorIndicesForCoord;
  135688. private _setPointsColorOrUV;
  135689. private _colorFromTexture;
  135690. private _calculateDensity;
  135691. /**
  135692. * Adds points to the PCS in random positions within a unit sphere
  135693. * @param nb (positive integer) the number of particles to be created from this model
  135694. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  135695. * @returns the number of groups in the system
  135696. */
  135697. addPoints(nb: number, pointFunction?: any): number;
  135698. /**
  135699. * Adds points to the PCS from the surface of the model shape
  135700. * @param mesh is any Mesh object that will be used as a surface model for the points
  135701. * @param nb (positive integer) the number of particles to be created from this model
  135702. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  135703. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  135704. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  135705. * @returns the number of groups in the system
  135706. */
  135707. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  135708. /**
  135709. * Adds points to the PCS inside the model shape
  135710. * @param mesh is any Mesh object that will be used as a surface model for the points
  135711. * @param nb (positive integer) the number of particles to be created from this model
  135712. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  135713. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  135714. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  135715. * @returns the number of groups in the system
  135716. */
  135717. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  135718. /**
  135719. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  135720. * This method calls `updateParticle()` for each particle of the SPS.
  135721. * For an animated SPS, it is usually called within the render loop.
  135722. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  135723. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  135724. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  135725. * @returns the PCS.
  135726. */
  135727. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  135728. /**
  135729. * Disposes the PCS.
  135730. */
  135731. dispose(): void;
  135732. /**
  135733. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  135734. * doc :
  135735. * @returns the PCS.
  135736. */
  135737. refreshVisibleSize(): PointsCloudSystem;
  135738. /**
  135739. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  135740. * @param size the size (float) of the visibility box
  135741. * note : this doesn't lock the PCS mesh bounding box.
  135742. * doc :
  135743. */
  135744. setVisibilityBox(size: number): void;
  135745. /**
  135746. * Gets whether the PCS is always visible or not
  135747. * doc :
  135748. */
  135749. get isAlwaysVisible(): boolean;
  135750. /**
  135751. * Sets the PCS as always visible or not
  135752. * doc :
  135753. */
  135754. set isAlwaysVisible(val: boolean);
  135755. /**
  135756. * Tells to `setParticles()` to compute the particle rotations or not
  135757. * Default value : false. The PCS is faster when it's set to false
  135758. * Note : particle rotations are only applied to parent particles
  135759. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  135760. */
  135761. set computeParticleRotation(val: boolean);
  135762. /**
  135763. * Tells to `setParticles()` to compute the particle colors or not.
  135764. * Default value : true. The PCS is faster when it's set to false.
  135765. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  135766. */
  135767. set computeParticleColor(val: boolean);
  135768. set computeParticleTexture(val: boolean);
  135769. /**
  135770. * Gets if `setParticles()` computes the particle colors or not.
  135771. * Default value : false. The PCS is faster when it's set to false.
  135772. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  135773. */
  135774. get computeParticleColor(): boolean;
  135775. /**
  135776. * Gets if `setParticles()` computes the particle textures or not.
  135777. * Default value : false. The PCS is faster when it's set to false.
  135778. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  135779. */
  135780. get computeParticleTexture(): boolean;
  135781. /**
  135782. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  135783. */
  135784. set computeBoundingBox(val: boolean);
  135785. /**
  135786. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  135787. */
  135788. get computeBoundingBox(): boolean;
  135789. /**
  135790. * This function does nothing. It may be overwritten to set all the particle first values.
  135791. * The PCS doesn't call this function, you may have to call it by your own.
  135792. * doc :
  135793. */
  135794. initParticles(): void;
  135795. /**
  135796. * This function does nothing. It may be overwritten to recycle a particle
  135797. * The PCS doesn't call this function, you can to call it
  135798. * doc :
  135799. * @param particle The particle to recycle
  135800. * @returns the recycled particle
  135801. */
  135802. recycleParticle(particle: CloudPoint): CloudPoint;
  135803. /**
  135804. * Updates a particle : this function should be overwritten by the user.
  135805. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  135806. * doc :
  135807. * @example : just set a particle position or velocity and recycle conditions
  135808. * @param particle The particle to update
  135809. * @returns the updated particle
  135810. */
  135811. updateParticle(particle: CloudPoint): CloudPoint;
  135812. /**
  135813. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  135814. * This does nothing and may be overwritten by the user.
  135815. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  135816. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  135817. * @param update the boolean update value actually passed to setParticles()
  135818. */
  135819. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  135820. /**
  135821. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  135822. * This will be passed three parameters.
  135823. * This does nothing and may be overwritten by the user.
  135824. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  135825. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  135826. * @param update the boolean update value actually passed to setParticles()
  135827. */
  135828. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  135829. }
  135830. }
  135831. declare module BABYLON {
  135832. /**
  135833. * Represents one particle of a points cloud system.
  135834. */
  135835. export class CloudPoint {
  135836. /**
  135837. * particle global index
  135838. */
  135839. idx: number;
  135840. /**
  135841. * The color of the particle
  135842. */
  135843. color: Nullable<Color4>;
  135844. /**
  135845. * The world space position of the particle.
  135846. */
  135847. position: Vector3;
  135848. /**
  135849. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  135850. */
  135851. rotation: Vector3;
  135852. /**
  135853. * The world space rotation quaternion of the particle.
  135854. */
  135855. rotationQuaternion: Nullable<Quaternion>;
  135856. /**
  135857. * The uv of the particle.
  135858. */
  135859. uv: Nullable<Vector2>;
  135860. /**
  135861. * The current speed of the particle.
  135862. */
  135863. velocity: Vector3;
  135864. /**
  135865. * The pivot point in the particle local space.
  135866. */
  135867. pivot: Vector3;
  135868. /**
  135869. * Must the particle be translated from its pivot point in its local space ?
  135870. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  135871. * Default : false
  135872. */
  135873. translateFromPivot: boolean;
  135874. /**
  135875. * Index of this particle in the global "positions" array (Internal use)
  135876. * @hidden
  135877. */
  135878. _pos: number;
  135879. /**
  135880. * @hidden Index of this particle in the global "indices" array (Internal use)
  135881. */
  135882. _ind: number;
  135883. /**
  135884. * Group this particle belongs to
  135885. */
  135886. _group: PointsGroup;
  135887. /**
  135888. * Group id of this particle
  135889. */
  135890. groupId: number;
  135891. /**
  135892. * Index of the particle in its group id (Internal use)
  135893. */
  135894. idxInGroup: number;
  135895. /**
  135896. * @hidden Particle BoundingInfo object (Internal use)
  135897. */
  135898. _boundingInfo: BoundingInfo;
  135899. /**
  135900. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  135901. */
  135902. _pcs: PointsCloudSystem;
  135903. /**
  135904. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  135905. */
  135906. _stillInvisible: boolean;
  135907. /**
  135908. * @hidden Last computed particle rotation matrix
  135909. */
  135910. _rotationMatrix: number[];
  135911. /**
  135912. * Parent particle Id, if any.
  135913. * Default null.
  135914. */
  135915. parentId: Nullable<number>;
  135916. /**
  135917. * @hidden Internal global position in the PCS.
  135918. */
  135919. _globalPosition: Vector3;
  135920. /**
  135921. * Creates a Point Cloud object.
  135922. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  135923. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  135924. * @param group (PointsGroup) is the group the particle belongs to
  135925. * @param groupId (integer) is the group identifier in the PCS.
  135926. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  135927. * @param pcs defines the PCS it is associated to
  135928. */
  135929. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  135930. /**
  135931. * get point size
  135932. */
  135933. get size(): Vector3;
  135934. /**
  135935. * Set point size
  135936. */
  135937. set size(scale: Vector3);
  135938. /**
  135939. * Legacy support, changed quaternion to rotationQuaternion
  135940. */
  135941. get quaternion(): Nullable<Quaternion>;
  135942. /**
  135943. * Legacy support, changed quaternion to rotationQuaternion
  135944. */
  135945. set quaternion(q: Nullable<Quaternion>);
  135946. /**
  135947. * Returns a boolean. True if the particle intersects a mesh, else false
  135948. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  135949. * @param target is the object (point or mesh) what the intersection is computed against
  135950. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  135951. * @returns true if it intersects
  135952. */
  135953. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  135954. /**
  135955. * get the rotation matrix of the particle
  135956. * @hidden
  135957. */
  135958. getRotationMatrix(m: Matrix): void;
  135959. }
  135960. /**
  135961. * Represents a group of points in a points cloud system
  135962. * * PCS internal tool, don't use it manually.
  135963. */
  135964. export class PointsGroup {
  135965. /**
  135966. * The group id
  135967. * @hidden
  135968. */
  135969. groupID: number;
  135970. /**
  135971. * image data for group (internal use)
  135972. * @hidden
  135973. */
  135974. _groupImageData: Nullable<ArrayBufferView>;
  135975. /**
  135976. * Image Width (internal use)
  135977. * @hidden
  135978. */
  135979. _groupImgWidth: number;
  135980. /**
  135981. * Image Height (internal use)
  135982. * @hidden
  135983. */
  135984. _groupImgHeight: number;
  135985. /**
  135986. * Custom position function (internal use)
  135987. * @hidden
  135988. */
  135989. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  135990. /**
  135991. * density per facet for surface points
  135992. * @hidden
  135993. */
  135994. _groupDensity: number[];
  135995. /**
  135996. * Only when points are colored by texture carries pointer to texture list array
  135997. * @hidden
  135998. */
  135999. _textureNb: number;
  136000. /**
  136001. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  136002. * PCS internal tool, don't use it manually.
  136003. * @hidden
  136004. */
  136005. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  136006. }
  136007. }
  136008. declare module BABYLON {
  136009. interface Scene {
  136010. /** @hidden (Backing field) */
  136011. _physicsEngine: Nullable<IPhysicsEngine>;
  136012. /** @hidden */
  136013. _physicsTimeAccumulator: number;
  136014. /**
  136015. * Gets the current physics engine
  136016. * @returns a IPhysicsEngine or null if none attached
  136017. */
  136018. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  136019. /**
  136020. * Enables physics to the current scene
  136021. * @param gravity defines the scene's gravity for the physics engine
  136022. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  136023. * @return a boolean indicating if the physics engine was initialized
  136024. */
  136025. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  136026. /**
  136027. * Disables and disposes the physics engine associated with the scene
  136028. */
  136029. disablePhysicsEngine(): void;
  136030. /**
  136031. * Gets a boolean indicating if there is an active physics engine
  136032. * @returns a boolean indicating if there is an active physics engine
  136033. */
  136034. isPhysicsEnabled(): boolean;
  136035. /**
  136036. * Deletes a physics compound impostor
  136037. * @param compound defines the compound to delete
  136038. */
  136039. deleteCompoundImpostor(compound: any): void;
  136040. /**
  136041. * An event triggered when physic simulation is about to be run
  136042. */
  136043. onBeforePhysicsObservable: Observable<Scene>;
  136044. /**
  136045. * An event triggered when physic simulation has been done
  136046. */
  136047. onAfterPhysicsObservable: Observable<Scene>;
  136048. }
  136049. interface AbstractMesh {
  136050. /** @hidden */
  136051. _physicsImpostor: Nullable<PhysicsImpostor>;
  136052. /**
  136053. * Gets or sets impostor used for physic simulation
  136054. * @see http://doc.babylonjs.com/features/physics_engine
  136055. */
  136056. physicsImpostor: Nullable<PhysicsImpostor>;
  136057. /**
  136058. * Gets the current physics impostor
  136059. * @see http://doc.babylonjs.com/features/physics_engine
  136060. * @returns a physics impostor or null
  136061. */
  136062. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  136063. /** Apply a physic impulse to the mesh
  136064. * @param force defines the force to apply
  136065. * @param contactPoint defines where to apply the force
  136066. * @returns the current mesh
  136067. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  136068. */
  136069. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  136070. /**
  136071. * Creates a physic joint between two meshes
  136072. * @param otherMesh defines the other mesh to use
  136073. * @param pivot1 defines the pivot to use on this mesh
  136074. * @param pivot2 defines the pivot to use on the other mesh
  136075. * @param options defines additional options (can be plugin dependent)
  136076. * @returns the current mesh
  136077. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  136078. */
  136079. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  136080. /** @hidden */
  136081. _disposePhysicsObserver: Nullable<Observer<Node>>;
  136082. }
  136083. /**
  136084. * Defines the physics engine scene component responsible to manage a physics engine
  136085. */
  136086. export class PhysicsEngineSceneComponent implements ISceneComponent {
  136087. /**
  136088. * The component name helpful to identify the component in the list of scene components.
  136089. */
  136090. readonly name: string;
  136091. /**
  136092. * The scene the component belongs to.
  136093. */
  136094. scene: Scene;
  136095. /**
  136096. * Creates a new instance of the component for the given scene
  136097. * @param scene Defines the scene to register the component in
  136098. */
  136099. constructor(scene: Scene);
  136100. /**
  136101. * Registers the component in a given scene
  136102. */
  136103. register(): void;
  136104. /**
  136105. * Rebuilds the elements related to this component in case of
  136106. * context lost for instance.
  136107. */
  136108. rebuild(): void;
  136109. /**
  136110. * Disposes the component and the associated ressources
  136111. */
  136112. dispose(): void;
  136113. }
  136114. }
  136115. declare module BABYLON {
  136116. /**
  136117. * A helper for physics simulations
  136118. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136119. */
  136120. export class PhysicsHelper {
  136121. private _scene;
  136122. private _physicsEngine;
  136123. /**
  136124. * Initializes the Physics helper
  136125. * @param scene Babylon.js scene
  136126. */
  136127. constructor(scene: Scene);
  136128. /**
  136129. * Applies a radial explosion impulse
  136130. * @param origin the origin of the explosion
  136131. * @param radiusOrEventOptions the radius or the options of radial explosion
  136132. * @param strength the explosion strength
  136133. * @param falloff possible options: Constant & Linear. Defaults to Constant
  136134. * @returns A physics radial explosion event, or null
  136135. */
  136136. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  136137. /**
  136138. * Applies a radial explosion force
  136139. * @param origin the origin of the explosion
  136140. * @param radiusOrEventOptions the radius or the options of radial explosion
  136141. * @param strength the explosion strength
  136142. * @param falloff possible options: Constant & Linear. Defaults to Constant
  136143. * @returns A physics radial explosion event, or null
  136144. */
  136145. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  136146. /**
  136147. * Creates a gravitational field
  136148. * @param origin the origin of the explosion
  136149. * @param radiusOrEventOptions the radius or the options of radial explosion
  136150. * @param strength the explosion strength
  136151. * @param falloff possible options: Constant & Linear. Defaults to Constant
  136152. * @returns A physics gravitational field event, or null
  136153. */
  136154. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  136155. /**
  136156. * Creates a physics updraft event
  136157. * @param origin the origin of the updraft
  136158. * @param radiusOrEventOptions the radius or the options of the updraft
  136159. * @param strength the strength of the updraft
  136160. * @param height the height of the updraft
  136161. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  136162. * @returns A physics updraft event, or null
  136163. */
  136164. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  136165. /**
  136166. * Creates a physics vortex event
  136167. * @param origin the of the vortex
  136168. * @param radiusOrEventOptions the radius or the options of the vortex
  136169. * @param strength the strength of the vortex
  136170. * @param height the height of the vortex
  136171. * @returns a Physics vortex event, or null
  136172. * A physics vortex event or null
  136173. */
  136174. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  136175. }
  136176. /**
  136177. * Represents a physics radial explosion event
  136178. */
  136179. class PhysicsRadialExplosionEvent {
  136180. private _scene;
  136181. private _options;
  136182. private _sphere;
  136183. private _dataFetched;
  136184. /**
  136185. * Initializes a radial explosioin event
  136186. * @param _scene BabylonJS scene
  136187. * @param _options The options for the vortex event
  136188. */
  136189. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  136190. /**
  136191. * Returns the data related to the radial explosion event (sphere).
  136192. * @returns The radial explosion event data
  136193. */
  136194. getData(): PhysicsRadialExplosionEventData;
  136195. /**
  136196. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  136197. * @param impostor A physics imposter
  136198. * @param origin the origin of the explosion
  136199. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  136200. */
  136201. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  136202. /**
  136203. * Triggers affecterd impostors callbacks
  136204. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  136205. */
  136206. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  136207. /**
  136208. * Disposes the sphere.
  136209. * @param force Specifies if the sphere should be disposed by force
  136210. */
  136211. dispose(force?: boolean): void;
  136212. /*** Helpers ***/
  136213. private _prepareSphere;
  136214. private _intersectsWithSphere;
  136215. }
  136216. /**
  136217. * Represents a gravitational field event
  136218. */
  136219. class PhysicsGravitationalFieldEvent {
  136220. private _physicsHelper;
  136221. private _scene;
  136222. private _origin;
  136223. private _options;
  136224. private _tickCallback;
  136225. private _sphere;
  136226. private _dataFetched;
  136227. /**
  136228. * Initializes the physics gravitational field event
  136229. * @param _physicsHelper A physics helper
  136230. * @param _scene BabylonJS scene
  136231. * @param _origin The origin position of the gravitational field event
  136232. * @param _options The options for the vortex event
  136233. */
  136234. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  136235. /**
  136236. * Returns the data related to the gravitational field event (sphere).
  136237. * @returns A gravitational field event
  136238. */
  136239. getData(): PhysicsGravitationalFieldEventData;
  136240. /**
  136241. * Enables the gravitational field.
  136242. */
  136243. enable(): void;
  136244. /**
  136245. * Disables the gravitational field.
  136246. */
  136247. disable(): void;
  136248. /**
  136249. * Disposes the sphere.
  136250. * @param force The force to dispose from the gravitational field event
  136251. */
  136252. dispose(force?: boolean): void;
  136253. private _tick;
  136254. }
  136255. /**
  136256. * Represents a physics updraft event
  136257. */
  136258. class PhysicsUpdraftEvent {
  136259. private _scene;
  136260. private _origin;
  136261. private _options;
  136262. private _physicsEngine;
  136263. private _originTop;
  136264. private _originDirection;
  136265. private _tickCallback;
  136266. private _cylinder;
  136267. private _cylinderPosition;
  136268. private _dataFetched;
  136269. /**
  136270. * Initializes the physics updraft event
  136271. * @param _scene BabylonJS scene
  136272. * @param _origin The origin position of the updraft
  136273. * @param _options The options for the updraft event
  136274. */
  136275. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  136276. /**
  136277. * Returns the data related to the updraft event (cylinder).
  136278. * @returns A physics updraft event
  136279. */
  136280. getData(): PhysicsUpdraftEventData;
  136281. /**
  136282. * Enables the updraft.
  136283. */
  136284. enable(): void;
  136285. /**
  136286. * Disables the updraft.
  136287. */
  136288. disable(): void;
  136289. /**
  136290. * Disposes the cylinder.
  136291. * @param force Specifies if the updraft should be disposed by force
  136292. */
  136293. dispose(force?: boolean): void;
  136294. private getImpostorHitData;
  136295. private _tick;
  136296. /*** Helpers ***/
  136297. private _prepareCylinder;
  136298. private _intersectsWithCylinder;
  136299. }
  136300. /**
  136301. * Represents a physics vortex event
  136302. */
  136303. class PhysicsVortexEvent {
  136304. private _scene;
  136305. private _origin;
  136306. private _options;
  136307. private _physicsEngine;
  136308. private _originTop;
  136309. private _tickCallback;
  136310. private _cylinder;
  136311. private _cylinderPosition;
  136312. private _dataFetched;
  136313. /**
  136314. * Initializes the physics vortex event
  136315. * @param _scene The BabylonJS scene
  136316. * @param _origin The origin position of the vortex
  136317. * @param _options The options for the vortex event
  136318. */
  136319. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  136320. /**
  136321. * Returns the data related to the vortex event (cylinder).
  136322. * @returns The physics vortex event data
  136323. */
  136324. getData(): PhysicsVortexEventData;
  136325. /**
  136326. * Enables the vortex.
  136327. */
  136328. enable(): void;
  136329. /**
  136330. * Disables the cortex.
  136331. */
  136332. disable(): void;
  136333. /**
  136334. * Disposes the sphere.
  136335. * @param force
  136336. */
  136337. dispose(force?: boolean): void;
  136338. private getImpostorHitData;
  136339. private _tick;
  136340. /*** Helpers ***/
  136341. private _prepareCylinder;
  136342. private _intersectsWithCylinder;
  136343. }
  136344. /**
  136345. * Options fot the radial explosion event
  136346. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136347. */
  136348. export class PhysicsRadialExplosionEventOptions {
  136349. /**
  136350. * The radius of the sphere for the radial explosion.
  136351. */
  136352. radius: number;
  136353. /**
  136354. * The strenth of the explosion.
  136355. */
  136356. strength: number;
  136357. /**
  136358. * The strenght of the force in correspondence to the distance of the affected object
  136359. */
  136360. falloff: PhysicsRadialImpulseFalloff;
  136361. /**
  136362. * Sphere options for the radial explosion.
  136363. */
  136364. sphere: {
  136365. segments: number;
  136366. diameter: number;
  136367. };
  136368. /**
  136369. * Sphere options for the radial explosion.
  136370. */
  136371. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  136372. }
  136373. /**
  136374. * Options fot the updraft event
  136375. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136376. */
  136377. export class PhysicsUpdraftEventOptions {
  136378. /**
  136379. * The radius of the cylinder for the vortex
  136380. */
  136381. radius: number;
  136382. /**
  136383. * The strenth of the updraft.
  136384. */
  136385. strength: number;
  136386. /**
  136387. * The height of the cylinder for the updraft.
  136388. */
  136389. height: number;
  136390. /**
  136391. * The mode for the the updraft.
  136392. */
  136393. updraftMode: PhysicsUpdraftMode;
  136394. }
  136395. /**
  136396. * Options fot the vortex event
  136397. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136398. */
  136399. export class PhysicsVortexEventOptions {
  136400. /**
  136401. * The radius of the cylinder for the vortex
  136402. */
  136403. radius: number;
  136404. /**
  136405. * The strenth of the vortex.
  136406. */
  136407. strength: number;
  136408. /**
  136409. * The height of the cylinder for the vortex.
  136410. */
  136411. height: number;
  136412. /**
  136413. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  136414. */
  136415. centripetalForceThreshold: number;
  136416. /**
  136417. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  136418. */
  136419. centripetalForceMultiplier: number;
  136420. /**
  136421. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  136422. */
  136423. centrifugalForceMultiplier: number;
  136424. /**
  136425. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  136426. */
  136427. updraftForceMultiplier: number;
  136428. }
  136429. /**
  136430. * The strenght of the force in correspondence to the distance of the affected object
  136431. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136432. */
  136433. export enum PhysicsRadialImpulseFalloff {
  136434. /** Defines that impulse is constant in strength across it's whole radius */
  136435. Constant = 0,
  136436. /** Defines that impulse gets weaker if it's further from the origin */
  136437. Linear = 1
  136438. }
  136439. /**
  136440. * The strength of the force in correspondence to the distance of the affected object
  136441. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136442. */
  136443. export enum PhysicsUpdraftMode {
  136444. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  136445. Center = 0,
  136446. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  136447. Perpendicular = 1
  136448. }
  136449. /**
  136450. * Interface for a physics hit data
  136451. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136452. */
  136453. export interface PhysicsHitData {
  136454. /**
  136455. * The force applied at the contact point
  136456. */
  136457. force: Vector3;
  136458. /**
  136459. * The contact point
  136460. */
  136461. contactPoint: Vector3;
  136462. /**
  136463. * The distance from the origin to the contact point
  136464. */
  136465. distanceFromOrigin: number;
  136466. }
  136467. /**
  136468. * Interface for radial explosion event data
  136469. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136470. */
  136471. export interface PhysicsRadialExplosionEventData {
  136472. /**
  136473. * A sphere used for the radial explosion event
  136474. */
  136475. sphere: Mesh;
  136476. }
  136477. /**
  136478. * Interface for gravitational field event data
  136479. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136480. */
  136481. export interface PhysicsGravitationalFieldEventData {
  136482. /**
  136483. * A sphere mesh used for the gravitational field event
  136484. */
  136485. sphere: Mesh;
  136486. }
  136487. /**
  136488. * Interface for updraft event data
  136489. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136490. */
  136491. export interface PhysicsUpdraftEventData {
  136492. /**
  136493. * A cylinder used for the updraft event
  136494. */
  136495. cylinder: Mesh;
  136496. }
  136497. /**
  136498. * Interface for vortex event data
  136499. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136500. */
  136501. export interface PhysicsVortexEventData {
  136502. /**
  136503. * A cylinder used for the vortex event
  136504. */
  136505. cylinder: Mesh;
  136506. }
  136507. /**
  136508. * Interface for an affected physics impostor
  136509. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  136510. */
  136511. export interface PhysicsAffectedImpostorWithData {
  136512. /**
  136513. * The impostor affected by the effect
  136514. */
  136515. impostor: PhysicsImpostor;
  136516. /**
  136517. * The data about the hit/horce from the explosion
  136518. */
  136519. hitData: PhysicsHitData;
  136520. }
  136521. }
  136522. declare module BABYLON {
  136523. /** @hidden */
  136524. export var blackAndWhitePixelShader: {
  136525. name: string;
  136526. shader: string;
  136527. };
  136528. }
  136529. declare module BABYLON {
  136530. /**
  136531. * Post process used to render in black and white
  136532. */
  136533. export class BlackAndWhitePostProcess extends PostProcess {
  136534. /**
  136535. * Linear about to convert he result to black and white (default: 1)
  136536. */
  136537. degree: number;
  136538. /**
  136539. * Creates a black and white post process
  136540. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  136541. * @param name The name of the effect.
  136542. * @param options The required width/height ratio to downsize to before computing the render pass.
  136543. * @param camera The camera to apply the render pass to.
  136544. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136545. * @param engine The engine which the post process will be applied. (default: current engine)
  136546. * @param reusable If the post process can be reused on the same frame. (default: false)
  136547. */
  136548. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  136549. }
  136550. }
  136551. declare module BABYLON {
  136552. /**
  136553. * This represents a set of one or more post processes in Babylon.
  136554. * A post process can be used to apply a shader to a texture after it is rendered.
  136555. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  136556. */
  136557. export class PostProcessRenderEffect {
  136558. private _postProcesses;
  136559. private _getPostProcesses;
  136560. private _singleInstance;
  136561. private _cameras;
  136562. private _indicesForCamera;
  136563. /**
  136564. * Name of the effect
  136565. * @hidden
  136566. */
  136567. _name: string;
  136568. /**
  136569. * Instantiates a post process render effect.
  136570. * A post process can be used to apply a shader to a texture after it is rendered.
  136571. * @param engine The engine the effect is tied to
  136572. * @param name The name of the effect
  136573. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  136574. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  136575. */
  136576. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  136577. /**
  136578. * Checks if all the post processes in the effect are supported.
  136579. */
  136580. get isSupported(): boolean;
  136581. /**
  136582. * Updates the current state of the effect
  136583. * @hidden
  136584. */
  136585. _update(): void;
  136586. /**
  136587. * Attaches the effect on cameras
  136588. * @param cameras The camera to attach to.
  136589. * @hidden
  136590. */
  136591. _attachCameras(cameras: Camera): void;
  136592. /**
  136593. * Attaches the effect on cameras
  136594. * @param cameras The camera to attach to.
  136595. * @hidden
  136596. */
  136597. _attachCameras(cameras: Camera[]): void;
  136598. /**
  136599. * Detaches the effect on cameras
  136600. * @param cameras The camera to detatch from.
  136601. * @hidden
  136602. */
  136603. _detachCameras(cameras: Camera): void;
  136604. /**
  136605. * Detatches the effect on cameras
  136606. * @param cameras The camera to detatch from.
  136607. * @hidden
  136608. */
  136609. _detachCameras(cameras: Camera[]): void;
  136610. /**
  136611. * Enables the effect on given cameras
  136612. * @param cameras The camera to enable.
  136613. * @hidden
  136614. */
  136615. _enable(cameras: Camera): void;
  136616. /**
  136617. * Enables the effect on given cameras
  136618. * @param cameras The camera to enable.
  136619. * @hidden
  136620. */
  136621. _enable(cameras: Nullable<Camera[]>): void;
  136622. /**
  136623. * Disables the effect on the given cameras
  136624. * @param cameras The camera to disable.
  136625. * @hidden
  136626. */
  136627. _disable(cameras: Camera): void;
  136628. /**
  136629. * Disables the effect on the given cameras
  136630. * @param cameras The camera to disable.
  136631. * @hidden
  136632. */
  136633. _disable(cameras: Nullable<Camera[]>): void;
  136634. /**
  136635. * Gets a list of the post processes contained in the effect.
  136636. * @param camera The camera to get the post processes on.
  136637. * @returns The list of the post processes in the effect.
  136638. */
  136639. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  136640. }
  136641. }
  136642. declare module BABYLON {
  136643. /** @hidden */
  136644. export var extractHighlightsPixelShader: {
  136645. name: string;
  136646. shader: string;
  136647. };
  136648. }
  136649. declare module BABYLON {
  136650. /**
  136651. * 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.
  136652. */
  136653. export class ExtractHighlightsPostProcess extends PostProcess {
  136654. /**
  136655. * The luminance threshold, pixels below this value will be set to black.
  136656. */
  136657. threshold: number;
  136658. /** @hidden */
  136659. _exposure: number;
  136660. /**
  136661. * Post process which has the input texture to be used when performing highlight extraction
  136662. * @hidden
  136663. */
  136664. _inputPostProcess: Nullable<PostProcess>;
  136665. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  136666. }
  136667. }
  136668. declare module BABYLON {
  136669. /** @hidden */
  136670. export var bloomMergePixelShader: {
  136671. name: string;
  136672. shader: string;
  136673. };
  136674. }
  136675. declare module BABYLON {
  136676. /**
  136677. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  136678. */
  136679. export class BloomMergePostProcess extends PostProcess {
  136680. /** Weight of the bloom to be added to the original input. */
  136681. weight: number;
  136682. /**
  136683. * Creates a new instance of @see BloomMergePostProcess
  136684. * @param name The name of the effect.
  136685. * @param originalFromInput Post process which's input will be used for the merge.
  136686. * @param blurred Blurred highlights post process which's output will be used.
  136687. * @param weight Weight of the bloom to be added to the original input.
  136688. * @param options The required width/height ratio to downsize to before computing the render pass.
  136689. * @param camera The camera to apply the render pass to.
  136690. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136691. * @param engine The engine which the post process will be applied. (default: current engine)
  136692. * @param reusable If the post process can be reused on the same frame. (default: false)
  136693. * @param textureType Type of textures used when performing the post process. (default: 0)
  136694. * @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)
  136695. */
  136696. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  136697. /** Weight of the bloom to be added to the original input. */
  136698. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  136699. }
  136700. }
  136701. declare module BABYLON {
  136702. /**
  136703. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  136704. */
  136705. export class BloomEffect extends PostProcessRenderEffect {
  136706. private bloomScale;
  136707. /**
  136708. * @hidden Internal
  136709. */
  136710. _effects: Array<PostProcess>;
  136711. /**
  136712. * @hidden Internal
  136713. */
  136714. _downscale: ExtractHighlightsPostProcess;
  136715. private _blurX;
  136716. private _blurY;
  136717. private _merge;
  136718. /**
  136719. * The luminance threshold to find bright areas of the image to bloom.
  136720. */
  136721. get threshold(): number;
  136722. set threshold(value: number);
  136723. /**
  136724. * The strength of the bloom.
  136725. */
  136726. get weight(): number;
  136727. set weight(value: number);
  136728. /**
  136729. * Specifies the size of the bloom blur kernel, relative to the final output size
  136730. */
  136731. get kernel(): number;
  136732. set kernel(value: number);
  136733. /**
  136734. * Creates a new instance of @see BloomEffect
  136735. * @param scene The scene the effect belongs to.
  136736. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  136737. * @param bloomKernel The size of the kernel to be used when applying the blur.
  136738. * @param bloomWeight The the strength of bloom.
  136739. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  136740. * @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)
  136741. */
  136742. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  136743. /**
  136744. * Disposes each of the internal effects for a given camera.
  136745. * @param camera The camera to dispose the effect on.
  136746. */
  136747. disposeEffects(camera: Camera): void;
  136748. /**
  136749. * @hidden Internal
  136750. */
  136751. _updateEffects(): void;
  136752. /**
  136753. * Internal
  136754. * @returns if all the contained post processes are ready.
  136755. * @hidden
  136756. */
  136757. _isReady(): boolean;
  136758. }
  136759. }
  136760. declare module BABYLON {
  136761. /** @hidden */
  136762. export var chromaticAberrationPixelShader: {
  136763. name: string;
  136764. shader: string;
  136765. };
  136766. }
  136767. declare module BABYLON {
  136768. /**
  136769. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  136770. */
  136771. export class ChromaticAberrationPostProcess extends PostProcess {
  136772. /**
  136773. * The amount of seperation of rgb channels (default: 30)
  136774. */
  136775. aberrationAmount: number;
  136776. /**
  136777. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  136778. */
  136779. radialIntensity: number;
  136780. /**
  136781. * 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))
  136782. */
  136783. direction: Vector2;
  136784. /**
  136785. * 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))
  136786. */
  136787. centerPosition: Vector2;
  136788. /**
  136789. * Creates a new instance ChromaticAberrationPostProcess
  136790. * @param name The name of the effect.
  136791. * @param screenWidth The width of the screen to apply the effect on.
  136792. * @param screenHeight The height of the screen to apply the effect on.
  136793. * @param options The required width/height ratio to downsize to before computing the render pass.
  136794. * @param camera The camera to apply the render pass to.
  136795. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136796. * @param engine The engine which the post process will be applied. (default: current engine)
  136797. * @param reusable If the post process can be reused on the same frame. (default: false)
  136798. * @param textureType Type of textures used when performing the post process. (default: 0)
  136799. * @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)
  136800. */
  136801. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  136802. }
  136803. }
  136804. declare module BABYLON {
  136805. /** @hidden */
  136806. export var circleOfConfusionPixelShader: {
  136807. name: string;
  136808. shader: string;
  136809. };
  136810. }
  136811. declare module BABYLON {
  136812. /**
  136813. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  136814. */
  136815. export class CircleOfConfusionPostProcess extends PostProcess {
  136816. /**
  136817. * 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.
  136818. */
  136819. lensSize: number;
  136820. /**
  136821. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  136822. */
  136823. fStop: number;
  136824. /**
  136825. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  136826. */
  136827. focusDistance: number;
  136828. /**
  136829. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  136830. */
  136831. focalLength: number;
  136832. private _depthTexture;
  136833. /**
  136834. * Creates a new instance CircleOfConfusionPostProcess
  136835. * @param name The name of the effect.
  136836. * @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.
  136837. * @param options The required width/height ratio to downsize to before computing the render pass.
  136838. * @param camera The camera to apply the render pass to.
  136839. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136840. * @param engine The engine which the post process will be applied. (default: current engine)
  136841. * @param reusable If the post process can be reused on the same frame. (default: false)
  136842. * @param textureType Type of textures used when performing the post process. (default: 0)
  136843. * @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)
  136844. */
  136845. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  136846. /**
  136847. * 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.
  136848. */
  136849. set depthTexture(value: RenderTargetTexture);
  136850. }
  136851. }
  136852. declare module BABYLON {
  136853. /** @hidden */
  136854. export var colorCorrectionPixelShader: {
  136855. name: string;
  136856. shader: string;
  136857. };
  136858. }
  136859. declare module BABYLON {
  136860. /**
  136861. *
  136862. * This post-process allows the modification of rendered colors by using
  136863. * a 'look-up table' (LUT). This effect is also called Color Grading.
  136864. *
  136865. * The object needs to be provided an url to a texture containing the color
  136866. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  136867. * Use an image editing software to tweak the LUT to match your needs.
  136868. *
  136869. * For an example of a color LUT, see here:
  136870. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  136871. * For explanations on color grading, see here:
  136872. * @see http://udn.epicgames.com/Three/ColorGrading.html
  136873. *
  136874. */
  136875. export class ColorCorrectionPostProcess extends PostProcess {
  136876. private _colorTableTexture;
  136877. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  136878. }
  136879. }
  136880. declare module BABYLON {
  136881. /** @hidden */
  136882. export var convolutionPixelShader: {
  136883. name: string;
  136884. shader: string;
  136885. };
  136886. }
  136887. declare module BABYLON {
  136888. /**
  136889. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  136890. * input texture to perform effects such as edge detection or sharpening
  136891. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  136892. */
  136893. export class ConvolutionPostProcess extends PostProcess {
  136894. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  136895. kernel: number[];
  136896. /**
  136897. * Creates a new instance ConvolutionPostProcess
  136898. * @param name The name of the effect.
  136899. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  136900. * @param options The required width/height ratio to downsize to before computing the render pass.
  136901. * @param camera The camera to apply the render pass to.
  136902. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136903. * @param engine The engine which the post process will be applied. (default: current engine)
  136904. * @param reusable If the post process can be reused on the same frame. (default: false)
  136905. * @param textureType Type of textures used when performing the post process. (default: 0)
  136906. */
  136907. constructor(name: string,
  136908. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  136909. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  136910. /**
  136911. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136912. */
  136913. static EdgeDetect0Kernel: number[];
  136914. /**
  136915. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136916. */
  136917. static EdgeDetect1Kernel: number[];
  136918. /**
  136919. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136920. */
  136921. static EdgeDetect2Kernel: number[];
  136922. /**
  136923. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136924. */
  136925. static SharpenKernel: number[];
  136926. /**
  136927. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136928. */
  136929. static EmbossKernel: number[];
  136930. /**
  136931. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  136932. */
  136933. static GaussianKernel: number[];
  136934. }
  136935. }
  136936. declare module BABYLON {
  136937. /**
  136938. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  136939. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  136940. * based on samples that have a large difference in distance than the center pixel.
  136941. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  136942. */
  136943. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  136944. direction: Vector2;
  136945. /**
  136946. * Creates a new instance CircleOfConfusionPostProcess
  136947. * @param name The name of the effect.
  136948. * @param scene The scene the effect belongs to.
  136949. * @param direction The direction the blur should be applied.
  136950. * @param kernel The size of the kernel used to blur.
  136951. * @param options The required width/height ratio to downsize to before computing the render pass.
  136952. * @param camera The camera to apply the render pass to.
  136953. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  136954. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  136955. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  136956. * @param engine The engine which the post process will be applied. (default: current engine)
  136957. * @param reusable If the post process can be reused on the same frame. (default: false)
  136958. * @param textureType Type of textures used when performing the post process. (default: 0)
  136959. * @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)
  136960. */
  136961. 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);
  136962. }
  136963. }
  136964. declare module BABYLON {
  136965. /** @hidden */
  136966. export var depthOfFieldMergePixelShader: {
  136967. name: string;
  136968. shader: string;
  136969. };
  136970. }
  136971. declare module BABYLON {
  136972. /**
  136973. * Options to be set when merging outputs from the default pipeline.
  136974. */
  136975. export class DepthOfFieldMergePostProcessOptions {
  136976. /**
  136977. * The original image to merge on top of
  136978. */
  136979. originalFromInput: PostProcess;
  136980. /**
  136981. * Parameters to perform the merge of the depth of field effect
  136982. */
  136983. depthOfField?: {
  136984. circleOfConfusion: PostProcess;
  136985. blurSteps: Array<PostProcess>;
  136986. };
  136987. /**
  136988. * Parameters to perform the merge of bloom effect
  136989. */
  136990. bloom?: {
  136991. blurred: PostProcess;
  136992. weight: number;
  136993. };
  136994. }
  136995. /**
  136996. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  136997. */
  136998. export class DepthOfFieldMergePostProcess extends PostProcess {
  136999. private blurSteps;
  137000. /**
  137001. * Creates a new instance of DepthOfFieldMergePostProcess
  137002. * @param name The name of the effect.
  137003. * @param originalFromInput Post process which's input will be used for the merge.
  137004. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  137005. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  137006. * @param options The required width/height ratio to downsize to before computing the render pass.
  137007. * @param camera The camera to apply the render pass to.
  137008. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137009. * @param engine The engine which the post process will be applied. (default: current engine)
  137010. * @param reusable If the post process can be reused on the same frame. (default: false)
  137011. * @param textureType Type of textures used when performing the post process. (default: 0)
  137012. * @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)
  137013. */
  137014. 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);
  137015. /**
  137016. * Updates the effect with the current post process compile time values and recompiles the shader.
  137017. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  137018. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  137019. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  137020. * @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
  137021. * @param onCompiled Called when the shader has been compiled.
  137022. * @param onError Called if there is an error when compiling a shader.
  137023. */
  137024. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  137025. }
  137026. }
  137027. declare module BABYLON {
  137028. /**
  137029. * Specifies the level of max blur that should be applied when using the depth of field effect
  137030. */
  137031. export enum DepthOfFieldEffectBlurLevel {
  137032. /**
  137033. * Subtle blur
  137034. */
  137035. Low = 0,
  137036. /**
  137037. * Medium blur
  137038. */
  137039. Medium = 1,
  137040. /**
  137041. * Large blur
  137042. */
  137043. High = 2
  137044. }
  137045. /**
  137046. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  137047. */
  137048. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  137049. private _circleOfConfusion;
  137050. /**
  137051. * @hidden Internal, blurs from high to low
  137052. */
  137053. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  137054. private _depthOfFieldBlurY;
  137055. private _dofMerge;
  137056. /**
  137057. * @hidden Internal post processes in depth of field effect
  137058. */
  137059. _effects: Array<PostProcess>;
  137060. /**
  137061. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  137062. */
  137063. set focalLength(value: number);
  137064. get focalLength(): number;
  137065. /**
  137066. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  137067. */
  137068. set fStop(value: number);
  137069. get fStop(): number;
  137070. /**
  137071. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  137072. */
  137073. set focusDistance(value: number);
  137074. get focusDistance(): number;
  137075. /**
  137076. * 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.
  137077. */
  137078. set lensSize(value: number);
  137079. get lensSize(): number;
  137080. /**
  137081. * Creates a new instance DepthOfFieldEffect
  137082. * @param scene The scene the effect belongs to.
  137083. * @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.
  137084. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  137085. * @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)
  137086. */
  137087. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  137088. /**
  137089. * Get the current class name of the current effet
  137090. * @returns "DepthOfFieldEffect"
  137091. */
  137092. getClassName(): string;
  137093. /**
  137094. * 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.
  137095. */
  137096. set depthTexture(value: RenderTargetTexture);
  137097. /**
  137098. * Disposes each of the internal effects for a given camera.
  137099. * @param camera The camera to dispose the effect on.
  137100. */
  137101. disposeEffects(camera: Camera): void;
  137102. /**
  137103. * @hidden Internal
  137104. */
  137105. _updateEffects(): void;
  137106. /**
  137107. * Internal
  137108. * @returns if all the contained post processes are ready.
  137109. * @hidden
  137110. */
  137111. _isReady(): boolean;
  137112. }
  137113. }
  137114. declare module BABYLON {
  137115. /** @hidden */
  137116. export var displayPassPixelShader: {
  137117. name: string;
  137118. shader: string;
  137119. };
  137120. }
  137121. declare module BABYLON {
  137122. /**
  137123. * DisplayPassPostProcess which produces an output the same as it's input
  137124. */
  137125. export class DisplayPassPostProcess extends PostProcess {
  137126. /**
  137127. * Creates the DisplayPassPostProcess
  137128. * @param name The name of the effect.
  137129. * @param options The required width/height ratio to downsize to before computing the render pass.
  137130. * @param camera The camera to apply the render pass to.
  137131. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137132. * @param engine The engine which the post process will be applied. (default: current engine)
  137133. * @param reusable If the post process can be reused on the same frame. (default: false)
  137134. */
  137135. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  137136. }
  137137. }
  137138. declare module BABYLON {
  137139. /** @hidden */
  137140. export var filterPixelShader: {
  137141. name: string;
  137142. shader: string;
  137143. };
  137144. }
  137145. declare module BABYLON {
  137146. /**
  137147. * Applies a kernel filter to the image
  137148. */
  137149. export class FilterPostProcess extends PostProcess {
  137150. /** The matrix to be applied to the image */
  137151. kernelMatrix: Matrix;
  137152. /**
  137153. *
  137154. * @param name The name of the effect.
  137155. * @param kernelMatrix The matrix to be applied to the image
  137156. * @param options The required width/height ratio to downsize to before computing the render pass.
  137157. * @param camera The camera to apply the render pass to.
  137158. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137159. * @param engine The engine which the post process will be applied. (default: current engine)
  137160. * @param reusable If the post process can be reused on the same frame. (default: false)
  137161. */
  137162. constructor(name: string,
  137163. /** The matrix to be applied to the image */
  137164. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  137165. }
  137166. }
  137167. declare module BABYLON {
  137168. /** @hidden */
  137169. export var fxaaPixelShader: {
  137170. name: string;
  137171. shader: string;
  137172. };
  137173. }
  137174. declare module BABYLON {
  137175. /** @hidden */
  137176. export var fxaaVertexShader: {
  137177. name: string;
  137178. shader: string;
  137179. };
  137180. }
  137181. declare module BABYLON {
  137182. /**
  137183. * Fxaa post process
  137184. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  137185. */
  137186. export class FxaaPostProcess extends PostProcess {
  137187. /** @hidden */
  137188. texelWidth: number;
  137189. /** @hidden */
  137190. texelHeight: number;
  137191. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  137192. private _getDefines;
  137193. }
  137194. }
  137195. declare module BABYLON {
  137196. /** @hidden */
  137197. export var grainPixelShader: {
  137198. name: string;
  137199. shader: string;
  137200. };
  137201. }
  137202. declare module BABYLON {
  137203. /**
  137204. * The GrainPostProcess adds noise to the image at mid luminance levels
  137205. */
  137206. export class GrainPostProcess extends PostProcess {
  137207. /**
  137208. * The intensity of the grain added (default: 30)
  137209. */
  137210. intensity: number;
  137211. /**
  137212. * If the grain should be randomized on every frame
  137213. */
  137214. animated: boolean;
  137215. /**
  137216. * Creates a new instance of @see GrainPostProcess
  137217. * @param name The name of the effect.
  137218. * @param options The required width/height ratio to downsize to before computing the render pass.
  137219. * @param camera The camera to apply the render pass to.
  137220. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137221. * @param engine The engine which the post process will be applied. (default: current engine)
  137222. * @param reusable If the post process can be reused on the same frame. (default: false)
  137223. * @param textureType Type of textures used when performing the post process. (default: 0)
  137224. * @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)
  137225. */
  137226. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  137227. }
  137228. }
  137229. declare module BABYLON {
  137230. /** @hidden */
  137231. export var highlightsPixelShader: {
  137232. name: string;
  137233. shader: string;
  137234. };
  137235. }
  137236. declare module BABYLON {
  137237. /**
  137238. * Extracts highlights from the image
  137239. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  137240. */
  137241. export class HighlightsPostProcess extends PostProcess {
  137242. /**
  137243. * Extracts highlights from the image
  137244. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  137245. * @param name The name of the effect.
  137246. * @param options The required width/height ratio to downsize to before computing the render pass.
  137247. * @param camera The camera to apply the render pass to.
  137248. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137249. * @param engine The engine which the post process will be applied. (default: current engine)
  137250. * @param reusable If the post process can be reused on the same frame. (default: false)
  137251. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  137252. */
  137253. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  137254. }
  137255. }
  137256. declare module BABYLON {
  137257. /** @hidden */
  137258. export var mrtFragmentDeclaration: {
  137259. name: string;
  137260. shader: string;
  137261. };
  137262. }
  137263. declare module BABYLON {
  137264. /** @hidden */
  137265. export var geometryPixelShader: {
  137266. name: string;
  137267. shader: string;
  137268. };
  137269. }
  137270. declare module BABYLON {
  137271. /** @hidden */
  137272. export var geometryVertexShader: {
  137273. name: string;
  137274. shader: string;
  137275. };
  137276. }
  137277. declare module BABYLON {
  137278. /** @hidden */
  137279. interface ISavedTransformationMatrix {
  137280. world: Matrix;
  137281. viewProjection: Matrix;
  137282. }
  137283. /**
  137284. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  137285. */
  137286. export class GeometryBufferRenderer {
  137287. /**
  137288. * Constant used to retrieve the position texture index in the G-Buffer textures array
  137289. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  137290. */
  137291. static readonly POSITION_TEXTURE_TYPE: number;
  137292. /**
  137293. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  137294. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  137295. */
  137296. static readonly VELOCITY_TEXTURE_TYPE: number;
  137297. /**
  137298. * Constant used to retrieve the reflectivity texture index in the G-Buffer textures array
  137299. * using the getIndex(GeometryBufferRenderer.REFLECTIVITY_TEXTURE_TYPE)
  137300. */
  137301. static readonly REFLECTIVITY_TEXTURE_TYPE: number;
  137302. /**
  137303. * Dictionary used to store the previous transformation matrices of each rendered mesh
  137304. * in order to compute objects velocities when enableVelocity is set to "true"
  137305. * @hidden
  137306. */
  137307. _previousTransformationMatrices: {
  137308. [index: number]: ISavedTransformationMatrix;
  137309. };
  137310. /**
  137311. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  137312. * in order to compute objects velocities when enableVelocity is set to "true"
  137313. * @hidden
  137314. */
  137315. _previousBonesTransformationMatrices: {
  137316. [index: number]: Float32Array;
  137317. };
  137318. /**
  137319. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  137320. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  137321. */
  137322. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  137323. /** Gets or sets a boolean indicating if transparent meshes should be rendered */
  137324. renderTransparentMeshes: boolean;
  137325. private _scene;
  137326. private _multiRenderTarget;
  137327. private _ratio;
  137328. private _enablePosition;
  137329. private _enableVelocity;
  137330. private _enableReflectivity;
  137331. private _positionIndex;
  137332. private _velocityIndex;
  137333. private _reflectivityIndex;
  137334. protected _effect: Effect;
  137335. protected _cachedDefines: string;
  137336. /**
  137337. * Set the render list (meshes to be rendered) used in the G buffer.
  137338. */
  137339. set renderList(meshes: Mesh[]);
  137340. /**
  137341. * Gets wether or not G buffer are supported by the running hardware.
  137342. * This requires draw buffer supports
  137343. */
  137344. get isSupported(): boolean;
  137345. /**
  137346. * Returns the index of the given texture type in the G-Buffer textures array
  137347. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  137348. * @returns the index of the given texture type in the G-Buffer textures array
  137349. */
  137350. getTextureIndex(textureType: number): number;
  137351. /**
  137352. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  137353. */
  137354. get enablePosition(): boolean;
  137355. /**
  137356. * Sets whether or not objects positions are enabled for the G buffer.
  137357. */
  137358. set enablePosition(enable: boolean);
  137359. /**
  137360. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  137361. */
  137362. get enableVelocity(): boolean;
  137363. /**
  137364. * Sets wether or not objects velocities are enabled for the G buffer.
  137365. */
  137366. set enableVelocity(enable: boolean);
  137367. /**
  137368. * Gets a boolean indicating if objects roughness are enabled in the G buffer.
  137369. */
  137370. get enableReflectivity(): boolean;
  137371. /**
  137372. * Sets wether or not objects roughness are enabled for the G buffer.
  137373. */
  137374. set enableReflectivity(enable: boolean);
  137375. /**
  137376. * Gets the scene associated with the buffer.
  137377. */
  137378. get scene(): Scene;
  137379. /**
  137380. * Gets the ratio used by the buffer during its creation.
  137381. * How big is the buffer related to the main canvas.
  137382. */
  137383. get ratio(): number;
  137384. /** @hidden */
  137385. static _SceneComponentInitialization: (scene: Scene) => void;
  137386. /**
  137387. * Creates a new G Buffer for the scene
  137388. * @param scene The scene the buffer belongs to
  137389. * @param ratio How big is the buffer related to the main canvas.
  137390. */
  137391. constructor(scene: Scene, ratio?: number);
  137392. /**
  137393. * Checks wether everything is ready to render a submesh to the G buffer.
  137394. * @param subMesh the submesh to check readiness for
  137395. * @param useInstances is the mesh drawn using instance or not
  137396. * @returns true if ready otherwise false
  137397. */
  137398. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  137399. /**
  137400. * Gets the current underlying G Buffer.
  137401. * @returns the buffer
  137402. */
  137403. getGBuffer(): MultiRenderTarget;
  137404. /**
  137405. * Gets the number of samples used to render the buffer (anti aliasing).
  137406. */
  137407. get samples(): number;
  137408. /**
  137409. * Sets the number of samples used to render the buffer (anti aliasing).
  137410. */
  137411. set samples(value: number);
  137412. /**
  137413. * Disposes the renderer and frees up associated resources.
  137414. */
  137415. dispose(): void;
  137416. protected _createRenderTargets(): void;
  137417. private _copyBonesTransformationMatrices;
  137418. }
  137419. }
  137420. declare module BABYLON {
  137421. interface Scene {
  137422. /** @hidden (Backing field) */
  137423. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  137424. /**
  137425. * Gets or Sets the current geometry buffer associated to the scene.
  137426. */
  137427. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  137428. /**
  137429. * Enables a GeometryBufferRender and associates it with the scene
  137430. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  137431. * @returns the GeometryBufferRenderer
  137432. */
  137433. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  137434. /**
  137435. * Disables the GeometryBufferRender associated with the scene
  137436. */
  137437. disableGeometryBufferRenderer(): void;
  137438. }
  137439. /**
  137440. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  137441. * in several rendering techniques.
  137442. */
  137443. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  137444. /**
  137445. * The component name helpful to identify the component in the list of scene components.
  137446. */
  137447. readonly name: string;
  137448. /**
  137449. * The scene the component belongs to.
  137450. */
  137451. scene: Scene;
  137452. /**
  137453. * Creates a new instance of the component for the given scene
  137454. * @param scene Defines the scene to register the component in
  137455. */
  137456. constructor(scene: Scene);
  137457. /**
  137458. * Registers the component in a given scene
  137459. */
  137460. register(): void;
  137461. /**
  137462. * Rebuilds the elements related to this component in case of
  137463. * context lost for instance.
  137464. */
  137465. rebuild(): void;
  137466. /**
  137467. * Disposes the component and the associated ressources
  137468. */
  137469. dispose(): void;
  137470. private _gatherRenderTargets;
  137471. }
  137472. }
  137473. declare module BABYLON {
  137474. /** @hidden */
  137475. export var motionBlurPixelShader: {
  137476. name: string;
  137477. shader: string;
  137478. };
  137479. }
  137480. declare module BABYLON {
  137481. /**
  137482. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  137483. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  137484. * As an example, all you have to do is to create the post-process:
  137485. * var mb = new BABYLON.MotionBlurPostProcess(
  137486. * 'mb', // The name of the effect.
  137487. * scene, // The scene containing the objects to blur according to their velocity.
  137488. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  137489. * camera // The camera to apply the render pass to.
  137490. * );
  137491. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  137492. */
  137493. export class MotionBlurPostProcess extends PostProcess {
  137494. /**
  137495. * Defines how much the image is blurred by the movement. Default value is equal to 1
  137496. */
  137497. motionStrength: number;
  137498. /**
  137499. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  137500. */
  137501. get motionBlurSamples(): number;
  137502. /**
  137503. * Sets the number of iterations to be used for motion blur quality
  137504. */
  137505. set motionBlurSamples(samples: number);
  137506. private _motionBlurSamples;
  137507. private _geometryBufferRenderer;
  137508. /**
  137509. * Creates a new instance MotionBlurPostProcess
  137510. * @param name The name of the effect.
  137511. * @param scene The scene containing the objects to blur according to their velocity.
  137512. * @param options The required width/height ratio to downsize to before computing the render pass.
  137513. * @param camera The camera to apply the render pass to.
  137514. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137515. * @param engine The engine which the post process will be applied. (default: current engine)
  137516. * @param reusable If the post process can be reused on the same frame. (default: false)
  137517. * @param textureType Type of textures used when performing the post process. (default: 0)
  137518. * @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)
  137519. */
  137520. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  137521. /**
  137522. * Excludes the given skinned mesh from computing bones velocities.
  137523. * 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.
  137524. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  137525. */
  137526. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  137527. /**
  137528. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  137529. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  137530. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  137531. */
  137532. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  137533. /**
  137534. * Disposes the post process.
  137535. * @param camera The camera to dispose the post process on.
  137536. */
  137537. dispose(camera?: Camera): void;
  137538. }
  137539. }
  137540. declare module BABYLON {
  137541. /** @hidden */
  137542. export var refractionPixelShader: {
  137543. name: string;
  137544. shader: string;
  137545. };
  137546. }
  137547. declare module BABYLON {
  137548. /**
  137549. * Post process which applies a refractin texture
  137550. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  137551. */
  137552. export class RefractionPostProcess extends PostProcess {
  137553. /** the base color of the refraction (used to taint the rendering) */
  137554. color: Color3;
  137555. /** simulated refraction depth */
  137556. depth: number;
  137557. /** the coefficient of the base color (0 to remove base color tainting) */
  137558. colorLevel: number;
  137559. private _refTexture;
  137560. private _ownRefractionTexture;
  137561. /**
  137562. * Gets or sets the refraction texture
  137563. * Please note that you are responsible for disposing the texture if you set it manually
  137564. */
  137565. get refractionTexture(): Texture;
  137566. set refractionTexture(value: Texture);
  137567. /**
  137568. * Initializes the RefractionPostProcess
  137569. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  137570. * @param name The name of the effect.
  137571. * @param refractionTextureUrl Url of the refraction texture to use
  137572. * @param color the base color of the refraction (used to taint the rendering)
  137573. * @param depth simulated refraction depth
  137574. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  137575. * @param camera The camera to apply the render pass to.
  137576. * @param options The required width/height ratio to downsize to before computing the render pass.
  137577. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137578. * @param engine The engine which the post process will be applied. (default: current engine)
  137579. * @param reusable If the post process can be reused on the same frame. (default: false)
  137580. */
  137581. constructor(name: string, refractionTextureUrl: string,
  137582. /** the base color of the refraction (used to taint the rendering) */
  137583. color: Color3,
  137584. /** simulated refraction depth */
  137585. depth: number,
  137586. /** the coefficient of the base color (0 to remove base color tainting) */
  137587. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  137588. /**
  137589. * Disposes of the post process
  137590. * @param camera Camera to dispose post process on
  137591. */
  137592. dispose(camera: Camera): void;
  137593. }
  137594. }
  137595. declare module BABYLON {
  137596. /** @hidden */
  137597. export var sharpenPixelShader: {
  137598. name: string;
  137599. shader: string;
  137600. };
  137601. }
  137602. declare module BABYLON {
  137603. /**
  137604. * The SharpenPostProcess applies a sharpen kernel to every pixel
  137605. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  137606. */
  137607. export class SharpenPostProcess extends PostProcess {
  137608. /**
  137609. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  137610. */
  137611. colorAmount: number;
  137612. /**
  137613. * How much sharpness should be applied (default: 0.3)
  137614. */
  137615. edgeAmount: number;
  137616. /**
  137617. * Creates a new instance ConvolutionPostProcess
  137618. * @param name The name of the effect.
  137619. * @param options The required width/height ratio to downsize to before computing the render pass.
  137620. * @param camera The camera to apply the render pass to.
  137621. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  137622. * @param engine The engine which the post process will be applied. (default: current engine)
  137623. * @param reusable If the post process can be reused on the same frame. (default: false)
  137624. * @param textureType Type of textures used when performing the post process. (default: 0)
  137625. * @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)
  137626. */
  137627. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  137628. }
  137629. }
  137630. declare module BABYLON {
  137631. /**
  137632. * PostProcessRenderPipeline
  137633. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  137634. */
  137635. export class PostProcessRenderPipeline {
  137636. private engine;
  137637. private _renderEffects;
  137638. private _renderEffectsForIsolatedPass;
  137639. /**
  137640. * List of inspectable custom properties (used by the Inspector)
  137641. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  137642. */
  137643. inspectableCustomProperties: IInspectable[];
  137644. /**
  137645. * @hidden
  137646. */
  137647. protected _cameras: Camera[];
  137648. /** @hidden */
  137649. _name: string;
  137650. /**
  137651. * Gets pipeline name
  137652. */
  137653. get name(): string;
  137654. /** Gets the list of attached cameras */
  137655. get cameras(): Camera[];
  137656. /**
  137657. * Initializes a PostProcessRenderPipeline
  137658. * @param engine engine to add the pipeline to
  137659. * @param name name of the pipeline
  137660. */
  137661. constructor(engine: Engine, name: string);
  137662. /**
  137663. * Gets the class name
  137664. * @returns "PostProcessRenderPipeline"
  137665. */
  137666. getClassName(): string;
  137667. /**
  137668. * If all the render effects in the pipeline are supported
  137669. */
  137670. get isSupported(): boolean;
  137671. /**
  137672. * Adds an effect to the pipeline
  137673. * @param renderEffect the effect to add
  137674. */
  137675. addEffect(renderEffect: PostProcessRenderEffect): void;
  137676. /** @hidden */
  137677. _rebuild(): void;
  137678. /** @hidden */
  137679. _enableEffect(renderEffectName: string, cameras: Camera): void;
  137680. /** @hidden */
  137681. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  137682. /** @hidden */
  137683. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  137684. /** @hidden */
  137685. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  137686. /** @hidden */
  137687. _attachCameras(cameras: Camera, unique: boolean): void;
  137688. /** @hidden */
  137689. _attachCameras(cameras: Camera[], unique: boolean): void;
  137690. /** @hidden */
  137691. _detachCameras(cameras: Camera): void;
  137692. /** @hidden */
  137693. _detachCameras(cameras: Nullable<Camera[]>): void;
  137694. /** @hidden */
  137695. _update(): void;
  137696. /** @hidden */
  137697. _reset(): void;
  137698. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  137699. /**
  137700. * Disposes of the pipeline
  137701. */
  137702. dispose(): void;
  137703. }
  137704. }
  137705. declare module BABYLON {
  137706. /**
  137707. * PostProcessRenderPipelineManager class
  137708. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  137709. */
  137710. export class PostProcessRenderPipelineManager {
  137711. private _renderPipelines;
  137712. /**
  137713. * Initializes a PostProcessRenderPipelineManager
  137714. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  137715. */
  137716. constructor();
  137717. /**
  137718. * Gets the list of supported render pipelines
  137719. */
  137720. get supportedPipelines(): PostProcessRenderPipeline[];
  137721. /**
  137722. * Adds a pipeline to the manager
  137723. * @param renderPipeline The pipeline to add
  137724. */
  137725. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  137726. /**
  137727. * Attaches a camera to the pipeline
  137728. * @param renderPipelineName The name of the pipeline to attach to
  137729. * @param cameras the camera to attach
  137730. * @param unique if the camera can be attached multiple times to the pipeline
  137731. */
  137732. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  137733. /**
  137734. * Detaches a camera from the pipeline
  137735. * @param renderPipelineName The name of the pipeline to detach from
  137736. * @param cameras the camera to detach
  137737. */
  137738. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  137739. /**
  137740. * Enables an effect by name on a pipeline
  137741. * @param renderPipelineName the name of the pipeline to enable the effect in
  137742. * @param renderEffectName the name of the effect to enable
  137743. * @param cameras the cameras that the effect should be enabled on
  137744. */
  137745. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  137746. /**
  137747. * Disables an effect by name on a pipeline
  137748. * @param renderPipelineName the name of the pipeline to disable the effect in
  137749. * @param renderEffectName the name of the effect to disable
  137750. * @param cameras the cameras that the effect should be disabled on
  137751. */
  137752. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  137753. /**
  137754. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  137755. */
  137756. update(): void;
  137757. /** @hidden */
  137758. _rebuild(): void;
  137759. /**
  137760. * Disposes of the manager and pipelines
  137761. */
  137762. dispose(): void;
  137763. }
  137764. }
  137765. declare module BABYLON {
  137766. interface Scene {
  137767. /** @hidden (Backing field) */
  137768. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  137769. /**
  137770. * Gets the postprocess render pipeline manager
  137771. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  137772. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  137773. */
  137774. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  137775. }
  137776. /**
  137777. * Defines the Render Pipeline scene component responsible to rendering pipelines
  137778. */
  137779. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  137780. /**
  137781. * The component name helpfull to identify the component in the list of scene components.
  137782. */
  137783. readonly name: string;
  137784. /**
  137785. * The scene the component belongs to.
  137786. */
  137787. scene: Scene;
  137788. /**
  137789. * Creates a new instance of the component for the given scene
  137790. * @param scene Defines the scene to register the component in
  137791. */
  137792. constructor(scene: Scene);
  137793. /**
  137794. * Registers the component in a given scene
  137795. */
  137796. register(): void;
  137797. /**
  137798. * Rebuilds the elements related to this component in case of
  137799. * context lost for instance.
  137800. */
  137801. rebuild(): void;
  137802. /**
  137803. * Disposes the component and the associated ressources
  137804. */
  137805. dispose(): void;
  137806. private _gatherRenderTargets;
  137807. }
  137808. }
  137809. declare module BABYLON {
  137810. /**
  137811. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  137812. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  137813. */
  137814. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  137815. private _scene;
  137816. private _camerasToBeAttached;
  137817. /**
  137818. * ID of the sharpen post process,
  137819. */
  137820. private readonly SharpenPostProcessId;
  137821. /**
  137822. * @ignore
  137823. * ID of the image processing post process;
  137824. */
  137825. readonly ImageProcessingPostProcessId: string;
  137826. /**
  137827. * @ignore
  137828. * ID of the Fast Approximate Anti-Aliasing post process;
  137829. */
  137830. readonly FxaaPostProcessId: string;
  137831. /**
  137832. * ID of the chromatic aberration post process,
  137833. */
  137834. private readonly ChromaticAberrationPostProcessId;
  137835. /**
  137836. * ID of the grain post process
  137837. */
  137838. private readonly GrainPostProcessId;
  137839. /**
  137840. * Sharpen post process which will apply a sharpen convolution to enhance edges
  137841. */
  137842. sharpen: SharpenPostProcess;
  137843. private _sharpenEffect;
  137844. private bloom;
  137845. /**
  137846. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  137847. */
  137848. depthOfField: DepthOfFieldEffect;
  137849. /**
  137850. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  137851. */
  137852. fxaa: FxaaPostProcess;
  137853. /**
  137854. * Image post processing pass used to perform operations such as tone mapping or color grading.
  137855. */
  137856. imageProcessing: ImageProcessingPostProcess;
  137857. /**
  137858. * Chromatic aberration post process which will shift rgb colors in the image
  137859. */
  137860. chromaticAberration: ChromaticAberrationPostProcess;
  137861. private _chromaticAberrationEffect;
  137862. /**
  137863. * Grain post process which add noise to the image
  137864. */
  137865. grain: GrainPostProcess;
  137866. private _grainEffect;
  137867. /**
  137868. * Glow post process which adds a glow to emissive areas of the image
  137869. */
  137870. private _glowLayer;
  137871. /**
  137872. * Animations which can be used to tweak settings over a period of time
  137873. */
  137874. animations: Animation[];
  137875. private _imageProcessingConfigurationObserver;
  137876. private _sharpenEnabled;
  137877. private _bloomEnabled;
  137878. private _depthOfFieldEnabled;
  137879. private _depthOfFieldBlurLevel;
  137880. private _fxaaEnabled;
  137881. private _imageProcessingEnabled;
  137882. private _defaultPipelineTextureType;
  137883. private _bloomScale;
  137884. private _chromaticAberrationEnabled;
  137885. private _grainEnabled;
  137886. private _buildAllowed;
  137887. /**
  137888. * Gets active scene
  137889. */
  137890. get scene(): Scene;
  137891. /**
  137892. * Enable or disable the sharpen process from the pipeline
  137893. */
  137894. set sharpenEnabled(enabled: boolean);
  137895. get sharpenEnabled(): boolean;
  137896. private _resizeObserver;
  137897. private _hardwareScaleLevel;
  137898. private _bloomKernel;
  137899. /**
  137900. * Specifies the size of the bloom blur kernel, relative to the final output size
  137901. */
  137902. get bloomKernel(): number;
  137903. set bloomKernel(value: number);
  137904. /**
  137905. * Specifies the weight of the bloom in the final rendering
  137906. */
  137907. private _bloomWeight;
  137908. /**
  137909. * Specifies the luma threshold for the area that will be blurred by the bloom
  137910. */
  137911. private _bloomThreshold;
  137912. private _hdr;
  137913. /**
  137914. * The strength of the bloom.
  137915. */
  137916. set bloomWeight(value: number);
  137917. get bloomWeight(): number;
  137918. /**
  137919. * The strength of the bloom.
  137920. */
  137921. set bloomThreshold(value: number);
  137922. get bloomThreshold(): number;
  137923. /**
  137924. * The scale of the bloom, lower value will provide better performance.
  137925. */
  137926. set bloomScale(value: number);
  137927. get bloomScale(): number;
  137928. /**
  137929. * Enable or disable the bloom from the pipeline
  137930. */
  137931. set bloomEnabled(enabled: boolean);
  137932. get bloomEnabled(): boolean;
  137933. private _rebuildBloom;
  137934. /**
  137935. * If the depth of field is enabled.
  137936. */
  137937. get depthOfFieldEnabled(): boolean;
  137938. set depthOfFieldEnabled(enabled: boolean);
  137939. /**
  137940. * Blur level of the depth of field effect. (Higher blur will effect performance)
  137941. */
  137942. get depthOfFieldBlurLevel(): DepthOfFieldEffectBlurLevel;
  137943. set depthOfFieldBlurLevel(value: DepthOfFieldEffectBlurLevel);
  137944. /**
  137945. * If the anti aliasing is enabled.
  137946. */
  137947. set fxaaEnabled(enabled: boolean);
  137948. get fxaaEnabled(): boolean;
  137949. private _samples;
  137950. /**
  137951. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  137952. */
  137953. set samples(sampleCount: number);
  137954. get samples(): number;
  137955. /**
  137956. * If image processing is enabled.
  137957. */
  137958. set imageProcessingEnabled(enabled: boolean);
  137959. get imageProcessingEnabled(): boolean;
  137960. /**
  137961. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  137962. */
  137963. set glowLayerEnabled(enabled: boolean);
  137964. get glowLayerEnabled(): boolean;
  137965. /**
  137966. * Gets the glow layer (or null if not defined)
  137967. */
  137968. get glowLayer(): Nullable<GlowLayer>;
  137969. /**
  137970. * Enable or disable the chromaticAberration process from the pipeline
  137971. */
  137972. set chromaticAberrationEnabled(enabled: boolean);
  137973. get chromaticAberrationEnabled(): boolean;
  137974. /**
  137975. * Enable or disable the grain process from the pipeline
  137976. */
  137977. set grainEnabled(enabled: boolean);
  137978. get grainEnabled(): boolean;
  137979. /**
  137980. * @constructor
  137981. * @param name - The rendering pipeline name (default: "")
  137982. * @param hdr - If high dynamic range textures should be used (default: true)
  137983. * @param scene - The scene linked to this pipeline (default: the last created scene)
  137984. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  137985. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  137986. */
  137987. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  137988. /**
  137989. * Get the class name
  137990. * @returns "DefaultRenderingPipeline"
  137991. */
  137992. getClassName(): string;
  137993. /**
  137994. * Force the compilation of the entire pipeline.
  137995. */
  137996. prepare(): void;
  137997. private _hasCleared;
  137998. private _prevPostProcess;
  137999. private _prevPrevPostProcess;
  138000. private _setAutoClearAndTextureSharing;
  138001. private _depthOfFieldSceneObserver;
  138002. private _buildPipeline;
  138003. private _disposePostProcesses;
  138004. /**
  138005. * Adds a camera to the pipeline
  138006. * @param camera the camera to be added
  138007. */
  138008. addCamera(camera: Camera): void;
  138009. /**
  138010. * Removes a camera from the pipeline
  138011. * @param camera the camera to remove
  138012. */
  138013. removeCamera(camera: Camera): void;
  138014. /**
  138015. * Dispose of the pipeline and stop all post processes
  138016. */
  138017. dispose(): void;
  138018. /**
  138019. * Serialize the rendering pipeline (Used when exporting)
  138020. * @returns the serialized object
  138021. */
  138022. serialize(): any;
  138023. /**
  138024. * Parse the serialized pipeline
  138025. * @param source Source pipeline.
  138026. * @param scene The scene to load the pipeline to.
  138027. * @param rootUrl The URL of the serialized pipeline.
  138028. * @returns An instantiated pipeline from the serialized object.
  138029. */
  138030. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  138031. }
  138032. }
  138033. declare module BABYLON {
  138034. /** @hidden */
  138035. export var lensHighlightsPixelShader: {
  138036. name: string;
  138037. shader: string;
  138038. };
  138039. }
  138040. declare module BABYLON {
  138041. /** @hidden */
  138042. export var depthOfFieldPixelShader: {
  138043. name: string;
  138044. shader: string;
  138045. };
  138046. }
  138047. declare module BABYLON {
  138048. /**
  138049. * BABYLON.JS Chromatic Aberration GLSL Shader
  138050. * Author: Olivier Guyot
  138051. * Separates very slightly R, G and B colors on the edges of the screen
  138052. * Inspired by Francois Tarlier & Martins Upitis
  138053. */
  138054. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  138055. /**
  138056. * @ignore
  138057. * The chromatic aberration PostProcess id in the pipeline
  138058. */
  138059. LensChromaticAberrationEffect: string;
  138060. /**
  138061. * @ignore
  138062. * The highlights enhancing PostProcess id in the pipeline
  138063. */
  138064. HighlightsEnhancingEffect: string;
  138065. /**
  138066. * @ignore
  138067. * The depth-of-field PostProcess id in the pipeline
  138068. */
  138069. LensDepthOfFieldEffect: string;
  138070. private _scene;
  138071. private _depthTexture;
  138072. private _grainTexture;
  138073. private _chromaticAberrationPostProcess;
  138074. private _highlightsPostProcess;
  138075. private _depthOfFieldPostProcess;
  138076. private _edgeBlur;
  138077. private _grainAmount;
  138078. private _chromaticAberration;
  138079. private _distortion;
  138080. private _highlightsGain;
  138081. private _highlightsThreshold;
  138082. private _dofDistance;
  138083. private _dofAperture;
  138084. private _dofDarken;
  138085. private _dofPentagon;
  138086. private _blurNoise;
  138087. /**
  138088. * @constructor
  138089. *
  138090. * Effect parameters are as follow:
  138091. * {
  138092. * chromatic_aberration: number; // from 0 to x (1 for realism)
  138093. * edge_blur: number; // from 0 to x (1 for realism)
  138094. * distortion: number; // from 0 to x (1 for realism)
  138095. * grain_amount: number; // from 0 to 1
  138096. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  138097. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  138098. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  138099. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  138100. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  138101. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  138102. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  138103. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  138104. * }
  138105. * Note: if an effect parameter is unset, effect is disabled
  138106. *
  138107. * @param name The rendering pipeline name
  138108. * @param parameters - An object containing all parameters (see above)
  138109. * @param scene The scene linked to this pipeline
  138110. * @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)
  138111. * @param cameras The array of cameras that the rendering pipeline will be attached to
  138112. */
  138113. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  138114. /**
  138115. * Get the class name
  138116. * @returns "LensRenderingPipeline"
  138117. */
  138118. getClassName(): string;
  138119. /**
  138120. * Gets associated scene
  138121. */
  138122. get scene(): Scene;
  138123. /**
  138124. * Gets or sets the edge blur
  138125. */
  138126. get edgeBlur(): number;
  138127. set edgeBlur(value: number);
  138128. /**
  138129. * Gets or sets the grain amount
  138130. */
  138131. get grainAmount(): number;
  138132. set grainAmount(value: number);
  138133. /**
  138134. * Gets or sets the chromatic aberration amount
  138135. */
  138136. get chromaticAberration(): number;
  138137. set chromaticAberration(value: number);
  138138. /**
  138139. * Gets or sets the depth of field aperture
  138140. */
  138141. get dofAperture(): number;
  138142. set dofAperture(value: number);
  138143. /**
  138144. * Gets or sets the edge distortion
  138145. */
  138146. get edgeDistortion(): number;
  138147. set edgeDistortion(value: number);
  138148. /**
  138149. * Gets or sets the depth of field distortion
  138150. */
  138151. get dofDistortion(): number;
  138152. set dofDistortion(value: number);
  138153. /**
  138154. * Gets or sets the darken out of focus amount
  138155. */
  138156. get darkenOutOfFocus(): number;
  138157. set darkenOutOfFocus(value: number);
  138158. /**
  138159. * Gets or sets a boolean indicating if blur noise is enabled
  138160. */
  138161. get blurNoise(): boolean;
  138162. set blurNoise(value: boolean);
  138163. /**
  138164. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  138165. */
  138166. get pentagonBokeh(): boolean;
  138167. set pentagonBokeh(value: boolean);
  138168. /**
  138169. * Gets or sets the highlight grain amount
  138170. */
  138171. get highlightsGain(): number;
  138172. set highlightsGain(value: number);
  138173. /**
  138174. * Gets or sets the highlight threshold
  138175. */
  138176. get highlightsThreshold(): number;
  138177. set highlightsThreshold(value: number);
  138178. /**
  138179. * Sets the amount of blur at the edges
  138180. * @param amount blur amount
  138181. */
  138182. setEdgeBlur(amount: number): void;
  138183. /**
  138184. * Sets edge blur to 0
  138185. */
  138186. disableEdgeBlur(): void;
  138187. /**
  138188. * Sets the amout of grain
  138189. * @param amount Amount of grain
  138190. */
  138191. setGrainAmount(amount: number): void;
  138192. /**
  138193. * Set grain amount to 0
  138194. */
  138195. disableGrain(): void;
  138196. /**
  138197. * Sets the chromatic aberration amount
  138198. * @param amount amount of chromatic aberration
  138199. */
  138200. setChromaticAberration(amount: number): void;
  138201. /**
  138202. * Sets chromatic aberration amount to 0
  138203. */
  138204. disableChromaticAberration(): void;
  138205. /**
  138206. * Sets the EdgeDistortion amount
  138207. * @param amount amount of EdgeDistortion
  138208. */
  138209. setEdgeDistortion(amount: number): void;
  138210. /**
  138211. * Sets edge distortion to 0
  138212. */
  138213. disableEdgeDistortion(): void;
  138214. /**
  138215. * Sets the FocusDistance amount
  138216. * @param amount amount of FocusDistance
  138217. */
  138218. setFocusDistance(amount: number): void;
  138219. /**
  138220. * Disables depth of field
  138221. */
  138222. disableDepthOfField(): void;
  138223. /**
  138224. * Sets the Aperture amount
  138225. * @param amount amount of Aperture
  138226. */
  138227. setAperture(amount: number): void;
  138228. /**
  138229. * Sets the DarkenOutOfFocus amount
  138230. * @param amount amount of DarkenOutOfFocus
  138231. */
  138232. setDarkenOutOfFocus(amount: number): void;
  138233. private _pentagonBokehIsEnabled;
  138234. /**
  138235. * Creates a pentagon bokeh effect
  138236. */
  138237. enablePentagonBokeh(): void;
  138238. /**
  138239. * Disables the pentagon bokeh effect
  138240. */
  138241. disablePentagonBokeh(): void;
  138242. /**
  138243. * Enables noise blur
  138244. */
  138245. enableNoiseBlur(): void;
  138246. /**
  138247. * Disables noise blur
  138248. */
  138249. disableNoiseBlur(): void;
  138250. /**
  138251. * Sets the HighlightsGain amount
  138252. * @param amount amount of HighlightsGain
  138253. */
  138254. setHighlightsGain(amount: number): void;
  138255. /**
  138256. * Sets the HighlightsThreshold amount
  138257. * @param amount amount of HighlightsThreshold
  138258. */
  138259. setHighlightsThreshold(amount: number): void;
  138260. /**
  138261. * Disables highlights
  138262. */
  138263. disableHighlights(): void;
  138264. /**
  138265. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  138266. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  138267. */
  138268. dispose(disableDepthRender?: boolean): void;
  138269. private _createChromaticAberrationPostProcess;
  138270. private _createHighlightsPostProcess;
  138271. private _createDepthOfFieldPostProcess;
  138272. private _createGrainTexture;
  138273. }
  138274. }
  138275. declare module BABYLON {
  138276. /** @hidden */
  138277. export var ssao2PixelShader: {
  138278. name: string;
  138279. shader: string;
  138280. };
  138281. }
  138282. declare module BABYLON {
  138283. /** @hidden */
  138284. export var ssaoCombinePixelShader: {
  138285. name: string;
  138286. shader: string;
  138287. };
  138288. }
  138289. declare module BABYLON {
  138290. /**
  138291. * Render pipeline to produce ssao effect
  138292. */
  138293. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  138294. /**
  138295. * @ignore
  138296. * The PassPostProcess id in the pipeline that contains the original scene color
  138297. */
  138298. SSAOOriginalSceneColorEffect: string;
  138299. /**
  138300. * @ignore
  138301. * The SSAO PostProcess id in the pipeline
  138302. */
  138303. SSAORenderEffect: string;
  138304. /**
  138305. * @ignore
  138306. * The horizontal blur PostProcess id in the pipeline
  138307. */
  138308. SSAOBlurHRenderEffect: string;
  138309. /**
  138310. * @ignore
  138311. * The vertical blur PostProcess id in the pipeline
  138312. */
  138313. SSAOBlurVRenderEffect: string;
  138314. /**
  138315. * @ignore
  138316. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  138317. */
  138318. SSAOCombineRenderEffect: string;
  138319. /**
  138320. * The output strength of the SSAO post-process. Default value is 1.0.
  138321. */
  138322. totalStrength: number;
  138323. /**
  138324. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  138325. */
  138326. maxZ: number;
  138327. /**
  138328. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  138329. */
  138330. minZAspect: number;
  138331. private _samples;
  138332. /**
  138333. * Number of samples used for the SSAO calculations. Default value is 8
  138334. */
  138335. set samples(n: number);
  138336. get samples(): number;
  138337. private _textureSamples;
  138338. /**
  138339. * Number of samples to use for antialiasing
  138340. */
  138341. set textureSamples(n: number);
  138342. get textureSamples(): number;
  138343. /**
  138344. * Ratio object used for SSAO ratio and blur ratio
  138345. */
  138346. private _ratio;
  138347. /**
  138348. * Dynamically generated sphere sampler.
  138349. */
  138350. private _sampleSphere;
  138351. /**
  138352. * Blur filter offsets
  138353. */
  138354. private _samplerOffsets;
  138355. private _expensiveBlur;
  138356. /**
  138357. * If bilateral blur should be used
  138358. */
  138359. set expensiveBlur(b: boolean);
  138360. get expensiveBlur(): boolean;
  138361. /**
  138362. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  138363. */
  138364. radius: number;
  138365. /**
  138366. * The base color of the SSAO post-process
  138367. * The final result is "base + ssao" between [0, 1]
  138368. */
  138369. base: number;
  138370. /**
  138371. * Support test.
  138372. */
  138373. static get IsSupported(): boolean;
  138374. private _scene;
  138375. private _depthTexture;
  138376. private _normalTexture;
  138377. private _randomTexture;
  138378. private _originalColorPostProcess;
  138379. private _ssaoPostProcess;
  138380. private _blurHPostProcess;
  138381. private _blurVPostProcess;
  138382. private _ssaoCombinePostProcess;
  138383. /**
  138384. * Gets active scene
  138385. */
  138386. get scene(): Scene;
  138387. /**
  138388. * @constructor
  138389. * @param name The rendering pipeline name
  138390. * @param scene The scene linked to this pipeline
  138391. * @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 }
  138392. * @param cameras The array of cameras that the rendering pipeline will be attached to
  138393. */
  138394. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  138395. /**
  138396. * Get the class name
  138397. * @returns "SSAO2RenderingPipeline"
  138398. */
  138399. getClassName(): string;
  138400. /**
  138401. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  138402. */
  138403. dispose(disableGeometryBufferRenderer?: boolean): void;
  138404. private _createBlurPostProcess;
  138405. /** @hidden */
  138406. _rebuild(): void;
  138407. private _bits;
  138408. private _radicalInverse_VdC;
  138409. private _hammersley;
  138410. private _hemisphereSample_uniform;
  138411. private _generateHemisphere;
  138412. private _createSSAOPostProcess;
  138413. private _createSSAOCombinePostProcess;
  138414. private _createRandomTexture;
  138415. /**
  138416. * Serialize the rendering pipeline (Used when exporting)
  138417. * @returns the serialized object
  138418. */
  138419. serialize(): any;
  138420. /**
  138421. * Parse the serialized pipeline
  138422. * @param source Source pipeline.
  138423. * @param scene The scene to load the pipeline to.
  138424. * @param rootUrl The URL of the serialized pipeline.
  138425. * @returns An instantiated pipeline from the serialized object.
  138426. */
  138427. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  138428. }
  138429. }
  138430. declare module BABYLON {
  138431. /** @hidden */
  138432. export var ssaoPixelShader: {
  138433. name: string;
  138434. shader: string;
  138435. };
  138436. }
  138437. declare module BABYLON {
  138438. /**
  138439. * Render pipeline to produce ssao effect
  138440. */
  138441. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  138442. /**
  138443. * @ignore
  138444. * The PassPostProcess id in the pipeline that contains the original scene color
  138445. */
  138446. SSAOOriginalSceneColorEffect: string;
  138447. /**
  138448. * @ignore
  138449. * The SSAO PostProcess id in the pipeline
  138450. */
  138451. SSAORenderEffect: string;
  138452. /**
  138453. * @ignore
  138454. * The horizontal blur PostProcess id in the pipeline
  138455. */
  138456. SSAOBlurHRenderEffect: string;
  138457. /**
  138458. * @ignore
  138459. * The vertical blur PostProcess id in the pipeline
  138460. */
  138461. SSAOBlurVRenderEffect: string;
  138462. /**
  138463. * @ignore
  138464. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  138465. */
  138466. SSAOCombineRenderEffect: string;
  138467. /**
  138468. * The output strength of the SSAO post-process. Default value is 1.0.
  138469. */
  138470. totalStrength: number;
  138471. /**
  138472. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  138473. */
  138474. radius: number;
  138475. /**
  138476. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  138477. * Must not be equal to fallOff and superior to fallOff.
  138478. * Default value is 0.0075
  138479. */
  138480. area: number;
  138481. /**
  138482. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  138483. * Must not be equal to area and inferior to area.
  138484. * Default value is 0.000001
  138485. */
  138486. fallOff: number;
  138487. /**
  138488. * The base color of the SSAO post-process
  138489. * The final result is "base + ssao" between [0, 1]
  138490. */
  138491. base: number;
  138492. private _scene;
  138493. private _depthTexture;
  138494. private _randomTexture;
  138495. private _originalColorPostProcess;
  138496. private _ssaoPostProcess;
  138497. private _blurHPostProcess;
  138498. private _blurVPostProcess;
  138499. private _ssaoCombinePostProcess;
  138500. private _firstUpdate;
  138501. /**
  138502. * Gets active scene
  138503. */
  138504. get scene(): Scene;
  138505. /**
  138506. * @constructor
  138507. * @param name - The rendering pipeline name
  138508. * @param scene - The scene linked to this pipeline
  138509. * @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 }
  138510. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  138511. */
  138512. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  138513. /**
  138514. * Get the class name
  138515. * @returns "SSAORenderingPipeline"
  138516. */
  138517. getClassName(): string;
  138518. /**
  138519. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  138520. */
  138521. dispose(disableDepthRender?: boolean): void;
  138522. private _createBlurPostProcess;
  138523. /** @hidden */
  138524. _rebuild(): void;
  138525. private _createSSAOPostProcess;
  138526. private _createSSAOCombinePostProcess;
  138527. private _createRandomTexture;
  138528. }
  138529. }
  138530. declare module BABYLON {
  138531. /** @hidden */
  138532. export var screenSpaceReflectionPixelShader: {
  138533. name: string;
  138534. shader: string;
  138535. };
  138536. }
  138537. declare module BABYLON {
  138538. /**
  138539. * The ScreenSpaceReflectionPostProcess performs realtime reflections using only and only the available informations on the screen (positions and normals).
  138540. * Basically, the screen space reflection post-process will compute reflections according the material's reflectivity.
  138541. */
  138542. export class ScreenSpaceReflectionPostProcess extends PostProcess {
  138543. /**
  138544. * Gets or sets a reflection threshold mainly used to adjust the reflection's height.
  138545. */
  138546. threshold: number;
  138547. /**
  138548. * Gets or sets the current reflection strength. 1.0 is an ideal value but can be increased/decreased for particular results.
  138549. */
  138550. strength: number;
  138551. /**
  138552. * Gets or sets the falloff exponent used while computing fresnel. More the exponent is high, more the reflections will be discrete.
  138553. */
  138554. reflectionSpecularFalloffExponent: number;
  138555. /**
  138556. * Gets or sets the step size used to iterate until the effect finds the color of the reflection's pixel. Typically in interval [0.1, 1.0]
  138557. */
  138558. step: number;
  138559. /**
  138560. * Gets or sets the factor applied when computing roughness. Default value is 0.2.
  138561. */
  138562. roughnessFactor: number;
  138563. private _geometryBufferRenderer;
  138564. private _enableSmoothReflections;
  138565. private _reflectionSamples;
  138566. private _smoothSteps;
  138567. /**
  138568. * Creates a new instance of ScreenSpaceReflectionPostProcess.
  138569. * @param name The name of the effect.
  138570. * @param scene The scene containing the objects to calculate reflections.
  138571. * @param options The required width/height ratio to downsize to before computing the render pass.
  138572. * @param camera The camera to apply the render pass to.
  138573. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  138574. * @param engine The engine which the post process will be applied. (default: current engine)
  138575. * @param reusable If the post process can be reused on the same frame. (default: false)
  138576. * @param textureType Type of textures used when performing the post process. (default: 0)
  138577. * @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)
  138578. */
  138579. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  138580. /**
  138581. * Gets wether or not smoothing reflections is enabled.
  138582. * Enabling smoothing will require more GPU power and can generate a drop in FPS.
  138583. */
  138584. get enableSmoothReflections(): boolean;
  138585. /**
  138586. * Sets wether or not smoothing reflections is enabled.
  138587. * Enabling smoothing will require more GPU power and can generate a drop in FPS.
  138588. */
  138589. set enableSmoothReflections(enabled: boolean);
  138590. /**
  138591. * Gets the number of samples taken while computing reflections. More samples count is high,
  138592. * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].
  138593. */
  138594. get reflectionSamples(): number;
  138595. /**
  138596. * Sets the number of samples taken while computing reflections. More samples count is high,
  138597. * more the post-process wil require GPU power and can generate a drop in FPS. Basically in interval [25, 100].
  138598. */
  138599. set reflectionSamples(samples: number);
  138600. /**
  138601. * Gets the number of samples taken while smoothing reflections. More samples count is high,
  138602. * more the post-process will require GPU power and can generate a drop in FPS.
  138603. * Default value (5.0) work pretty well in all cases but can be adjusted.
  138604. */
  138605. get smoothSteps(): number;
  138606. set smoothSteps(steps: number);
  138607. private _updateEffectDefines;
  138608. }
  138609. }
  138610. declare module BABYLON {
  138611. /** @hidden */
  138612. export var standardPixelShader: {
  138613. name: string;
  138614. shader: string;
  138615. };
  138616. }
  138617. declare module BABYLON {
  138618. /**
  138619. * Standard rendering pipeline
  138620. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  138621. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  138622. */
  138623. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  138624. /**
  138625. * Public members
  138626. */
  138627. /**
  138628. * Post-process which contains the original scene color before the pipeline applies all the effects
  138629. */
  138630. originalPostProcess: Nullable<PostProcess>;
  138631. /**
  138632. * Post-process used to down scale an image x4
  138633. */
  138634. downSampleX4PostProcess: Nullable<PostProcess>;
  138635. /**
  138636. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  138637. */
  138638. brightPassPostProcess: Nullable<PostProcess>;
  138639. /**
  138640. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  138641. */
  138642. blurHPostProcesses: PostProcess[];
  138643. /**
  138644. * Post-process array storing all the vertical blur post-processes used by the pipeline
  138645. */
  138646. blurVPostProcesses: PostProcess[];
  138647. /**
  138648. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  138649. */
  138650. textureAdderPostProcess: Nullable<PostProcess>;
  138651. /**
  138652. * Post-process used to create volumetric lighting effect
  138653. */
  138654. volumetricLightPostProcess: Nullable<PostProcess>;
  138655. /**
  138656. * Post-process used to smooth the previous volumetric light post-process on the X axis
  138657. */
  138658. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  138659. /**
  138660. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  138661. */
  138662. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  138663. /**
  138664. * Post-process used to merge the volumetric light effect and the real scene color
  138665. */
  138666. volumetricLightMergePostProces: Nullable<PostProcess>;
  138667. /**
  138668. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  138669. */
  138670. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  138671. /**
  138672. * Base post-process used to calculate the average luminance of the final image for HDR
  138673. */
  138674. luminancePostProcess: Nullable<PostProcess>;
  138675. /**
  138676. * Post-processes used to create down sample post-processes in order to get
  138677. * the average luminance of the final image for HDR
  138678. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  138679. */
  138680. luminanceDownSamplePostProcesses: PostProcess[];
  138681. /**
  138682. * Post-process used to create a HDR effect (light adaptation)
  138683. */
  138684. hdrPostProcess: Nullable<PostProcess>;
  138685. /**
  138686. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  138687. */
  138688. textureAdderFinalPostProcess: Nullable<PostProcess>;
  138689. /**
  138690. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  138691. */
  138692. lensFlareFinalPostProcess: Nullable<PostProcess>;
  138693. /**
  138694. * Post-process used to merge the final HDR post-process and the real scene color
  138695. */
  138696. hdrFinalPostProcess: Nullable<PostProcess>;
  138697. /**
  138698. * Post-process used to create a lens flare effect
  138699. */
  138700. lensFlarePostProcess: Nullable<PostProcess>;
  138701. /**
  138702. * Post-process that merges the result of the lens flare post-process and the real scene color
  138703. */
  138704. lensFlareComposePostProcess: Nullable<PostProcess>;
  138705. /**
  138706. * Post-process used to create a motion blur effect
  138707. */
  138708. motionBlurPostProcess: Nullable<PostProcess>;
  138709. /**
  138710. * Post-process used to create a depth of field effect
  138711. */
  138712. depthOfFieldPostProcess: Nullable<PostProcess>;
  138713. /**
  138714. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  138715. */
  138716. fxaaPostProcess: Nullable<FxaaPostProcess>;
  138717. /**
  138718. * Post-process used to simulate realtime reflections using the screen space and geometry renderer.
  138719. */
  138720. screenSpaceReflectionPostProcess: Nullable<ScreenSpaceReflectionPostProcess>;
  138721. /**
  138722. * Represents the brightness threshold in order to configure the illuminated surfaces
  138723. */
  138724. brightThreshold: number;
  138725. /**
  138726. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  138727. */
  138728. blurWidth: number;
  138729. /**
  138730. * Sets if the blur for highlighted surfaces must be only horizontal
  138731. */
  138732. horizontalBlur: boolean;
  138733. /**
  138734. * Gets the overall exposure used by the pipeline
  138735. */
  138736. get exposure(): number;
  138737. /**
  138738. * Sets the overall exposure used by the pipeline
  138739. */
  138740. set exposure(value: number);
  138741. /**
  138742. * Texture used typically to simulate "dirty" on camera lens
  138743. */
  138744. lensTexture: Nullable<Texture>;
  138745. /**
  138746. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  138747. */
  138748. volumetricLightCoefficient: number;
  138749. /**
  138750. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  138751. */
  138752. volumetricLightPower: number;
  138753. /**
  138754. * Used the set the blur intensity to smooth the volumetric lights
  138755. */
  138756. volumetricLightBlurScale: number;
  138757. /**
  138758. * Light (spot or directional) used to generate the volumetric lights rays
  138759. * The source light must have a shadow generate so the pipeline can get its
  138760. * depth map
  138761. */
  138762. sourceLight: Nullable<SpotLight | DirectionalLight>;
  138763. /**
  138764. * For eye adaptation, represents the minimum luminance the eye can see
  138765. */
  138766. hdrMinimumLuminance: number;
  138767. /**
  138768. * For eye adaptation, represents the decrease luminance speed
  138769. */
  138770. hdrDecreaseRate: number;
  138771. /**
  138772. * For eye adaptation, represents the increase luminance speed
  138773. */
  138774. hdrIncreaseRate: number;
  138775. /**
  138776. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  138777. */
  138778. get hdrAutoExposure(): boolean;
  138779. /**
  138780. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  138781. */
  138782. set hdrAutoExposure(value: boolean);
  138783. /**
  138784. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  138785. */
  138786. lensColorTexture: Nullable<Texture>;
  138787. /**
  138788. * The overall strengh for the lens flare effect
  138789. */
  138790. lensFlareStrength: number;
  138791. /**
  138792. * Dispersion coefficient for lens flare ghosts
  138793. */
  138794. lensFlareGhostDispersal: number;
  138795. /**
  138796. * Main lens flare halo width
  138797. */
  138798. lensFlareHaloWidth: number;
  138799. /**
  138800. * Based on the lens distortion effect, defines how much the lens flare result
  138801. * is distorted
  138802. */
  138803. lensFlareDistortionStrength: number;
  138804. /**
  138805. * Configures the blur intensity used for for lens flare (halo)
  138806. */
  138807. lensFlareBlurWidth: number;
  138808. /**
  138809. * Lens star texture must be used to simulate rays on the flares and is available
  138810. * in the documentation
  138811. */
  138812. lensStarTexture: Nullable<Texture>;
  138813. /**
  138814. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  138815. * flare effect by taking account of the dirt texture
  138816. */
  138817. lensFlareDirtTexture: Nullable<Texture>;
  138818. /**
  138819. * Represents the focal length for the depth of field effect
  138820. */
  138821. depthOfFieldDistance: number;
  138822. /**
  138823. * Represents the blur intensity for the blurred part of the depth of field effect
  138824. */
  138825. depthOfFieldBlurWidth: number;
  138826. /**
  138827. * Gets how much the image is blurred by the movement while using the motion blur post-process
  138828. */
  138829. get motionStrength(): number;
  138830. /**
  138831. * Sets how much the image is blurred by the movement while using the motion blur post-process
  138832. */
  138833. set motionStrength(strength: number);
  138834. /**
  138835. * Gets wether or not the motion blur post-process is object based or screen based.
  138836. */
  138837. get objectBasedMotionBlur(): boolean;
  138838. /**
  138839. * Sets wether or not the motion blur post-process should be object based or screen based
  138840. */
  138841. set objectBasedMotionBlur(value: boolean);
  138842. /**
  138843. * List of animations for the pipeline (IAnimatable implementation)
  138844. */
  138845. animations: Animation[];
  138846. /**
  138847. * Private members
  138848. */
  138849. private _scene;
  138850. private _currentDepthOfFieldSource;
  138851. private _basePostProcess;
  138852. private _fixedExposure;
  138853. private _currentExposure;
  138854. private _hdrAutoExposure;
  138855. private _hdrCurrentLuminance;
  138856. private _motionStrength;
  138857. private _isObjectBasedMotionBlur;
  138858. private _floatTextureType;
  138859. private _camerasToBeAttached;
  138860. private _ratio;
  138861. private _bloomEnabled;
  138862. private _depthOfFieldEnabled;
  138863. private _vlsEnabled;
  138864. private _lensFlareEnabled;
  138865. private _hdrEnabled;
  138866. private _motionBlurEnabled;
  138867. private _fxaaEnabled;
  138868. private _screenSpaceReflectionsEnabled;
  138869. private _motionBlurSamples;
  138870. private _volumetricLightStepsCount;
  138871. private _samples;
  138872. /**
  138873. * @ignore
  138874. * Specifies if the bloom pipeline is enabled
  138875. */
  138876. get BloomEnabled(): boolean;
  138877. set BloomEnabled(enabled: boolean);
  138878. /**
  138879. * @ignore
  138880. * Specifies if the depth of field pipeline is enabed
  138881. */
  138882. get DepthOfFieldEnabled(): boolean;
  138883. set DepthOfFieldEnabled(enabled: boolean);
  138884. /**
  138885. * @ignore
  138886. * Specifies if the lens flare pipeline is enabed
  138887. */
  138888. get LensFlareEnabled(): boolean;
  138889. set LensFlareEnabled(enabled: boolean);
  138890. /**
  138891. * @ignore
  138892. * Specifies if the HDR pipeline is enabled
  138893. */
  138894. get HDREnabled(): boolean;
  138895. set HDREnabled(enabled: boolean);
  138896. /**
  138897. * @ignore
  138898. * Specifies if the volumetric lights scattering effect is enabled
  138899. */
  138900. get VLSEnabled(): boolean;
  138901. set VLSEnabled(enabled: boolean);
  138902. /**
  138903. * @ignore
  138904. * Specifies if the motion blur effect is enabled
  138905. */
  138906. get MotionBlurEnabled(): boolean;
  138907. set MotionBlurEnabled(enabled: boolean);
  138908. /**
  138909. * Specifies if anti-aliasing is enabled
  138910. */
  138911. get fxaaEnabled(): boolean;
  138912. set fxaaEnabled(enabled: boolean);
  138913. /**
  138914. * Specifies if screen space reflections are enabled.
  138915. */
  138916. get screenSpaceReflectionsEnabled(): boolean;
  138917. set screenSpaceReflectionsEnabled(enabled: boolean);
  138918. /**
  138919. * Specifies the number of steps used to calculate the volumetric lights
  138920. * Typically in interval [50, 200]
  138921. */
  138922. get volumetricLightStepsCount(): number;
  138923. set volumetricLightStepsCount(count: number);
  138924. /**
  138925. * Specifies the number of samples used for the motion blur effect
  138926. * Typically in interval [16, 64]
  138927. */
  138928. get motionBlurSamples(): number;
  138929. set motionBlurSamples(samples: number);
  138930. /**
  138931. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  138932. */
  138933. get samples(): number;
  138934. set samples(sampleCount: number);
  138935. /**
  138936. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  138937. * @constructor
  138938. * @param name The rendering pipeline name
  138939. * @param scene The scene linked to this pipeline
  138940. * @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)
  138941. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  138942. * @param cameras The array of cameras that the rendering pipeline will be attached to
  138943. */
  138944. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  138945. private _buildPipeline;
  138946. private _createDownSampleX4PostProcess;
  138947. private _createBrightPassPostProcess;
  138948. private _createBlurPostProcesses;
  138949. private _createTextureAdderPostProcess;
  138950. private _createVolumetricLightPostProcess;
  138951. private _createLuminancePostProcesses;
  138952. private _createHdrPostProcess;
  138953. private _createLensFlarePostProcess;
  138954. private _createDepthOfFieldPostProcess;
  138955. private _createMotionBlurPostProcess;
  138956. private _getDepthTexture;
  138957. private _disposePostProcesses;
  138958. /**
  138959. * Dispose of the pipeline and stop all post processes
  138960. */
  138961. dispose(): void;
  138962. /**
  138963. * Serialize the rendering pipeline (Used when exporting)
  138964. * @returns the serialized object
  138965. */
  138966. serialize(): any;
  138967. /**
  138968. * Parse the serialized pipeline
  138969. * @param source Source pipeline.
  138970. * @param scene The scene to load the pipeline to.
  138971. * @param rootUrl The URL of the serialized pipeline.
  138972. * @returns An instantiated pipeline from the serialized object.
  138973. */
  138974. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  138975. /**
  138976. * Luminance steps
  138977. */
  138978. static LuminanceSteps: number;
  138979. }
  138980. }
  138981. declare module BABYLON {
  138982. /** @hidden */
  138983. export var tonemapPixelShader: {
  138984. name: string;
  138985. shader: string;
  138986. };
  138987. }
  138988. declare module BABYLON {
  138989. /** Defines operator used for tonemapping */
  138990. export enum TonemappingOperator {
  138991. /** Hable */
  138992. Hable = 0,
  138993. /** Reinhard */
  138994. Reinhard = 1,
  138995. /** HejiDawson */
  138996. HejiDawson = 2,
  138997. /** Photographic */
  138998. Photographic = 3
  138999. }
  139000. /**
  139001. * Defines a post process to apply tone mapping
  139002. */
  139003. export class TonemapPostProcess extends PostProcess {
  139004. private _operator;
  139005. /** Defines the required exposure adjustement */
  139006. exposureAdjustment: number;
  139007. /**
  139008. * Creates a new TonemapPostProcess
  139009. * @param name defines the name of the postprocess
  139010. * @param _operator defines the operator to use
  139011. * @param exposureAdjustment defines the required exposure adjustement
  139012. * @param camera defines the camera to use (can be null)
  139013. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  139014. * @param engine defines the hosting engine (can be ignore if camera is set)
  139015. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  139016. */
  139017. constructor(name: string, _operator: TonemappingOperator,
  139018. /** Defines the required exposure adjustement */
  139019. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  139020. }
  139021. }
  139022. declare module BABYLON {
  139023. /** @hidden */
  139024. export var volumetricLightScatteringPixelShader: {
  139025. name: string;
  139026. shader: string;
  139027. };
  139028. }
  139029. declare module BABYLON {
  139030. /** @hidden */
  139031. export var volumetricLightScatteringPassVertexShader: {
  139032. name: string;
  139033. shader: string;
  139034. };
  139035. }
  139036. declare module BABYLON {
  139037. /** @hidden */
  139038. export var volumetricLightScatteringPassPixelShader: {
  139039. name: string;
  139040. shader: string;
  139041. };
  139042. }
  139043. declare module BABYLON {
  139044. /**
  139045. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  139046. */
  139047. export class VolumetricLightScatteringPostProcess extends PostProcess {
  139048. private _volumetricLightScatteringPass;
  139049. private _volumetricLightScatteringRTT;
  139050. private _viewPort;
  139051. private _screenCoordinates;
  139052. private _cachedDefines;
  139053. /**
  139054. * If not undefined, the mesh position is computed from the attached node position
  139055. */
  139056. attachedNode: {
  139057. position: Vector3;
  139058. };
  139059. /**
  139060. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  139061. */
  139062. customMeshPosition: Vector3;
  139063. /**
  139064. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  139065. */
  139066. useCustomMeshPosition: boolean;
  139067. /**
  139068. * If the post-process should inverse the light scattering direction
  139069. */
  139070. invert: boolean;
  139071. /**
  139072. * The internal mesh used by the post-process
  139073. */
  139074. mesh: Mesh;
  139075. /**
  139076. * @hidden
  139077. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  139078. */
  139079. get useDiffuseColor(): boolean;
  139080. set useDiffuseColor(useDiffuseColor: boolean);
  139081. /**
  139082. * Array containing the excluded meshes not rendered in the internal pass
  139083. */
  139084. excludedMeshes: AbstractMesh[];
  139085. /**
  139086. * Controls the overall intensity of the post-process
  139087. */
  139088. exposure: number;
  139089. /**
  139090. * Dissipates each sample's contribution in range [0, 1]
  139091. */
  139092. decay: number;
  139093. /**
  139094. * Controls the overall intensity of each sample
  139095. */
  139096. weight: number;
  139097. /**
  139098. * Controls the density of each sample
  139099. */
  139100. density: number;
  139101. /**
  139102. * @constructor
  139103. * @param name The post-process name
  139104. * @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)
  139105. * @param camera The camera that the post-process will be attached to
  139106. * @param mesh The mesh used to create the light scattering
  139107. * @param samples The post-process quality, default 100
  139108. * @param samplingModeThe post-process filtering mode
  139109. * @param engine The babylon engine
  139110. * @param reusable If the post-process is reusable
  139111. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  139112. */
  139113. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  139114. /**
  139115. * Returns the string "VolumetricLightScatteringPostProcess"
  139116. * @returns "VolumetricLightScatteringPostProcess"
  139117. */
  139118. getClassName(): string;
  139119. private _isReady;
  139120. /**
  139121. * Sets the new light position for light scattering effect
  139122. * @param position The new custom light position
  139123. */
  139124. setCustomMeshPosition(position: Vector3): void;
  139125. /**
  139126. * Returns the light position for light scattering effect
  139127. * @return Vector3 The custom light position
  139128. */
  139129. getCustomMeshPosition(): Vector3;
  139130. /**
  139131. * Disposes the internal assets and detaches the post-process from the camera
  139132. */
  139133. dispose(camera: Camera): void;
  139134. /**
  139135. * Returns the render target texture used by the post-process
  139136. * @return the render target texture used by the post-process
  139137. */
  139138. getPass(): RenderTargetTexture;
  139139. private _meshExcluded;
  139140. private _createPass;
  139141. private _updateMeshScreenCoordinates;
  139142. /**
  139143. * Creates a default mesh for the Volumeric Light Scattering post-process
  139144. * @param name The mesh name
  139145. * @param scene The scene where to create the mesh
  139146. * @return the default mesh
  139147. */
  139148. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  139149. }
  139150. }
  139151. declare module BABYLON {
  139152. interface Scene {
  139153. /** @hidden (Backing field) */
  139154. _boundingBoxRenderer: BoundingBoxRenderer;
  139155. /** @hidden (Backing field) */
  139156. _forceShowBoundingBoxes: boolean;
  139157. /**
  139158. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  139159. */
  139160. forceShowBoundingBoxes: boolean;
  139161. /**
  139162. * Gets the bounding box renderer associated with the scene
  139163. * @returns a BoundingBoxRenderer
  139164. */
  139165. getBoundingBoxRenderer(): BoundingBoxRenderer;
  139166. }
  139167. interface AbstractMesh {
  139168. /** @hidden (Backing field) */
  139169. _showBoundingBox: boolean;
  139170. /**
  139171. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  139172. */
  139173. showBoundingBox: boolean;
  139174. }
  139175. /**
  139176. * Component responsible of rendering the bounding box of the meshes in a scene.
  139177. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  139178. */
  139179. export class BoundingBoxRenderer implements ISceneComponent {
  139180. /**
  139181. * The component name helpfull to identify the component in the list of scene components.
  139182. */
  139183. readonly name: string;
  139184. /**
  139185. * The scene the component belongs to.
  139186. */
  139187. scene: Scene;
  139188. /**
  139189. * Color of the bounding box lines placed in front of an object
  139190. */
  139191. frontColor: Color3;
  139192. /**
  139193. * Color of the bounding box lines placed behind an object
  139194. */
  139195. backColor: Color3;
  139196. /**
  139197. * Defines if the renderer should show the back lines or not
  139198. */
  139199. showBackLines: boolean;
  139200. /**
  139201. * @hidden
  139202. */
  139203. renderList: SmartArray<BoundingBox>;
  139204. private _colorShader;
  139205. private _vertexBuffers;
  139206. private _indexBuffer;
  139207. private _fillIndexBuffer;
  139208. private _fillIndexData;
  139209. /**
  139210. * Instantiates a new bounding box renderer in a scene.
  139211. * @param scene the scene the renderer renders in
  139212. */
  139213. constructor(scene: Scene);
  139214. /**
  139215. * Registers the component in a given scene
  139216. */
  139217. register(): void;
  139218. private _evaluateSubMesh;
  139219. private _activeMesh;
  139220. private _prepareRessources;
  139221. private _createIndexBuffer;
  139222. /**
  139223. * Rebuilds the elements related to this component in case of
  139224. * context lost for instance.
  139225. */
  139226. rebuild(): void;
  139227. /**
  139228. * @hidden
  139229. */
  139230. reset(): void;
  139231. /**
  139232. * Render the bounding boxes of a specific rendering group
  139233. * @param renderingGroupId defines the rendering group to render
  139234. */
  139235. render(renderingGroupId: number): void;
  139236. /**
  139237. * In case of occlusion queries, we can render the occlusion bounding box through this method
  139238. * @param mesh Define the mesh to render the occlusion bounding box for
  139239. */
  139240. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  139241. /**
  139242. * Dispose and release the resources attached to this renderer.
  139243. */
  139244. dispose(): void;
  139245. }
  139246. }
  139247. declare module BABYLON {
  139248. interface Scene {
  139249. /** @hidden (Backing field) */
  139250. _depthRenderer: {
  139251. [id: string]: DepthRenderer;
  139252. };
  139253. /**
  139254. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  139255. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  139256. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  139257. * @returns the created depth renderer
  139258. */
  139259. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  139260. /**
  139261. * Disables a depth renderer for a given camera
  139262. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  139263. */
  139264. disableDepthRenderer(camera?: Nullable<Camera>): void;
  139265. }
  139266. /**
  139267. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  139268. * in several rendering techniques.
  139269. */
  139270. export class DepthRendererSceneComponent implements ISceneComponent {
  139271. /**
  139272. * The component name helpfull to identify the component in the list of scene components.
  139273. */
  139274. readonly name: string;
  139275. /**
  139276. * The scene the component belongs to.
  139277. */
  139278. scene: Scene;
  139279. /**
  139280. * Creates a new instance of the component for the given scene
  139281. * @param scene Defines the scene to register the component in
  139282. */
  139283. constructor(scene: Scene);
  139284. /**
  139285. * Registers the component in a given scene
  139286. */
  139287. register(): void;
  139288. /**
  139289. * Rebuilds the elements related to this component in case of
  139290. * context lost for instance.
  139291. */
  139292. rebuild(): void;
  139293. /**
  139294. * Disposes the component and the associated ressources
  139295. */
  139296. dispose(): void;
  139297. private _gatherRenderTargets;
  139298. private _gatherActiveCameraRenderTargets;
  139299. }
  139300. }
  139301. declare module BABYLON {
  139302. /** @hidden */
  139303. export var outlinePixelShader: {
  139304. name: string;
  139305. shader: string;
  139306. };
  139307. }
  139308. declare module BABYLON {
  139309. /** @hidden */
  139310. export var outlineVertexShader: {
  139311. name: string;
  139312. shader: string;
  139313. };
  139314. }
  139315. declare module BABYLON {
  139316. interface Scene {
  139317. /** @hidden */
  139318. _outlineRenderer: OutlineRenderer;
  139319. /**
  139320. * Gets the outline renderer associated with the scene
  139321. * @returns a OutlineRenderer
  139322. */
  139323. getOutlineRenderer(): OutlineRenderer;
  139324. }
  139325. interface AbstractMesh {
  139326. /** @hidden (Backing field) */
  139327. _renderOutline: boolean;
  139328. /**
  139329. * Gets or sets a boolean indicating if the outline must be rendered as well
  139330. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  139331. */
  139332. renderOutline: boolean;
  139333. /** @hidden (Backing field) */
  139334. _renderOverlay: boolean;
  139335. /**
  139336. * Gets or sets a boolean indicating if the overlay must be rendered as well
  139337. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  139338. */
  139339. renderOverlay: boolean;
  139340. }
  139341. /**
  139342. * This class is responsible to draw bothe outline/overlay of meshes.
  139343. * It should not be used directly but through the available method on mesh.
  139344. */
  139345. export class OutlineRenderer implements ISceneComponent {
  139346. /**
  139347. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  139348. */
  139349. private static _StencilReference;
  139350. /**
  139351. * The name of the component. Each component must have a unique name.
  139352. */
  139353. name: string;
  139354. /**
  139355. * The scene the component belongs to.
  139356. */
  139357. scene: Scene;
  139358. /**
  139359. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  139360. */
  139361. zOffset: number;
  139362. private _engine;
  139363. private _effect;
  139364. private _cachedDefines;
  139365. private _savedDepthWrite;
  139366. /**
  139367. * Instantiates a new outline renderer. (There could be only one per scene).
  139368. * @param scene Defines the scene it belongs to
  139369. */
  139370. constructor(scene: Scene);
  139371. /**
  139372. * Register the component to one instance of a scene.
  139373. */
  139374. register(): void;
  139375. /**
  139376. * Rebuilds the elements related to this component in case of
  139377. * context lost for instance.
  139378. */
  139379. rebuild(): void;
  139380. /**
  139381. * Disposes the component and the associated ressources.
  139382. */
  139383. dispose(): void;
  139384. /**
  139385. * Renders the outline in the canvas.
  139386. * @param subMesh Defines the sumesh to render
  139387. * @param batch Defines the batch of meshes in case of instances
  139388. * @param useOverlay Defines if the rendering is for the overlay or the outline
  139389. */
  139390. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  139391. /**
  139392. * Returns whether or not the outline renderer is ready for a given submesh.
  139393. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  139394. * @param subMesh Defines the submesh to check readyness for
  139395. * @param useInstances Defines wheter wee are trying to render instances or not
  139396. * @returns true if ready otherwise false
  139397. */
  139398. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  139399. private _beforeRenderingMesh;
  139400. private _afterRenderingMesh;
  139401. }
  139402. }
  139403. declare module BABYLON {
  139404. /**
  139405. * Defines the basic options interface of a Sprite Frame Source Size.
  139406. */
  139407. export interface ISpriteJSONSpriteSourceSize {
  139408. /**
  139409. * number of the original width of the Frame
  139410. */
  139411. w: number;
  139412. /**
  139413. * number of the original height of the Frame
  139414. */
  139415. h: number;
  139416. }
  139417. /**
  139418. * Defines the basic options interface of a Sprite Frame Data.
  139419. */
  139420. export interface ISpriteJSONSpriteFrameData {
  139421. /**
  139422. * number of the x offset of the Frame
  139423. */
  139424. x: number;
  139425. /**
  139426. * number of the y offset of the Frame
  139427. */
  139428. y: number;
  139429. /**
  139430. * number of the width of the Frame
  139431. */
  139432. w: number;
  139433. /**
  139434. * number of the height of the Frame
  139435. */
  139436. h: number;
  139437. }
  139438. /**
  139439. * Defines the basic options interface of a JSON Sprite.
  139440. */
  139441. export interface ISpriteJSONSprite {
  139442. /**
  139443. * string name of the Frame
  139444. */
  139445. filename: string;
  139446. /**
  139447. * ISpriteJSONSpriteFrame basic object of the frame data
  139448. */
  139449. frame: ISpriteJSONSpriteFrameData;
  139450. /**
  139451. * boolean to flag is the frame was rotated.
  139452. */
  139453. rotated: boolean;
  139454. /**
  139455. * boolean to flag is the frame was trimmed.
  139456. */
  139457. trimmed: boolean;
  139458. /**
  139459. * ISpriteJSONSpriteFrame basic object of the source data
  139460. */
  139461. spriteSourceSize: ISpriteJSONSpriteFrameData;
  139462. /**
  139463. * ISpriteJSONSpriteFrame basic object of the source data
  139464. */
  139465. sourceSize: ISpriteJSONSpriteSourceSize;
  139466. }
  139467. /**
  139468. * Defines the basic options interface of a JSON atlas.
  139469. */
  139470. export interface ISpriteJSONAtlas {
  139471. /**
  139472. * Array of objects that contain the frame data.
  139473. */
  139474. frames: Array<ISpriteJSONSprite>;
  139475. /**
  139476. * object basic object containing the sprite meta data.
  139477. */
  139478. meta?: object;
  139479. }
  139480. }
  139481. declare module BABYLON {
  139482. /** @hidden */
  139483. export var spriteMapPixelShader: {
  139484. name: string;
  139485. shader: string;
  139486. };
  139487. }
  139488. declare module BABYLON {
  139489. /** @hidden */
  139490. export var spriteMapVertexShader: {
  139491. name: string;
  139492. shader: string;
  139493. };
  139494. }
  139495. declare module BABYLON {
  139496. /**
  139497. * Defines the basic options interface of a SpriteMap
  139498. */
  139499. export interface ISpriteMapOptions {
  139500. /**
  139501. * Vector2 of the number of cells in the grid.
  139502. */
  139503. stageSize?: Vector2;
  139504. /**
  139505. * Vector2 of the size of the output plane in World Units.
  139506. */
  139507. outputSize?: Vector2;
  139508. /**
  139509. * Vector3 of the position of the output plane in World Units.
  139510. */
  139511. outputPosition?: Vector3;
  139512. /**
  139513. * Vector3 of the rotation of the output plane.
  139514. */
  139515. outputRotation?: Vector3;
  139516. /**
  139517. * number of layers that the system will reserve in resources.
  139518. */
  139519. layerCount?: number;
  139520. /**
  139521. * number of max animation frames a single cell will reserve in resources.
  139522. */
  139523. maxAnimationFrames?: number;
  139524. /**
  139525. * number cell index of the base tile when the system compiles.
  139526. */
  139527. baseTile?: number;
  139528. /**
  139529. * boolean flip the sprite after its been repositioned by the framing data.
  139530. */
  139531. flipU?: boolean;
  139532. /**
  139533. * Vector3 scalar of the global RGB values of the SpriteMap.
  139534. */
  139535. colorMultiply?: Vector3;
  139536. }
  139537. /**
  139538. * Defines the IDisposable interface in order to be cleanable from resources.
  139539. */
  139540. export interface ISpriteMap extends IDisposable {
  139541. /**
  139542. * String name of the SpriteMap.
  139543. */
  139544. name: string;
  139545. /**
  139546. * The JSON Array file from a https://www.codeandweb.com/texturepacker export. Or similar structure.
  139547. */
  139548. atlasJSON: ISpriteJSONAtlas;
  139549. /**
  139550. * Texture of the SpriteMap.
  139551. */
  139552. spriteSheet: Texture;
  139553. /**
  139554. * The parameters to initialize the SpriteMap with.
  139555. */
  139556. options: ISpriteMapOptions;
  139557. }
  139558. /**
  139559. * Class used to manage a grid restricted sprite deployment on an Output plane.
  139560. */
  139561. export class SpriteMap implements ISpriteMap {
  139562. /** The Name of the spriteMap */
  139563. name: string;
  139564. /** The JSON file with the frame and meta data */
  139565. atlasJSON: ISpriteJSONAtlas;
  139566. /** The systems Sprite Sheet Texture */
  139567. spriteSheet: Texture;
  139568. /** Arguments passed with the Constructor */
  139569. options: ISpriteMapOptions;
  139570. /** Public Sprite Storage array, parsed from atlasJSON */
  139571. sprites: Array<ISpriteJSONSprite>;
  139572. /** Returns the Number of Sprites in the System */
  139573. get spriteCount(): number;
  139574. /** Returns the Position of Output Plane*/
  139575. get position(): Vector3;
  139576. /** Returns the Position of Output Plane*/
  139577. set position(v: Vector3);
  139578. /** Returns the Rotation of Output Plane*/
  139579. get rotation(): Vector3;
  139580. /** Returns the Rotation of Output Plane*/
  139581. set rotation(v: Vector3);
  139582. /** Sets the AnimationMap*/
  139583. get animationMap(): RawTexture;
  139584. /** Sets the AnimationMap*/
  139585. set animationMap(v: RawTexture);
  139586. /** Scene that the SpriteMap was created in */
  139587. private _scene;
  139588. /** Texture Buffer of Float32 that holds tile frame data*/
  139589. private _frameMap;
  139590. /** Texture Buffers of Float32 that holds tileMap data*/
  139591. private _tileMaps;
  139592. /** Texture Buffer of Float32 that holds Animation Data*/
  139593. private _animationMap;
  139594. /** Custom ShaderMaterial Central to the System*/
  139595. private _material;
  139596. /** Custom ShaderMaterial Central to the System*/
  139597. private _output;
  139598. /** Systems Time Ticker*/
  139599. private _time;
  139600. /**
  139601. * Creates a new SpriteMap
  139602. * @param name defines the SpriteMaps Name
  139603. * @param atlasJSON is the JSON file that controls the Sprites Frames and Meta
  139604. * @param spriteSheet is the Texture that the Sprites are on.
  139605. * @param options a basic deployment configuration
  139606. * @param scene The Scene that the map is deployed on
  139607. */
  139608. constructor(name: string, atlasJSON: ISpriteJSONAtlas, spriteSheet: Texture, options: ISpriteMapOptions, scene: Scene);
  139609. /**
  139610. * Returns tileID location
  139611. * @returns Vector2 the cell position ID
  139612. */
  139613. getTileID(): Vector2;
  139614. /**
  139615. * Gets the UV location of the mouse over the SpriteMap.
  139616. * @returns Vector2 the UV position of the mouse interaction
  139617. */
  139618. getMousePosition(): Vector2;
  139619. /**
  139620. * Creates the "frame" texture Buffer
  139621. * -------------------------------------
  139622. * Structure of frames
  139623. * "filename": "Falling-Water-2.png",
  139624. * "frame": {"x":69,"y":103,"w":24,"h":32},
  139625. * "rotated": true,
  139626. * "trimmed": true,
  139627. * "spriteSourceSize": {"x":4,"y":0,"w":24,"h":32},
  139628. * "sourceSize": {"w":32,"h":32}
  139629. * @returns RawTexture of the frameMap
  139630. */
  139631. private _createFrameBuffer;
  139632. /**
  139633. * Creates the tileMap texture Buffer
  139634. * @param buffer normally and array of numbers, or a false to generate from scratch
  139635. * @param _layer indicates what layer for a logic trigger dealing with the baseTile. The system uses this
  139636. * @returns RawTexture of the tileMap
  139637. */
  139638. private _createTileBuffer;
  139639. /**
  139640. * Modifies the data of the tileMaps
  139641. * @param _layer is the ID of the layer you want to edit on the SpriteMap
  139642. * @param pos is the iVector2 Coordinates of the Tile
  139643. * @param tile The SpriteIndex of the new Tile
  139644. */
  139645. changeTiles(_layer: number | undefined, pos: Vector2 | Vector2[], tile?: number): void;
  139646. /**
  139647. * Creates the animationMap texture Buffer
  139648. * @param buffer normally and array of numbers, or a false to generate from scratch
  139649. * @returns RawTexture of the animationMap
  139650. */
  139651. private _createTileAnimationBuffer;
  139652. /**
  139653. * Modifies the data of the animationMap
  139654. * @param cellID is the Index of the Sprite
  139655. * @param _frame is the target Animation frame
  139656. * @param toCell is the Target Index of the next frame of the animation
  139657. * @param time is a value between 0-1 that is the trigger for when the frame should change tiles
  139658. * @param speed is a global scalar of the time variable on the map.
  139659. */
  139660. addAnimationToTile(cellID?: number, _frame?: number, toCell?: number, time?: number, speed?: number): void;
  139661. /**
  139662. * Exports the .tilemaps file
  139663. */
  139664. saveTileMaps(): void;
  139665. /**
  139666. * Imports the .tilemaps file
  139667. * @param url of the .tilemaps file
  139668. */
  139669. loadTileMaps(url: string): void;
  139670. /**
  139671. * Release associated resources
  139672. */
  139673. dispose(): void;
  139674. }
  139675. }
  139676. declare module BABYLON {
  139677. /**
  139678. * Class used to manage multiple sprites of different sizes on the same spritesheet
  139679. * @see http://doc.babylonjs.com/babylon101/sprites
  139680. */
  139681. export class SpritePackedManager extends SpriteManager {
  139682. /** defines the packed manager's name */
  139683. name: string;
  139684. /**
  139685. * Creates a new sprite manager from a packed sprite sheet
  139686. * @param name defines the manager's name
  139687. * @param imgUrl defines the sprite sheet url
  139688. * @param capacity defines the maximum allowed number of sprites
  139689. * @param scene defines the hosting scene
  139690. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  139691. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  139692. * @param samplingMode defines the smapling mode to use with spritesheet
  139693. * @param fromPacked set to true; do not alter
  139694. */
  139695. constructor(
  139696. /** defines the packed manager's name */
  139697. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  139698. }
  139699. }
  139700. declare module BABYLON {
  139701. /**
  139702. * Defines the list of states available for a task inside a AssetsManager
  139703. */
  139704. export enum AssetTaskState {
  139705. /**
  139706. * Initialization
  139707. */
  139708. INIT = 0,
  139709. /**
  139710. * Running
  139711. */
  139712. RUNNING = 1,
  139713. /**
  139714. * Done
  139715. */
  139716. DONE = 2,
  139717. /**
  139718. * Error
  139719. */
  139720. ERROR = 3
  139721. }
  139722. /**
  139723. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  139724. */
  139725. export abstract class AbstractAssetTask {
  139726. /**
  139727. * Task name
  139728. */ name: string;
  139729. /**
  139730. * Callback called when the task is successful
  139731. */
  139732. onSuccess: (task: any) => void;
  139733. /**
  139734. * Callback called when the task is not successful
  139735. */
  139736. onError: (task: any, message?: string, exception?: any) => void;
  139737. /**
  139738. * Creates a new AssetsManager
  139739. * @param name defines the name of the task
  139740. */
  139741. constructor(
  139742. /**
  139743. * Task name
  139744. */ name: string);
  139745. private _isCompleted;
  139746. private _taskState;
  139747. private _errorObject;
  139748. /**
  139749. * Get if the task is completed
  139750. */
  139751. get isCompleted(): boolean;
  139752. /**
  139753. * Gets the current state of the task
  139754. */
  139755. get taskState(): AssetTaskState;
  139756. /**
  139757. * Gets the current error object (if task is in error)
  139758. */
  139759. get errorObject(): {
  139760. message?: string;
  139761. exception?: any;
  139762. };
  139763. /**
  139764. * Internal only
  139765. * @hidden
  139766. */
  139767. _setErrorObject(message?: string, exception?: any): void;
  139768. /**
  139769. * Execute the current task
  139770. * @param scene defines the scene where you want your assets to be loaded
  139771. * @param onSuccess is a callback called when the task is successfully executed
  139772. * @param onError is a callback called if an error occurs
  139773. */
  139774. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  139775. /**
  139776. * Execute the current task
  139777. * @param scene defines the scene where you want your assets to be loaded
  139778. * @param onSuccess is a callback called when the task is successfully executed
  139779. * @param onError is a callback called if an error occurs
  139780. */
  139781. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  139782. /**
  139783. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  139784. * This can be used with failed tasks that have the reason for failure fixed.
  139785. */
  139786. reset(): void;
  139787. private onErrorCallback;
  139788. private onDoneCallback;
  139789. }
  139790. /**
  139791. * Define the interface used by progress events raised during assets loading
  139792. */
  139793. export interface IAssetsProgressEvent {
  139794. /**
  139795. * Defines the number of remaining tasks to process
  139796. */
  139797. remainingCount: number;
  139798. /**
  139799. * Defines the total number of tasks
  139800. */
  139801. totalCount: number;
  139802. /**
  139803. * Defines the task that was just processed
  139804. */
  139805. task: AbstractAssetTask;
  139806. }
  139807. /**
  139808. * Class used to share progress information about assets loading
  139809. */
  139810. export class AssetsProgressEvent implements IAssetsProgressEvent {
  139811. /**
  139812. * Defines the number of remaining tasks to process
  139813. */
  139814. remainingCount: number;
  139815. /**
  139816. * Defines the total number of tasks
  139817. */
  139818. totalCount: number;
  139819. /**
  139820. * Defines the task that was just processed
  139821. */
  139822. task: AbstractAssetTask;
  139823. /**
  139824. * Creates a AssetsProgressEvent
  139825. * @param remainingCount defines the number of remaining tasks to process
  139826. * @param totalCount defines the total number of tasks
  139827. * @param task defines the task that was just processed
  139828. */
  139829. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  139830. }
  139831. /**
  139832. * Define a task used by AssetsManager to load meshes
  139833. */
  139834. export class MeshAssetTask extends AbstractAssetTask {
  139835. /**
  139836. * Defines the name of the task
  139837. */
  139838. name: string;
  139839. /**
  139840. * Defines the list of mesh's names you want to load
  139841. */
  139842. meshesNames: any;
  139843. /**
  139844. * Defines the root url to use as a base to load your meshes and associated resources
  139845. */
  139846. rootUrl: string;
  139847. /**
  139848. * Defines the filename of the scene to load from
  139849. */
  139850. sceneFilename: string;
  139851. /**
  139852. * Gets the list of loaded meshes
  139853. */
  139854. loadedMeshes: Array<AbstractMesh>;
  139855. /**
  139856. * Gets the list of loaded particle systems
  139857. */
  139858. loadedParticleSystems: Array<IParticleSystem>;
  139859. /**
  139860. * Gets the list of loaded skeletons
  139861. */
  139862. loadedSkeletons: Array<Skeleton>;
  139863. /**
  139864. * Gets the list of loaded animation groups
  139865. */
  139866. loadedAnimationGroups: Array<AnimationGroup>;
  139867. /**
  139868. * Callback called when the task is successful
  139869. */
  139870. onSuccess: (task: MeshAssetTask) => void;
  139871. /**
  139872. * Callback called when the task is successful
  139873. */
  139874. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  139875. /**
  139876. * Creates a new MeshAssetTask
  139877. * @param name defines the name of the task
  139878. * @param meshesNames defines the list of mesh's names you want to load
  139879. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  139880. * @param sceneFilename defines the filename of the scene to load from
  139881. */
  139882. constructor(
  139883. /**
  139884. * Defines the name of the task
  139885. */
  139886. name: string,
  139887. /**
  139888. * Defines the list of mesh's names you want to load
  139889. */
  139890. meshesNames: any,
  139891. /**
  139892. * Defines the root url to use as a base to load your meshes and associated resources
  139893. */
  139894. rootUrl: string,
  139895. /**
  139896. * Defines the filename of the scene to load from
  139897. */
  139898. sceneFilename: string);
  139899. /**
  139900. * Execute the current task
  139901. * @param scene defines the scene where you want your assets to be loaded
  139902. * @param onSuccess is a callback called when the task is successfully executed
  139903. * @param onError is a callback called if an error occurs
  139904. */
  139905. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  139906. }
  139907. /**
  139908. * Define a task used by AssetsManager to load text content
  139909. */
  139910. export class TextFileAssetTask extends AbstractAssetTask {
  139911. /**
  139912. * Defines the name of the task
  139913. */
  139914. name: string;
  139915. /**
  139916. * Defines the location of the file to load
  139917. */
  139918. url: string;
  139919. /**
  139920. * Gets the loaded text string
  139921. */
  139922. text: string;
  139923. /**
  139924. * Callback called when the task is successful
  139925. */
  139926. onSuccess: (task: TextFileAssetTask) => void;
  139927. /**
  139928. * Callback called when the task is successful
  139929. */
  139930. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  139931. /**
  139932. * Creates a new TextFileAssetTask object
  139933. * @param name defines the name of the task
  139934. * @param url defines the location of the file to load
  139935. */
  139936. constructor(
  139937. /**
  139938. * Defines the name of the task
  139939. */
  139940. name: string,
  139941. /**
  139942. * Defines the location of the file to load
  139943. */
  139944. url: string);
  139945. /**
  139946. * Execute the current task
  139947. * @param scene defines the scene where you want your assets to be loaded
  139948. * @param onSuccess is a callback called when the task is successfully executed
  139949. * @param onError is a callback called if an error occurs
  139950. */
  139951. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  139952. }
  139953. /**
  139954. * Define a task used by AssetsManager to load binary data
  139955. */
  139956. export class BinaryFileAssetTask extends AbstractAssetTask {
  139957. /**
  139958. * Defines the name of the task
  139959. */
  139960. name: string;
  139961. /**
  139962. * Defines the location of the file to load
  139963. */
  139964. url: string;
  139965. /**
  139966. * Gets the lodaded data (as an array buffer)
  139967. */
  139968. data: ArrayBuffer;
  139969. /**
  139970. * Callback called when the task is successful
  139971. */
  139972. onSuccess: (task: BinaryFileAssetTask) => void;
  139973. /**
  139974. * Callback called when the task is successful
  139975. */
  139976. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  139977. /**
  139978. * Creates a new BinaryFileAssetTask object
  139979. * @param name defines the name of the new task
  139980. * @param url defines the location of the file to load
  139981. */
  139982. constructor(
  139983. /**
  139984. * Defines the name of the task
  139985. */
  139986. name: string,
  139987. /**
  139988. * Defines the location of the file to load
  139989. */
  139990. url: string);
  139991. /**
  139992. * Execute the current task
  139993. * @param scene defines the scene where you want your assets to be loaded
  139994. * @param onSuccess is a callback called when the task is successfully executed
  139995. * @param onError is a callback called if an error occurs
  139996. */
  139997. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  139998. }
  139999. /**
  140000. * Define a task used by AssetsManager to load images
  140001. */
  140002. export class ImageAssetTask extends AbstractAssetTask {
  140003. /**
  140004. * Defines the name of the task
  140005. */
  140006. name: string;
  140007. /**
  140008. * Defines the location of the image to load
  140009. */
  140010. url: string;
  140011. /**
  140012. * Gets the loaded images
  140013. */
  140014. image: HTMLImageElement;
  140015. /**
  140016. * Callback called when the task is successful
  140017. */
  140018. onSuccess: (task: ImageAssetTask) => void;
  140019. /**
  140020. * Callback called when the task is successful
  140021. */
  140022. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  140023. /**
  140024. * Creates a new ImageAssetTask
  140025. * @param name defines the name of the task
  140026. * @param url defines the location of the image to load
  140027. */
  140028. constructor(
  140029. /**
  140030. * Defines the name of the task
  140031. */
  140032. name: string,
  140033. /**
  140034. * Defines the location of the image to load
  140035. */
  140036. url: string);
  140037. /**
  140038. * Execute the current task
  140039. * @param scene defines the scene where you want your assets to be loaded
  140040. * @param onSuccess is a callback called when the task is successfully executed
  140041. * @param onError is a callback called if an error occurs
  140042. */
  140043. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140044. }
  140045. /**
  140046. * Defines the interface used by texture loading tasks
  140047. */
  140048. export interface ITextureAssetTask<TEX extends BaseTexture> {
  140049. /**
  140050. * Gets the loaded texture
  140051. */
  140052. texture: TEX;
  140053. }
  140054. /**
  140055. * Define a task used by AssetsManager to load 2D textures
  140056. */
  140057. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  140058. /**
  140059. * Defines the name of the task
  140060. */
  140061. name: string;
  140062. /**
  140063. * Defines the location of the file to load
  140064. */
  140065. url: string;
  140066. /**
  140067. * Defines if mipmap should not be generated (default is false)
  140068. */
  140069. noMipmap?: boolean | undefined;
  140070. /**
  140071. * Defines if texture must be inverted on Y axis (default is false)
  140072. */
  140073. invertY?: boolean | undefined;
  140074. /**
  140075. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  140076. */
  140077. samplingMode: number;
  140078. /**
  140079. * Gets the loaded texture
  140080. */
  140081. texture: Texture;
  140082. /**
  140083. * Callback called when the task is successful
  140084. */
  140085. onSuccess: (task: TextureAssetTask) => void;
  140086. /**
  140087. * Callback called when the task is successful
  140088. */
  140089. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  140090. /**
  140091. * Creates a new TextureAssetTask object
  140092. * @param name defines the name of the task
  140093. * @param url defines the location of the file to load
  140094. * @param noMipmap defines if mipmap should not be generated (default is false)
  140095. * @param invertY defines if texture must be inverted on Y axis (default is false)
  140096. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  140097. */
  140098. constructor(
  140099. /**
  140100. * Defines the name of the task
  140101. */
  140102. name: string,
  140103. /**
  140104. * Defines the location of the file to load
  140105. */
  140106. url: string,
  140107. /**
  140108. * Defines if mipmap should not be generated (default is false)
  140109. */
  140110. noMipmap?: boolean | undefined,
  140111. /**
  140112. * Defines if texture must be inverted on Y axis (default is false)
  140113. */
  140114. invertY?: boolean | undefined,
  140115. /**
  140116. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  140117. */
  140118. samplingMode?: number);
  140119. /**
  140120. * Execute the current task
  140121. * @param scene defines the scene where you want your assets to be loaded
  140122. * @param onSuccess is a callback called when the task is successfully executed
  140123. * @param onError is a callback called if an error occurs
  140124. */
  140125. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140126. }
  140127. /**
  140128. * Define a task used by AssetsManager to load cube textures
  140129. */
  140130. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  140131. /**
  140132. * Defines the name of the task
  140133. */
  140134. name: string;
  140135. /**
  140136. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  140137. */
  140138. url: string;
  140139. /**
  140140. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  140141. */
  140142. extensions?: string[] | undefined;
  140143. /**
  140144. * Defines if mipmaps should not be generated (default is false)
  140145. */
  140146. noMipmap?: boolean | undefined;
  140147. /**
  140148. * Defines the explicit list of files (undefined by default)
  140149. */
  140150. files?: string[] | undefined;
  140151. /**
  140152. * Gets the loaded texture
  140153. */
  140154. texture: CubeTexture;
  140155. /**
  140156. * Callback called when the task is successful
  140157. */
  140158. onSuccess: (task: CubeTextureAssetTask) => void;
  140159. /**
  140160. * Callback called when the task is successful
  140161. */
  140162. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  140163. /**
  140164. * Creates a new CubeTextureAssetTask
  140165. * @param name defines the name of the task
  140166. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  140167. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  140168. * @param noMipmap defines if mipmaps should not be generated (default is false)
  140169. * @param files defines the explicit list of files (undefined by default)
  140170. */
  140171. constructor(
  140172. /**
  140173. * Defines the name of the task
  140174. */
  140175. name: string,
  140176. /**
  140177. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  140178. */
  140179. url: string,
  140180. /**
  140181. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  140182. */
  140183. extensions?: string[] | undefined,
  140184. /**
  140185. * Defines if mipmaps should not be generated (default is false)
  140186. */
  140187. noMipmap?: boolean | undefined,
  140188. /**
  140189. * Defines the explicit list of files (undefined by default)
  140190. */
  140191. files?: string[] | undefined);
  140192. /**
  140193. * Execute the current task
  140194. * @param scene defines the scene where you want your assets to be loaded
  140195. * @param onSuccess is a callback called when the task is successfully executed
  140196. * @param onError is a callback called if an error occurs
  140197. */
  140198. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140199. }
  140200. /**
  140201. * Define a task used by AssetsManager to load HDR cube textures
  140202. */
  140203. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  140204. /**
  140205. * Defines the name of the task
  140206. */
  140207. name: string;
  140208. /**
  140209. * Defines the location of the file to load
  140210. */
  140211. url: string;
  140212. /**
  140213. * Defines the desired size (the more it increases the longer the generation will be)
  140214. */
  140215. size: number;
  140216. /**
  140217. * Defines if mipmaps should not be generated (default is false)
  140218. */
  140219. noMipmap: boolean;
  140220. /**
  140221. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  140222. */
  140223. generateHarmonics: boolean;
  140224. /**
  140225. * 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)
  140226. */
  140227. gammaSpace: boolean;
  140228. /**
  140229. * Internal Use Only
  140230. */
  140231. reserved: boolean;
  140232. /**
  140233. * Gets the loaded texture
  140234. */
  140235. texture: HDRCubeTexture;
  140236. /**
  140237. * Callback called when the task is successful
  140238. */
  140239. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  140240. /**
  140241. * Callback called when the task is successful
  140242. */
  140243. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  140244. /**
  140245. * Creates a new HDRCubeTextureAssetTask object
  140246. * @param name defines the name of the task
  140247. * @param url defines the location of the file to load
  140248. * @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.
  140249. * @param noMipmap defines if mipmaps should not be generated (default is false)
  140250. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  140251. * @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)
  140252. * @param reserved Internal use only
  140253. */
  140254. constructor(
  140255. /**
  140256. * Defines the name of the task
  140257. */
  140258. name: string,
  140259. /**
  140260. * Defines the location of the file to load
  140261. */
  140262. url: string,
  140263. /**
  140264. * Defines the desired size (the more it increases the longer the generation will be)
  140265. */
  140266. size: number,
  140267. /**
  140268. * Defines if mipmaps should not be generated (default is false)
  140269. */
  140270. noMipmap?: boolean,
  140271. /**
  140272. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  140273. */
  140274. generateHarmonics?: boolean,
  140275. /**
  140276. * 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)
  140277. */
  140278. gammaSpace?: boolean,
  140279. /**
  140280. * Internal Use Only
  140281. */
  140282. reserved?: boolean);
  140283. /**
  140284. * Execute the current task
  140285. * @param scene defines the scene where you want your assets to be loaded
  140286. * @param onSuccess is a callback called when the task is successfully executed
  140287. * @param onError is a callback called if an error occurs
  140288. */
  140289. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140290. }
  140291. /**
  140292. * Define a task used by AssetsManager to load Equirectangular cube textures
  140293. */
  140294. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  140295. /**
  140296. * Defines the name of the task
  140297. */
  140298. name: string;
  140299. /**
  140300. * Defines the location of the file to load
  140301. */
  140302. url: string;
  140303. /**
  140304. * Defines the desired size (the more it increases the longer the generation will be)
  140305. */
  140306. size: number;
  140307. /**
  140308. * Defines if mipmaps should not be generated (default is false)
  140309. */
  140310. noMipmap: boolean;
  140311. /**
  140312. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  140313. * but the standard material would require them in Gamma space) (default is true)
  140314. */
  140315. gammaSpace: boolean;
  140316. /**
  140317. * Gets the loaded texture
  140318. */
  140319. texture: EquiRectangularCubeTexture;
  140320. /**
  140321. * Callback called when the task is successful
  140322. */
  140323. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  140324. /**
  140325. * Callback called when the task is successful
  140326. */
  140327. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  140328. /**
  140329. * Creates a new EquiRectangularCubeTextureAssetTask object
  140330. * @param name defines the name of the task
  140331. * @param url defines the location of the file to load
  140332. * @param size defines the desired size (the more it increases the longer the generation will be)
  140333. * If the size is omitted this implies you are using a preprocessed cubemap.
  140334. * @param noMipmap defines if mipmaps should not be generated (default is false)
  140335. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  140336. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  140337. * (default is true)
  140338. */
  140339. constructor(
  140340. /**
  140341. * Defines the name of the task
  140342. */
  140343. name: string,
  140344. /**
  140345. * Defines the location of the file to load
  140346. */
  140347. url: string,
  140348. /**
  140349. * Defines the desired size (the more it increases the longer the generation will be)
  140350. */
  140351. size: number,
  140352. /**
  140353. * Defines if mipmaps should not be generated (default is false)
  140354. */
  140355. noMipmap?: boolean,
  140356. /**
  140357. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  140358. * but the standard material would require them in Gamma space) (default is true)
  140359. */
  140360. gammaSpace?: boolean);
  140361. /**
  140362. * Execute the current task
  140363. * @param scene defines the scene where you want your assets to be loaded
  140364. * @param onSuccess is a callback called when the task is successfully executed
  140365. * @param onError is a callback called if an error occurs
  140366. */
  140367. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  140368. }
  140369. /**
  140370. * This class can be used to easily import assets into a scene
  140371. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  140372. */
  140373. export class AssetsManager {
  140374. private _scene;
  140375. private _isLoading;
  140376. protected _tasks: AbstractAssetTask[];
  140377. protected _waitingTasksCount: number;
  140378. protected _totalTasksCount: number;
  140379. /**
  140380. * Callback called when all tasks are processed
  140381. */
  140382. onFinish: (tasks: AbstractAssetTask[]) => void;
  140383. /**
  140384. * Callback called when a task is successful
  140385. */
  140386. onTaskSuccess: (task: AbstractAssetTask) => void;
  140387. /**
  140388. * Callback called when a task had an error
  140389. */
  140390. onTaskError: (task: AbstractAssetTask) => void;
  140391. /**
  140392. * Callback called when a task is done (whatever the result is)
  140393. */
  140394. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  140395. /**
  140396. * Observable called when all tasks are processed
  140397. */
  140398. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  140399. /**
  140400. * Observable called when a task had an error
  140401. */
  140402. onTaskErrorObservable: Observable<AbstractAssetTask>;
  140403. /**
  140404. * Observable called when all tasks were executed
  140405. */
  140406. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  140407. /**
  140408. * Observable called when a task is done (whatever the result is)
  140409. */
  140410. onProgressObservable: Observable<IAssetsProgressEvent>;
  140411. /**
  140412. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  140413. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  140414. */
  140415. useDefaultLoadingScreen: boolean;
  140416. /**
  140417. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  140418. * when all assets have been downloaded.
  140419. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  140420. */
  140421. autoHideLoadingUI: boolean;
  140422. /**
  140423. * Creates a new AssetsManager
  140424. * @param scene defines the scene to work on
  140425. */
  140426. constructor(scene: Scene);
  140427. /**
  140428. * Add a MeshAssetTask to the list of active tasks
  140429. * @param taskName defines the name of the new task
  140430. * @param meshesNames defines the name of meshes to load
  140431. * @param rootUrl defines the root url to use to locate files
  140432. * @param sceneFilename defines the filename of the scene file
  140433. * @returns a new MeshAssetTask object
  140434. */
  140435. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  140436. /**
  140437. * Add a TextFileAssetTask to the list of active tasks
  140438. * @param taskName defines the name of the new task
  140439. * @param url defines the url of the file to load
  140440. * @returns a new TextFileAssetTask object
  140441. */
  140442. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  140443. /**
  140444. * Add a BinaryFileAssetTask to the list of active tasks
  140445. * @param taskName defines the name of the new task
  140446. * @param url defines the url of the file to load
  140447. * @returns a new BinaryFileAssetTask object
  140448. */
  140449. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  140450. /**
  140451. * Add a ImageAssetTask to the list of active tasks
  140452. * @param taskName defines the name of the new task
  140453. * @param url defines the url of the file to load
  140454. * @returns a new ImageAssetTask object
  140455. */
  140456. addImageTask(taskName: string, url: string): ImageAssetTask;
  140457. /**
  140458. * Add a TextureAssetTask to the list of active tasks
  140459. * @param taskName defines the name of the new task
  140460. * @param url defines the url of the file to load
  140461. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  140462. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  140463. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  140464. * @returns a new TextureAssetTask object
  140465. */
  140466. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  140467. /**
  140468. * Add a CubeTextureAssetTask to the list of active tasks
  140469. * @param taskName defines the name of the new task
  140470. * @param url defines the url of the file to load
  140471. * @param extensions defines the extension to use to load the cube map (can be null)
  140472. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  140473. * @param files defines the list of files to load (can be null)
  140474. * @returns a new CubeTextureAssetTask object
  140475. */
  140476. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  140477. /**
  140478. *
  140479. * Add a HDRCubeTextureAssetTask to the list of active tasks
  140480. * @param taskName defines the name of the new task
  140481. * @param url defines the url of the file to load
  140482. * @param size defines the size you want for the cubemap (can be null)
  140483. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  140484. * @param generateHarmonics defines if you want to automatically generate (true by default)
  140485. * @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)
  140486. * @param reserved Internal use only
  140487. * @returns a new HDRCubeTextureAssetTask object
  140488. */
  140489. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  140490. /**
  140491. *
  140492. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  140493. * @param taskName defines the name of the new task
  140494. * @param url defines the url of the file to load
  140495. * @param size defines the size you want for the cubemap (can be null)
  140496. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  140497. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  140498. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  140499. * @returns a new EquiRectangularCubeTextureAssetTask object
  140500. */
  140501. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  140502. /**
  140503. * Remove a task from the assets manager.
  140504. * @param task the task to remove
  140505. */
  140506. removeTask(task: AbstractAssetTask): void;
  140507. private _decreaseWaitingTasksCount;
  140508. private _runTask;
  140509. /**
  140510. * Reset the AssetsManager and remove all tasks
  140511. * @return the current instance of the AssetsManager
  140512. */
  140513. reset(): AssetsManager;
  140514. /**
  140515. * Start the loading process
  140516. * @return the current instance of the AssetsManager
  140517. */
  140518. load(): AssetsManager;
  140519. /**
  140520. * Start the loading process as an async operation
  140521. * @return a promise returning the list of failed tasks
  140522. */
  140523. loadAsync(): Promise<void>;
  140524. }
  140525. }
  140526. declare module BABYLON {
  140527. /**
  140528. * Wrapper class for promise with external resolve and reject.
  140529. */
  140530. export class Deferred<T> {
  140531. /**
  140532. * The promise associated with this deferred object.
  140533. */
  140534. readonly promise: Promise<T>;
  140535. private _resolve;
  140536. private _reject;
  140537. /**
  140538. * The resolve method of the promise associated with this deferred object.
  140539. */
  140540. get resolve(): (value?: T | PromiseLike<T> | undefined) => void;
  140541. /**
  140542. * The reject method of the promise associated with this deferred object.
  140543. */
  140544. get reject(): (reason?: any) => void;
  140545. /**
  140546. * Constructor for this deferred object.
  140547. */
  140548. constructor();
  140549. }
  140550. }
  140551. declare module BABYLON {
  140552. /**
  140553. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  140554. */
  140555. export class MeshExploder {
  140556. private _centerMesh;
  140557. private _meshes;
  140558. private _meshesOrigins;
  140559. private _toCenterVectors;
  140560. private _scaledDirection;
  140561. private _newPosition;
  140562. private _centerPosition;
  140563. /**
  140564. * Explodes meshes from a center mesh.
  140565. * @param meshes The meshes to explode.
  140566. * @param centerMesh The mesh to be center of explosion.
  140567. */
  140568. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  140569. private _setCenterMesh;
  140570. /**
  140571. * Get class name
  140572. * @returns "MeshExploder"
  140573. */
  140574. getClassName(): string;
  140575. /**
  140576. * "Exploded meshes"
  140577. * @returns Array of meshes with the centerMesh at index 0.
  140578. */
  140579. getMeshes(): Array<Mesh>;
  140580. /**
  140581. * Explodes meshes giving a specific direction
  140582. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  140583. */
  140584. explode(direction?: number): void;
  140585. }
  140586. }
  140587. declare module BABYLON {
  140588. /**
  140589. * Class used to help managing file picking and drag'n'drop
  140590. */
  140591. export class FilesInput {
  140592. /**
  140593. * List of files ready to be loaded
  140594. */
  140595. static get FilesToLoad(): {
  140596. [key: string]: File;
  140597. };
  140598. /**
  140599. * Callback called when a file is processed
  140600. */
  140601. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  140602. private _engine;
  140603. private _currentScene;
  140604. private _sceneLoadedCallback;
  140605. private _progressCallback;
  140606. private _additionalRenderLoopLogicCallback;
  140607. private _textureLoadingCallback;
  140608. private _startingProcessingFilesCallback;
  140609. private _onReloadCallback;
  140610. private _errorCallback;
  140611. private _elementToMonitor;
  140612. private _sceneFileToLoad;
  140613. private _filesToLoad;
  140614. /**
  140615. * Creates a new FilesInput
  140616. * @param engine defines the rendering engine
  140617. * @param scene defines the hosting scene
  140618. * @param sceneLoadedCallback callback called when scene is loaded
  140619. * @param progressCallback callback called to track progress
  140620. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  140621. * @param textureLoadingCallback callback called when a texture is loading
  140622. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  140623. * @param onReloadCallback callback called when a reload is requested
  140624. * @param errorCallback callback call if an error occurs
  140625. */
  140626. 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);
  140627. private _dragEnterHandler;
  140628. private _dragOverHandler;
  140629. private _dropHandler;
  140630. /**
  140631. * Calls this function to listen to drag'n'drop events on a specific DOM element
  140632. * @param elementToMonitor defines the DOM element to track
  140633. */
  140634. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  140635. /**
  140636. * Release all associated resources
  140637. */
  140638. dispose(): void;
  140639. private renderFunction;
  140640. private drag;
  140641. private drop;
  140642. private _traverseFolder;
  140643. private _processFiles;
  140644. /**
  140645. * Load files from a drop event
  140646. * @param event defines the drop event to use as source
  140647. */
  140648. loadFiles(event: any): void;
  140649. private _processReload;
  140650. /**
  140651. * Reload the current scene from the loaded files
  140652. */
  140653. reload(): void;
  140654. }
  140655. }
  140656. declare module BABYLON {
  140657. /**
  140658. * Defines the root class used to create scene optimization to use with SceneOptimizer
  140659. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140660. */
  140661. export class SceneOptimization {
  140662. /**
  140663. * Defines the priority of this optimization (0 by default which means first in the list)
  140664. */
  140665. priority: number;
  140666. /**
  140667. * Gets a string describing the action executed by the current optimization
  140668. * @returns description string
  140669. */
  140670. getDescription(): string;
  140671. /**
  140672. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140673. * @param scene defines the current scene where to apply this optimization
  140674. * @param optimizer defines the current optimizer
  140675. * @returns true if everything that can be done was applied
  140676. */
  140677. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140678. /**
  140679. * Creates the SceneOptimization object
  140680. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  140681. * @param desc defines the description associated with the optimization
  140682. */
  140683. constructor(
  140684. /**
  140685. * Defines the priority of this optimization (0 by default which means first in the list)
  140686. */
  140687. priority?: number);
  140688. }
  140689. /**
  140690. * Defines an optimization used to reduce the size of render target textures
  140691. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140692. */
  140693. export class TextureOptimization extends SceneOptimization {
  140694. /**
  140695. * Defines the priority of this optimization (0 by default which means first in the list)
  140696. */
  140697. priority: number;
  140698. /**
  140699. * 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
  140700. */
  140701. maximumSize: number;
  140702. /**
  140703. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  140704. */
  140705. step: number;
  140706. /**
  140707. * Gets a string describing the action executed by the current optimization
  140708. * @returns description string
  140709. */
  140710. getDescription(): string;
  140711. /**
  140712. * Creates the TextureOptimization object
  140713. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  140714. * @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
  140715. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  140716. */
  140717. constructor(
  140718. /**
  140719. * Defines the priority of this optimization (0 by default which means first in the list)
  140720. */
  140721. priority?: number,
  140722. /**
  140723. * 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
  140724. */
  140725. maximumSize?: number,
  140726. /**
  140727. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  140728. */
  140729. step?: number);
  140730. /**
  140731. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140732. * @param scene defines the current scene where to apply this optimization
  140733. * @param optimizer defines the current optimizer
  140734. * @returns true if everything that can be done was applied
  140735. */
  140736. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140737. }
  140738. /**
  140739. * Defines an optimization used to increase or decrease the rendering resolution
  140740. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140741. */
  140742. export class HardwareScalingOptimization extends SceneOptimization {
  140743. /**
  140744. * Defines the priority of this optimization (0 by default which means first in the list)
  140745. */
  140746. priority: number;
  140747. /**
  140748. * Defines the maximum scale to use (2 by default)
  140749. */
  140750. maximumScale: number;
  140751. /**
  140752. * Defines the step to use between two passes (0.5 by default)
  140753. */
  140754. step: number;
  140755. private _currentScale;
  140756. private _directionOffset;
  140757. /**
  140758. * Gets a string describing the action executed by the current optimization
  140759. * @return description string
  140760. */
  140761. getDescription(): string;
  140762. /**
  140763. * Creates the HardwareScalingOptimization object
  140764. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  140765. * @param maximumScale defines the maximum scale to use (2 by default)
  140766. * @param step defines the step to use between two passes (0.5 by default)
  140767. */
  140768. constructor(
  140769. /**
  140770. * Defines the priority of this optimization (0 by default which means first in the list)
  140771. */
  140772. priority?: number,
  140773. /**
  140774. * Defines the maximum scale to use (2 by default)
  140775. */
  140776. maximumScale?: number,
  140777. /**
  140778. * Defines the step to use between two passes (0.5 by default)
  140779. */
  140780. step?: number);
  140781. /**
  140782. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140783. * @param scene defines the current scene where to apply this optimization
  140784. * @param optimizer defines the current optimizer
  140785. * @returns true if everything that can be done was applied
  140786. */
  140787. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140788. }
  140789. /**
  140790. * Defines an optimization used to remove shadows
  140791. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140792. */
  140793. export class ShadowsOptimization extends SceneOptimization {
  140794. /**
  140795. * Gets a string describing the action executed by the current optimization
  140796. * @return description string
  140797. */
  140798. getDescription(): string;
  140799. /**
  140800. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140801. * @param scene defines the current scene where to apply this optimization
  140802. * @param optimizer defines the current optimizer
  140803. * @returns true if everything that can be done was applied
  140804. */
  140805. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140806. }
  140807. /**
  140808. * Defines an optimization used to turn post-processes off
  140809. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140810. */
  140811. export class PostProcessesOptimization extends SceneOptimization {
  140812. /**
  140813. * Gets a string describing the action executed by the current optimization
  140814. * @return description string
  140815. */
  140816. getDescription(): string;
  140817. /**
  140818. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140819. * @param scene defines the current scene where to apply this optimization
  140820. * @param optimizer defines the current optimizer
  140821. * @returns true if everything that can be done was applied
  140822. */
  140823. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140824. }
  140825. /**
  140826. * Defines an optimization used to turn lens flares off
  140827. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140828. */
  140829. export class LensFlaresOptimization extends SceneOptimization {
  140830. /**
  140831. * Gets a string describing the action executed by the current optimization
  140832. * @return description string
  140833. */
  140834. getDescription(): string;
  140835. /**
  140836. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140837. * @param scene defines the current scene where to apply this optimization
  140838. * @param optimizer defines the current optimizer
  140839. * @returns true if everything that can be done was applied
  140840. */
  140841. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140842. }
  140843. /**
  140844. * Defines an optimization based on user defined callback.
  140845. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140846. */
  140847. export class CustomOptimization extends SceneOptimization {
  140848. /**
  140849. * Callback called to apply the custom optimization.
  140850. */
  140851. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  140852. /**
  140853. * Callback called to get custom description
  140854. */
  140855. onGetDescription: () => string;
  140856. /**
  140857. * Gets a string describing the action executed by the current optimization
  140858. * @returns description string
  140859. */
  140860. getDescription(): string;
  140861. /**
  140862. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140863. * @param scene defines the current scene where to apply this optimization
  140864. * @param optimizer defines the current optimizer
  140865. * @returns true if everything that can be done was applied
  140866. */
  140867. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140868. }
  140869. /**
  140870. * Defines an optimization used to turn particles off
  140871. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140872. */
  140873. export class ParticlesOptimization extends SceneOptimization {
  140874. /**
  140875. * Gets a string describing the action executed by the current optimization
  140876. * @return description string
  140877. */
  140878. getDescription(): string;
  140879. /**
  140880. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140881. * @param scene defines the current scene where to apply this optimization
  140882. * @param optimizer defines the current optimizer
  140883. * @returns true if everything that can be done was applied
  140884. */
  140885. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140886. }
  140887. /**
  140888. * Defines an optimization used to turn render targets off
  140889. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140890. */
  140891. export class RenderTargetsOptimization extends SceneOptimization {
  140892. /**
  140893. * Gets a string describing the action executed by the current optimization
  140894. * @return description string
  140895. */
  140896. getDescription(): string;
  140897. /**
  140898. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140899. * @param scene defines the current scene where to apply this optimization
  140900. * @param optimizer defines the current optimizer
  140901. * @returns true if everything that can be done was applied
  140902. */
  140903. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  140904. }
  140905. /**
  140906. * Defines an optimization used to merge meshes with compatible materials
  140907. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140908. */
  140909. export class MergeMeshesOptimization extends SceneOptimization {
  140910. private static _UpdateSelectionTree;
  140911. /**
  140912. * Gets or sets a boolean which defines if optimization octree has to be updated
  140913. */
  140914. static get UpdateSelectionTree(): boolean;
  140915. /**
  140916. * Gets or sets a boolean which defines if optimization octree has to be updated
  140917. */
  140918. static set UpdateSelectionTree(value: boolean);
  140919. /**
  140920. * Gets a string describing the action executed by the current optimization
  140921. * @return description string
  140922. */
  140923. getDescription(): string;
  140924. private _canBeMerged;
  140925. /**
  140926. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  140927. * @param scene defines the current scene where to apply this optimization
  140928. * @param optimizer defines the current optimizer
  140929. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  140930. * @returns true if everything that can be done was applied
  140931. */
  140932. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  140933. }
  140934. /**
  140935. * Defines a list of options used by SceneOptimizer
  140936. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  140937. */
  140938. export class SceneOptimizerOptions {
  140939. /**
  140940. * Defines the target frame rate to reach (60 by default)
  140941. */
  140942. targetFrameRate: number;
  140943. /**
  140944. * Defines the interval between two checkes (2000ms by default)
  140945. */
  140946. trackerDuration: number;
  140947. /**
  140948. * Gets the list of optimizations to apply
  140949. */
  140950. optimizations: SceneOptimization[];
  140951. /**
  140952. * Creates a new list of options used by SceneOptimizer
  140953. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  140954. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  140955. */
  140956. constructor(
  140957. /**
  140958. * Defines the target frame rate to reach (60 by default)
  140959. */
  140960. targetFrameRate?: number,
  140961. /**
  140962. * Defines the interval between two checkes (2000ms by default)
  140963. */
  140964. trackerDuration?: number);
  140965. /**
  140966. * Add a new optimization
  140967. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  140968. * @returns the current SceneOptimizerOptions
  140969. */
  140970. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  140971. /**
  140972. * Add a new custom optimization
  140973. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  140974. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  140975. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  140976. * @returns the current SceneOptimizerOptions
  140977. */
  140978. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  140979. /**
  140980. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  140981. * @param targetFrameRate defines the target frame rate (60 by default)
  140982. * @returns a SceneOptimizerOptions object
  140983. */
  140984. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  140985. /**
  140986. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  140987. * @param targetFrameRate defines the target frame rate (60 by default)
  140988. * @returns a SceneOptimizerOptions object
  140989. */
  140990. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  140991. /**
  140992. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  140993. * @param targetFrameRate defines the target frame rate (60 by default)
  140994. * @returns a SceneOptimizerOptions object
  140995. */
  140996. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  140997. }
  140998. /**
  140999. * Class used to run optimizations in order to reach a target frame rate
  141000. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  141001. */
  141002. export class SceneOptimizer implements IDisposable {
  141003. private _isRunning;
  141004. private _options;
  141005. private _scene;
  141006. private _currentPriorityLevel;
  141007. private _targetFrameRate;
  141008. private _trackerDuration;
  141009. private _currentFrameRate;
  141010. private _sceneDisposeObserver;
  141011. private _improvementMode;
  141012. /**
  141013. * Defines an observable called when the optimizer reaches the target frame rate
  141014. */
  141015. onSuccessObservable: Observable<SceneOptimizer>;
  141016. /**
  141017. * Defines an observable called when the optimizer enables an optimization
  141018. */
  141019. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  141020. /**
  141021. * Defines an observable called when the optimizer is not able to reach the target frame rate
  141022. */
  141023. onFailureObservable: Observable<SceneOptimizer>;
  141024. /**
  141025. * Gets a boolean indicating if the optimizer is in improvement mode
  141026. */
  141027. get isInImprovementMode(): boolean;
  141028. /**
  141029. * Gets the current priority level (0 at start)
  141030. */
  141031. get currentPriorityLevel(): number;
  141032. /**
  141033. * Gets the current frame rate checked by the SceneOptimizer
  141034. */
  141035. get currentFrameRate(): number;
  141036. /**
  141037. * Gets or sets the current target frame rate (60 by default)
  141038. */
  141039. get targetFrameRate(): number;
  141040. /**
  141041. * Gets or sets the current target frame rate (60 by default)
  141042. */
  141043. set targetFrameRate(value: number);
  141044. /**
  141045. * Gets or sets the current interval between two checks (every 2000ms by default)
  141046. */
  141047. get trackerDuration(): number;
  141048. /**
  141049. * Gets or sets the current interval between two checks (every 2000ms by default)
  141050. */
  141051. set trackerDuration(value: number);
  141052. /**
  141053. * Gets the list of active optimizations
  141054. */
  141055. get optimizations(): SceneOptimization[];
  141056. /**
  141057. * Creates a new SceneOptimizer
  141058. * @param scene defines the scene to work on
  141059. * @param options defines the options to use with the SceneOptimizer
  141060. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  141061. * @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)
  141062. */
  141063. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  141064. /**
  141065. * Stops the current optimizer
  141066. */
  141067. stop(): void;
  141068. /**
  141069. * Reset the optimizer to initial step (current priority level = 0)
  141070. */
  141071. reset(): void;
  141072. /**
  141073. * Start the optimizer. By default it will try to reach a specific framerate
  141074. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  141075. */
  141076. start(): void;
  141077. private _checkCurrentState;
  141078. /**
  141079. * Release all resources
  141080. */
  141081. dispose(): void;
  141082. /**
  141083. * Helper function to create a SceneOptimizer with one single line of code
  141084. * @param scene defines the scene to work on
  141085. * @param options defines the options to use with the SceneOptimizer
  141086. * @param onSuccess defines a callback to call on success
  141087. * @param onFailure defines a callback to call on failure
  141088. * @returns the new SceneOptimizer object
  141089. */
  141090. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  141091. }
  141092. }
  141093. declare module BABYLON {
  141094. /**
  141095. * Class used to serialize a scene into a string
  141096. */
  141097. export class SceneSerializer {
  141098. /**
  141099. * Clear cache used by a previous serialization
  141100. */
  141101. static ClearCache(): void;
  141102. /**
  141103. * Serialize a scene into a JSON compatible object
  141104. * @param scene defines the scene to serialize
  141105. * @returns a JSON compatible object
  141106. */
  141107. static Serialize(scene: Scene): any;
  141108. /**
  141109. * Serialize a mesh into a JSON compatible object
  141110. * @param toSerialize defines the mesh to serialize
  141111. * @param withParents defines if parents must be serialized as well
  141112. * @param withChildren defines if children must be serialized as well
  141113. * @returns a JSON compatible object
  141114. */
  141115. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  141116. }
  141117. }
  141118. declare module BABYLON {
  141119. /**
  141120. * Class used to host texture specific utilities
  141121. */
  141122. export class TextureTools {
  141123. /**
  141124. * Uses the GPU to create a copy texture rescaled at a given size
  141125. * @param texture Texture to copy from
  141126. * @param width defines the desired width
  141127. * @param height defines the desired height
  141128. * @param useBilinearMode defines if bilinear mode has to be used
  141129. * @return the generated texture
  141130. */
  141131. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  141132. }
  141133. }
  141134. declare module BABYLON {
  141135. /**
  141136. * This represents the different options available for the video capture.
  141137. */
  141138. export interface VideoRecorderOptions {
  141139. /** Defines the mime type of the video. */
  141140. mimeType: string;
  141141. /** Defines the FPS the video should be recorded at. */
  141142. fps: number;
  141143. /** Defines the chunk size for the recording data. */
  141144. recordChunckSize: number;
  141145. /** The audio tracks to attach to the recording. */
  141146. audioTracks?: MediaStreamTrack[];
  141147. }
  141148. /**
  141149. * This can help with recording videos from BabylonJS.
  141150. * This is based on the available WebRTC functionalities of the browser.
  141151. *
  141152. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  141153. */
  141154. export class VideoRecorder {
  141155. private static readonly _defaultOptions;
  141156. /**
  141157. * Returns whether or not the VideoRecorder is available in your browser.
  141158. * @param engine Defines the Babylon Engine.
  141159. * @returns true if supported otherwise false.
  141160. */
  141161. static IsSupported(engine: Engine): boolean;
  141162. private readonly _options;
  141163. private _canvas;
  141164. private _mediaRecorder;
  141165. private _recordedChunks;
  141166. private _fileName;
  141167. private _resolve;
  141168. private _reject;
  141169. /**
  141170. * True when a recording is already in progress.
  141171. */
  141172. get isRecording(): boolean;
  141173. /**
  141174. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  141175. * @param engine Defines the BabylonJS Engine you wish to record.
  141176. * @param options Defines options that can be used to customize the capture.
  141177. */
  141178. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  141179. /**
  141180. * Stops the current recording before the default capture timeout passed in the startRecording function.
  141181. */
  141182. stopRecording(): void;
  141183. /**
  141184. * Starts recording the canvas for a max duration specified in parameters.
  141185. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  141186. * If null no automatic download will start and you can rely on the promise to get the data back.
  141187. * @param maxDuration Defines the maximum recording time in seconds.
  141188. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  141189. * @return A promise callback at the end of the recording with the video data in Blob.
  141190. */
  141191. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  141192. /**
  141193. * Releases internal resources used during the recording.
  141194. */
  141195. dispose(): void;
  141196. private _handleDataAvailable;
  141197. private _handleError;
  141198. private _handleStop;
  141199. }
  141200. }
  141201. declare module BABYLON {
  141202. /**
  141203. * Class containing a set of static utilities functions for screenshots
  141204. */
  141205. export class ScreenshotTools {
  141206. /**
  141207. * Captures a screenshot of the current rendering
  141208. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  141209. * @param engine defines the rendering engine
  141210. * @param camera defines the source camera
  141211. * @param size This parameter can be set to a single number or to an object with the
  141212. * following (optional) properties: precision, width, height. If a single number is passed,
  141213. * it will be used for both width and height. If an object is passed, the screenshot size
  141214. * will be derived from the parameters. The precision property is a multiplier allowing
  141215. * rendering at a higher or lower resolution
  141216. * @param successCallback defines the callback receives a single parameter which contains the
  141217. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  141218. * src parameter of an <img> to display it
  141219. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  141220. * Check your browser for supported MIME types
  141221. */
  141222. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  141223. /**
  141224. * Captures a screenshot of the current rendering
  141225. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  141226. * @param engine defines the rendering engine
  141227. * @param camera defines the source camera
  141228. * @param size This parameter can be set to a single number or to an object with the
  141229. * following (optional) properties: precision, width, height. If a single number is passed,
  141230. * it will be used for both width and height. If an object is passed, the screenshot size
  141231. * will be derived from the parameters. The precision property is a multiplier allowing
  141232. * rendering at a higher or lower resolution
  141233. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  141234. * Check your browser for supported MIME types
  141235. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  141236. * to the src parameter of an <img> to display it
  141237. */
  141238. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  141239. /**
  141240. * Generates an image screenshot from the specified camera.
  141241. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  141242. * @param engine The engine to use for rendering
  141243. * @param camera The camera to use for rendering
  141244. * @param size This parameter can be set to a single number or to an object with the
  141245. * following (optional) properties: precision, width, height. If a single number is passed,
  141246. * it will be used for both width and height. If an object is passed, the screenshot size
  141247. * will be derived from the parameters. The precision property is a multiplier allowing
  141248. * rendering at a higher or lower resolution
  141249. * @param successCallback The callback receives a single parameter which contains the
  141250. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  141251. * src parameter of an <img> to display it
  141252. * @param mimeType The MIME type of the screenshot image (default: image/png).
  141253. * Check your browser for supported MIME types
  141254. * @param samples Texture samples (default: 1)
  141255. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  141256. * @param fileName A name for for the downloaded file.
  141257. */
  141258. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  141259. /**
  141260. * Generates an image screenshot from the specified camera.
  141261. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  141262. * @param engine The engine to use for rendering
  141263. * @param camera The camera to use for rendering
  141264. * @param size This parameter can be set to a single number or to an object with the
  141265. * following (optional) properties: precision, width, height. If a single number is passed,
  141266. * it will be used for both width and height. If an object is passed, the screenshot size
  141267. * will be derived from the parameters. The precision property is a multiplier allowing
  141268. * rendering at a higher or lower resolution
  141269. * @param mimeType The MIME type of the screenshot image (default: image/png).
  141270. * Check your browser for supported MIME types
  141271. * @param samples Texture samples (default: 1)
  141272. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  141273. * @param fileName A name for for the downloaded file.
  141274. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  141275. * to the src parameter of an <img> to display it
  141276. */
  141277. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  141278. /**
  141279. * Gets height and width for screenshot size
  141280. * @private
  141281. */
  141282. private static _getScreenshotSize;
  141283. }
  141284. }
  141285. declare module BABYLON {
  141286. /**
  141287. * Interface for a data buffer
  141288. */
  141289. export interface IDataBuffer {
  141290. /**
  141291. * Reads bytes from the data buffer.
  141292. * @param byteOffset The byte offset to read
  141293. * @param byteLength The byte length to read
  141294. * @returns A promise that resolves when the bytes are read
  141295. */
  141296. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  141297. /**
  141298. * The byte length of the buffer.
  141299. */
  141300. readonly byteLength: number;
  141301. }
  141302. /**
  141303. * Utility class for reading from a data buffer
  141304. */
  141305. export class DataReader {
  141306. /**
  141307. * The data buffer associated with this data reader.
  141308. */
  141309. readonly buffer: IDataBuffer;
  141310. /**
  141311. * The current byte offset from the beginning of the data buffer.
  141312. */
  141313. byteOffset: number;
  141314. private _dataView;
  141315. private _dataByteOffset;
  141316. /**
  141317. * Constructor
  141318. * @param buffer The buffer to read
  141319. */
  141320. constructor(buffer: IDataBuffer);
  141321. /**
  141322. * Loads the given byte length.
  141323. * @param byteLength The byte length to load
  141324. * @returns A promise that resolves when the load is complete
  141325. */
  141326. loadAsync(byteLength: number): Promise<void>;
  141327. /**
  141328. * Read a unsigned 32-bit integer from the currently loaded data range.
  141329. * @returns The 32-bit integer read
  141330. */
  141331. readUint32(): number;
  141332. /**
  141333. * Read a byte array from the currently loaded data range.
  141334. * @param byteLength The byte length to read
  141335. * @returns The byte array read
  141336. */
  141337. readUint8Array(byteLength: number): Uint8Array;
  141338. /**
  141339. * Read a string from the currently loaded data range.
  141340. * @param byteLength The byte length to read
  141341. * @returns The string read
  141342. */
  141343. readString(byteLength: number): string;
  141344. /**
  141345. * Skips the given byte length the currently loaded data range.
  141346. * @param byteLength The byte length to skip
  141347. */
  141348. skipBytes(byteLength: number): void;
  141349. }
  141350. }
  141351. declare module BABYLON {
  141352. /**
  141353. * A cursor which tracks a point on a path
  141354. */
  141355. export class PathCursor {
  141356. private path;
  141357. /**
  141358. * Stores path cursor callbacks for when an onchange event is triggered
  141359. */
  141360. private _onchange;
  141361. /**
  141362. * The value of the path cursor
  141363. */
  141364. value: number;
  141365. /**
  141366. * The animation array of the path cursor
  141367. */
  141368. animations: Animation[];
  141369. /**
  141370. * Initializes the path cursor
  141371. * @param path The path to track
  141372. */
  141373. constructor(path: Path2);
  141374. /**
  141375. * Gets the cursor point on the path
  141376. * @returns A point on the path cursor at the cursor location
  141377. */
  141378. getPoint(): Vector3;
  141379. /**
  141380. * Moves the cursor ahead by the step amount
  141381. * @param step The amount to move the cursor forward
  141382. * @returns This path cursor
  141383. */
  141384. moveAhead(step?: number): PathCursor;
  141385. /**
  141386. * Moves the cursor behind by the step amount
  141387. * @param step The amount to move the cursor back
  141388. * @returns This path cursor
  141389. */
  141390. moveBack(step?: number): PathCursor;
  141391. /**
  141392. * Moves the cursor by the step amount
  141393. * If the step amount is greater than one, an exception is thrown
  141394. * @param step The amount to move the cursor
  141395. * @returns This path cursor
  141396. */
  141397. move(step: number): PathCursor;
  141398. /**
  141399. * Ensures that the value is limited between zero and one
  141400. * @returns This path cursor
  141401. */
  141402. private ensureLimits;
  141403. /**
  141404. * Runs onchange callbacks on change (used by the animation engine)
  141405. * @returns This path cursor
  141406. */
  141407. private raiseOnChange;
  141408. /**
  141409. * Executes a function on change
  141410. * @param f A path cursor onchange callback
  141411. * @returns This path cursor
  141412. */
  141413. onchange(f: (cursor: PathCursor) => void): PathCursor;
  141414. }
  141415. }
  141416. declare module BABYLON {
  141417. /** @hidden */
  141418. export var blurPixelShader: {
  141419. name: string;
  141420. shader: string;
  141421. };
  141422. }
  141423. declare module BABYLON {
  141424. /** @hidden */
  141425. export var pointCloudVertexDeclaration: {
  141426. name: string;
  141427. shader: string;
  141428. };
  141429. }
  141430. // Mixins
  141431. interface Window {
  141432. mozIndexedDB: IDBFactory;
  141433. webkitIndexedDB: IDBFactory;
  141434. msIndexedDB: IDBFactory;
  141435. webkitURL: typeof URL;
  141436. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  141437. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  141438. WebGLRenderingContext: WebGLRenderingContext;
  141439. MSGesture: MSGesture;
  141440. CANNON: any;
  141441. AudioContext: AudioContext;
  141442. webkitAudioContext: AudioContext;
  141443. PointerEvent: any;
  141444. Math: Math;
  141445. Uint8Array: Uint8ArrayConstructor;
  141446. Float32Array: Float32ArrayConstructor;
  141447. mozURL: typeof URL;
  141448. msURL: typeof URL;
  141449. VRFrameData: any; // WebVR, from specs 1.1
  141450. DracoDecoderModule: any;
  141451. setImmediate(handler: (...args: any[]) => void): number;
  141452. }
  141453. interface HTMLCanvasElement {
  141454. requestPointerLock(): void;
  141455. msRequestPointerLock?(): void;
  141456. mozRequestPointerLock?(): void;
  141457. webkitRequestPointerLock?(): void;
  141458. /** Track wether a record is in progress */
  141459. isRecording: boolean;
  141460. /** Capture Stream method defined by some browsers */
  141461. captureStream(fps?: number): MediaStream;
  141462. }
  141463. interface CanvasRenderingContext2D {
  141464. msImageSmoothingEnabled: boolean;
  141465. }
  141466. interface MouseEvent {
  141467. mozMovementX: number;
  141468. mozMovementY: number;
  141469. webkitMovementX: number;
  141470. webkitMovementY: number;
  141471. msMovementX: number;
  141472. msMovementY: number;
  141473. }
  141474. interface Navigator {
  141475. mozGetVRDevices: (any: any) => any;
  141476. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  141477. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  141478. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  141479. webkitGetGamepads(): Gamepad[];
  141480. msGetGamepads(): Gamepad[];
  141481. webkitGamepads(): Gamepad[];
  141482. }
  141483. interface HTMLVideoElement {
  141484. mozSrcObject: any;
  141485. }
  141486. interface Math {
  141487. fround(x: number): number;
  141488. imul(a: number, b: number): number;
  141489. }
  141490. interface WebGLRenderingContext {
  141491. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  141492. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  141493. vertexAttribDivisor(index: number, divisor: number): void;
  141494. createVertexArray(): any;
  141495. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  141496. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  141497. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  141498. renderbufferStorageMultisample?(target: number, samples: number, internalformat: number, width: number, height: number): void;
  141499. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  141500. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  141501. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  141502. // Queries
  141503. createQuery(): WebGLQuery;
  141504. deleteQuery(query: WebGLQuery): void;
  141505. beginQuery(target: number, query: WebGLQuery): void;
  141506. endQuery(target: number): void;
  141507. getQueryParameter(query: WebGLQuery, pname: number): any;
  141508. getQuery(target: number, pname: number): any;
  141509. MAX_SAMPLES: number;
  141510. RGBA8: number;
  141511. READ_FRAMEBUFFER: number;
  141512. DRAW_FRAMEBUFFER: number;
  141513. UNIFORM_BUFFER: number;
  141514. HALF_FLOAT_OES: number;
  141515. RGBA16F: number;
  141516. RGBA32F: number;
  141517. R32F: number;
  141518. RG32F: number;
  141519. RGB32F: number;
  141520. R16F: number;
  141521. RG16F: number;
  141522. RGB16F: number;
  141523. RED: number;
  141524. RG: number;
  141525. R8: number;
  141526. RG8: number;
  141527. UNSIGNED_INT_24_8: number;
  141528. DEPTH24_STENCIL8: number;
  141529. MIN: number;
  141530. MAX: number;
  141531. /* Multiple Render Targets */
  141532. drawBuffers(buffers: number[]): void;
  141533. readBuffer(src: number): void;
  141534. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  141535. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  141536. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  141537. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  141538. // Occlusion Query
  141539. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  141540. ANY_SAMPLES_PASSED: number;
  141541. QUERY_RESULT_AVAILABLE: number;
  141542. QUERY_RESULT: number;
  141543. }
  141544. interface WebGLProgram {
  141545. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  141546. }
  141547. interface EXT_disjoint_timer_query {
  141548. QUERY_COUNTER_BITS_EXT: number;
  141549. TIME_ELAPSED_EXT: number;
  141550. TIMESTAMP_EXT: number;
  141551. GPU_DISJOINT_EXT: number;
  141552. QUERY_RESULT_EXT: number;
  141553. QUERY_RESULT_AVAILABLE_EXT: number;
  141554. queryCounterEXT(query: WebGLQuery, target: number): void;
  141555. createQueryEXT(): WebGLQuery;
  141556. beginQueryEXT(target: number, query: WebGLQuery): void;
  141557. endQueryEXT(target: number): void;
  141558. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  141559. deleteQueryEXT(query: WebGLQuery): void;
  141560. }
  141561. interface WebGLUniformLocation {
  141562. _currentState: any;
  141563. }
  141564. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  141565. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  141566. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  141567. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  141568. interface WebGLRenderingContext {
  141569. readonly RASTERIZER_DISCARD: number;
  141570. readonly DEPTH_COMPONENT24: number;
  141571. readonly TEXTURE_3D: number;
  141572. readonly TEXTURE_2D_ARRAY: number;
  141573. readonly TEXTURE_COMPARE_FUNC: number;
  141574. readonly TEXTURE_COMPARE_MODE: number;
  141575. readonly COMPARE_REF_TO_TEXTURE: number;
  141576. readonly TEXTURE_WRAP_R: number;
  141577. readonly HALF_FLOAT: number;
  141578. readonly RGB8: number;
  141579. readonly RED_INTEGER: number;
  141580. readonly RG_INTEGER: number;
  141581. readonly RGB_INTEGER: number;
  141582. readonly RGBA_INTEGER: number;
  141583. readonly R8_SNORM: number;
  141584. readonly RG8_SNORM: number;
  141585. readonly RGB8_SNORM: number;
  141586. readonly RGBA8_SNORM: number;
  141587. readonly R8I: number;
  141588. readonly RG8I: number;
  141589. readonly RGB8I: number;
  141590. readonly RGBA8I: number;
  141591. readonly R8UI: number;
  141592. readonly RG8UI: number;
  141593. readonly RGB8UI: number;
  141594. readonly RGBA8UI: number;
  141595. readonly R16I: number;
  141596. readonly RG16I: number;
  141597. readonly RGB16I: number;
  141598. readonly RGBA16I: number;
  141599. readonly R16UI: number;
  141600. readonly RG16UI: number;
  141601. readonly RGB16UI: number;
  141602. readonly RGBA16UI: number;
  141603. readonly R32I: number;
  141604. readonly RG32I: number;
  141605. readonly RGB32I: number;
  141606. readonly RGBA32I: number;
  141607. readonly R32UI: number;
  141608. readonly RG32UI: number;
  141609. readonly RGB32UI: number;
  141610. readonly RGBA32UI: number;
  141611. readonly RGB10_A2UI: number;
  141612. readonly R11F_G11F_B10F: number;
  141613. readonly RGB9_E5: number;
  141614. readonly RGB10_A2: number;
  141615. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  141616. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  141617. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  141618. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  141619. readonly DEPTH_COMPONENT32F: number;
  141620. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  141621. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  141622. 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;
  141623. framebufferTextureLayer(target: number, attachment: number, texture: WebGLTexture | null, level: number, layer: number): void;
  141624. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  141625. readonly TRANSFORM_FEEDBACK: number;
  141626. readonly INTERLEAVED_ATTRIBS: number;
  141627. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  141628. createTransformFeedback(): WebGLTransformFeedback;
  141629. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  141630. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  141631. beginTransformFeedback(primitiveMode: number): void;
  141632. endTransformFeedback(): void;
  141633. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  141634. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  141635. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  141636. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  141637. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  141638. }
  141639. interface ImageBitmap {
  141640. readonly width: number;
  141641. readonly height: number;
  141642. close(): void;
  141643. }
  141644. interface WebGLQuery extends WebGLObject {
  141645. }
  141646. declare var WebGLQuery: {
  141647. prototype: WebGLQuery;
  141648. new(): WebGLQuery;
  141649. };
  141650. interface WebGLSampler extends WebGLObject {
  141651. }
  141652. declare var WebGLSampler: {
  141653. prototype: WebGLSampler;
  141654. new(): WebGLSampler;
  141655. };
  141656. interface WebGLSync extends WebGLObject {
  141657. }
  141658. declare var WebGLSync: {
  141659. prototype: WebGLSync;
  141660. new(): WebGLSync;
  141661. };
  141662. interface WebGLTransformFeedback extends WebGLObject {
  141663. }
  141664. declare var WebGLTransformFeedback: {
  141665. prototype: WebGLTransformFeedback;
  141666. new(): WebGLTransformFeedback;
  141667. };
  141668. interface WebGLVertexArrayObject extends WebGLObject {
  141669. }
  141670. declare var WebGLVertexArrayObject: {
  141671. prototype: WebGLVertexArrayObject;
  141672. new(): WebGLVertexArrayObject;
  141673. };
  141674. // Type definitions for WebVR API
  141675. // Project: https://w3c.github.io/webvr/
  141676. // Definitions by: six a <https://github.com/lostfictions>
  141677. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  141678. interface VRDisplay extends EventTarget {
  141679. /**
  141680. * Dictionary of capabilities describing the VRDisplay.
  141681. */
  141682. readonly capabilities: VRDisplayCapabilities;
  141683. /**
  141684. * z-depth defining the far plane of the eye view frustum
  141685. * enables mapping of values in the render target depth
  141686. * attachment to scene coordinates. Initially set to 10000.0.
  141687. */
  141688. depthFar: number;
  141689. /**
  141690. * z-depth defining the near plane of the eye view frustum
  141691. * enables mapping of values in the render target depth
  141692. * attachment to scene coordinates. Initially set to 0.01.
  141693. */
  141694. depthNear: number;
  141695. /**
  141696. * An identifier for this distinct VRDisplay. Used as an
  141697. * association point in the Gamepad API.
  141698. */
  141699. readonly displayId: number;
  141700. /**
  141701. * A display name, a user-readable name identifying it.
  141702. */
  141703. readonly displayName: string;
  141704. readonly isConnected: boolean;
  141705. readonly isPresenting: boolean;
  141706. /**
  141707. * If this VRDisplay supports room-scale experiences, the optional
  141708. * stage attribute contains details on the room-scale parameters.
  141709. */
  141710. readonly stageParameters: VRStageParameters | null;
  141711. /**
  141712. * Passing the value returned by `requestAnimationFrame` to
  141713. * `cancelAnimationFrame` will unregister the callback.
  141714. * @param handle Define the hanle of the request to cancel
  141715. */
  141716. cancelAnimationFrame(handle: number): void;
  141717. /**
  141718. * Stops presenting to the VRDisplay.
  141719. * @returns a promise to know when it stopped
  141720. */
  141721. exitPresent(): Promise<void>;
  141722. /**
  141723. * Return the current VREyeParameters for the given eye.
  141724. * @param whichEye Define the eye we want the parameter for
  141725. * @returns the eye parameters
  141726. */
  141727. getEyeParameters(whichEye: string): VREyeParameters;
  141728. /**
  141729. * Populates the passed VRFrameData with the information required to render
  141730. * the current frame.
  141731. * @param frameData Define the data structure to populate
  141732. * @returns true if ok otherwise false
  141733. */
  141734. getFrameData(frameData: VRFrameData): boolean;
  141735. /**
  141736. * Get the layers currently being presented.
  141737. * @returns the list of VR layers
  141738. */
  141739. getLayers(): VRLayer[];
  141740. /**
  141741. * Return a VRPose containing the future predicted pose of the VRDisplay
  141742. * when the current frame will be presented. The value returned will not
  141743. * change until JavaScript has returned control to the browser.
  141744. *
  141745. * The VRPose will contain the position, orientation, velocity,
  141746. * and acceleration of each of these properties.
  141747. * @returns the pose object
  141748. */
  141749. getPose(): VRPose;
  141750. /**
  141751. * Return the current instantaneous pose of the VRDisplay, with no
  141752. * prediction applied.
  141753. * @returns the current instantaneous pose
  141754. */
  141755. getImmediatePose(): VRPose;
  141756. /**
  141757. * The callback passed to `requestAnimationFrame` will be called
  141758. * any time a new frame should be rendered. When the VRDisplay is
  141759. * presenting the callback will be called at the native refresh
  141760. * rate of the HMD. When not presenting this function acts
  141761. * identically to how window.requestAnimationFrame acts. Content should
  141762. * make no assumptions of frame rate or vsync behavior as the HMD runs
  141763. * asynchronously from other displays and at differing refresh rates.
  141764. * @param callback Define the eaction to run next frame
  141765. * @returns the request handle it
  141766. */
  141767. requestAnimationFrame(callback: FrameRequestCallback): number;
  141768. /**
  141769. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  141770. * Repeat calls while already presenting will update the VRLayers being displayed.
  141771. * @param layers Define the list of layer to present
  141772. * @returns a promise to know when the request has been fulfilled
  141773. */
  141774. requestPresent(layers: VRLayer[]): Promise<void>;
  141775. /**
  141776. * Reset the pose for this display, treating its current position and
  141777. * orientation as the "origin/zero" values. VRPose.position,
  141778. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  141779. * updated when calling resetPose(). This should be called in only
  141780. * sitting-space experiences.
  141781. */
  141782. resetPose(): void;
  141783. /**
  141784. * The VRLayer provided to the VRDisplay will be captured and presented
  141785. * in the HMD. Calling this function has the same effect on the source
  141786. * canvas as any other operation that uses its source image, and canvases
  141787. * created without preserveDrawingBuffer set to true will be cleared.
  141788. * @param pose Define the pose to submit
  141789. */
  141790. submitFrame(pose?: VRPose): void;
  141791. }
  141792. declare var VRDisplay: {
  141793. prototype: VRDisplay;
  141794. new(): VRDisplay;
  141795. };
  141796. interface VRLayer {
  141797. leftBounds?: number[] | Float32Array | null;
  141798. rightBounds?: number[] | Float32Array | null;
  141799. source?: HTMLCanvasElement | null;
  141800. }
  141801. interface VRDisplayCapabilities {
  141802. readonly canPresent: boolean;
  141803. readonly hasExternalDisplay: boolean;
  141804. readonly hasOrientation: boolean;
  141805. readonly hasPosition: boolean;
  141806. readonly maxLayers: number;
  141807. }
  141808. interface VREyeParameters {
  141809. /** @deprecated */
  141810. readonly fieldOfView: VRFieldOfView;
  141811. readonly offset: Float32Array;
  141812. readonly renderHeight: number;
  141813. readonly renderWidth: number;
  141814. }
  141815. interface VRFieldOfView {
  141816. readonly downDegrees: number;
  141817. readonly leftDegrees: number;
  141818. readonly rightDegrees: number;
  141819. readonly upDegrees: number;
  141820. }
  141821. interface VRFrameData {
  141822. readonly leftProjectionMatrix: Float32Array;
  141823. readonly leftViewMatrix: Float32Array;
  141824. readonly pose: VRPose;
  141825. readonly rightProjectionMatrix: Float32Array;
  141826. readonly rightViewMatrix: Float32Array;
  141827. readonly timestamp: number;
  141828. }
  141829. interface VRPose {
  141830. readonly angularAcceleration: Float32Array | null;
  141831. readonly angularVelocity: Float32Array | null;
  141832. readonly linearAcceleration: Float32Array | null;
  141833. readonly linearVelocity: Float32Array | null;
  141834. readonly orientation: Float32Array | null;
  141835. readonly position: Float32Array | null;
  141836. readonly timestamp: number;
  141837. }
  141838. interface VRStageParameters {
  141839. sittingToStandingTransform?: Float32Array;
  141840. sizeX?: number;
  141841. sizeY?: number;
  141842. }
  141843. interface Navigator {
  141844. getVRDisplays(): Promise<VRDisplay[]>;
  141845. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  141846. }
  141847. interface Window {
  141848. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  141849. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  141850. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  141851. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  141852. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  141853. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  141854. }
  141855. interface Gamepad {
  141856. readonly displayId: number;
  141857. }
  141858. type XRSessionMode =
  141859. | "inline"
  141860. | "immersive-vr"
  141861. | "immersive-ar";
  141862. type XRReferenceSpaceType =
  141863. | "viewer"
  141864. | "local"
  141865. | "local-floor"
  141866. | "bounded-floor"
  141867. | "unbounded";
  141868. type XREnvironmentBlendMode =
  141869. | "opaque"
  141870. | "additive"
  141871. | "alpha-blend";
  141872. type XRVisibilityState =
  141873. | "visible"
  141874. | "visible-blurred"
  141875. | "hidden";
  141876. type XRHandedness =
  141877. | "none"
  141878. | "left"
  141879. | "right";
  141880. type XRTargetRayMode =
  141881. | "gaze"
  141882. | "tracked-pointer"
  141883. | "screen";
  141884. type XREye =
  141885. | "none"
  141886. | "left"
  141887. | "right";
  141888. interface XRSpace extends EventTarget {
  141889. }
  141890. interface XRRenderState {
  141891. depthNear?: number;
  141892. depthFar?: number;
  141893. inlineVerticalFieldOfView?: number;
  141894. baseLayer?: XRWebGLLayer;
  141895. }
  141896. interface XRInputSource {
  141897. handedness: XRHandedness;
  141898. targetRayMode: XRTargetRayMode;
  141899. targetRaySpace: XRSpace;
  141900. gripSpace: XRSpace | undefined;
  141901. gamepad: Gamepad | undefined;
  141902. profiles: Array<string>;
  141903. }
  141904. interface XRSession extends XRAnchorCreator {
  141905. addEventListener: Function;
  141906. removeEventListener: Function;
  141907. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  141908. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  141909. requestAnimationFrame: Function;
  141910. end(): Promise<void>;
  141911. renderState: XRRenderState;
  141912. inputSources: Array<XRInputSource>;
  141913. // AR hit test
  141914. requestHitTest(ray: XRRay, referenceSpace: XRReferenceSpace): Promise<XRHitResult[]>;
  141915. updateWorldTrackingState(options: {
  141916. planeDetectionState?: { enabled: boolean; }
  141917. }): void;
  141918. }
  141919. interface XRReferenceSpace extends XRSpace {
  141920. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  141921. onreset: any;
  141922. }
  141923. type XRPlaneSet = Set<XRPlane>;
  141924. type XRAnchorSet = Set<XRAnchor>;
  141925. interface XRFrame {
  141926. session: XRSession;
  141927. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  141928. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  141929. // Anchors
  141930. trackedAnchors?: XRAnchorSet;
  141931. // Planes
  141932. worldInformation: {
  141933. detectedPlanes?: XRPlaneSet;
  141934. };
  141935. }
  141936. interface XRViewerPose extends XRPose {
  141937. views: Array<XRView>;
  141938. }
  141939. interface XRPose {
  141940. transform: XRRigidTransform;
  141941. emulatedPosition: boolean;
  141942. }
  141943. interface XRWebGLLayerOptions {
  141944. antialias?: boolean;
  141945. depth?: boolean;
  141946. stencil?: boolean;
  141947. alpha?: boolean;
  141948. multiview?: boolean;
  141949. framebufferScaleFactor?: number;
  141950. }
  141951. declare var XRWebGLLayer: {
  141952. prototype: XRWebGLLayer;
  141953. new(session: XRSession, context: WebGLRenderingContext | undefined, options?: XRWebGLLayerOptions): XRWebGLLayer;
  141954. };
  141955. interface XRWebGLLayer {
  141956. framebuffer: WebGLFramebuffer;
  141957. framebufferWidth: number;
  141958. framebufferHeight: number;
  141959. getViewport: Function;
  141960. }
  141961. declare class XRRigidTransform {
  141962. constructor(matrix: Float32Array | DOMPointInit, direction?: DOMPointInit);
  141963. position: DOMPointReadOnly;
  141964. orientation: DOMPointReadOnly;
  141965. matrix: Float32Array;
  141966. inverse: XRRigidTransform;
  141967. }
  141968. interface XRView {
  141969. eye: XREye;
  141970. projectionMatrix: Float32Array;
  141971. transform: XRRigidTransform;
  141972. }
  141973. interface XRInputSourceChangeEvent {
  141974. session: XRSession;
  141975. removed: Array<XRInputSource>;
  141976. added: Array<XRInputSource>;
  141977. }
  141978. interface XRInputSourceEvent extends Event {
  141979. readonly frame: XRFrame;
  141980. readonly inputSource: XRInputSource;
  141981. }
  141982. // Experimental(er) features
  141983. declare class XRRay {
  141984. constructor(transformOrOrigin: XRRigidTransform | DOMPointInit, direction?: DOMPointInit);
  141985. origin: DOMPointReadOnly;
  141986. direction: DOMPointReadOnly;
  141987. matrix: Float32Array;
  141988. }
  141989. interface XRHitResult {
  141990. hitMatrix: Float32Array;
  141991. }
  141992. interface XRAnchor {
  141993. // remove?
  141994. id?: string;
  141995. anchorSpace: XRSpace;
  141996. lastChangedTime: number;
  141997. detach(): void;
  141998. }
  141999. interface XRPlane extends XRAnchorCreator {
  142000. orientation: "Horizontal" | "Vertical";
  142001. planeSpace: XRSpace;
  142002. polygon: Array<DOMPointReadOnly>;
  142003. lastChangedTime: number;
  142004. }
  142005. interface XRAnchorCreator {
  142006. // AR Anchors
  142007. createAnchor(pose: XRPose | XRRigidTransform, referenceSpace: XRReferenceSpace): Promise<XRAnchor>;
  142008. }